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BIOPHONE
Mk.VII • SOMA INDUSTRIES
INITIALIZING NEURAL BRIDGE
SKIP [SPACE]
Twin Status
ACTIVE
Neural Fidelity
99.7%
Location
NEXUS HUB
Robot Avatar
🤖
Explorer Unit LEVI-07
Awaiting Transfer
TRANSFER INTO ROBOT
◉ DIGITAL TWIN ACTIVE • PROJECTED INTO NEXUS
🎮
Controller Connected
INITIALIZING OMNIVERSE ENGINE...
● Audio
● Renderer
● World
● Assets
TIP: Press F1 anytime to view keyboard shortcuts
💾
Saving...
Preparing save data...
Portals
Agent Embassy
AI Companion
Scene Recorder
X
BioPhone • Virtual Command
Discovered Planets
0
Active Agents
0
Pocket Dimensions
0
Total Gold
0
⏺
▶
⏹
⚡
ABILITY
💾
Saving...
The Outer Cube
You are in ordinary 3D space. Walk toward a wall to enter...
Press SPACE to enter portal
W A S D Move
Mouse Look
SPACE Enter Portal
ESC Exit
✓
+W (ANA)
⬆
THE FOURTH DIRECTION
⬆
-W (KATA)
Skip Tutorial
Watch the glowing vertices - they're not disappearing, they're rotating through you
W-COORDINATE
-W (Kata) - Anti-hyperward
⟳ HYPERCUBE INVERTING ⟳
FLATLAND
A ROMANCE OF MANY DIMENSIONS
—
1D LINE
2 vertices, 1 edge
□
2D SQUARE
4 vertices, 4 edges
⬜
3D CUBE
8 vertices, 12 edges
?
4D TESSERACT
? vertices, ? edges
Based on the pattern, how many vertices does a tesseract have?
SUBMIT PREDICTION
📖
4D GUIDE
Basics
Rotations
Rooms
Mind
🌀
What is 4D Space?
You exist in 3D space: you can move left/right, forward/backward, and up/down. But mathematically, there's no reason space has to stop at three dimensions.
The fourth spatial dimension (W) is a direction perpendicular to all three directions you know. It's impossible to point toward it in our universe, but mathematics lets us explore it.
⬜
What is a Tesseract?
A tesseract (or hypercube) is to a cube what a cube is to a square:
Dimensional Progression
0D: Point (no dimensions)
1D: Line (1 direction)
2D: Square (2 directions)
3D: Cube (3 directions)
4D: Tesseract (4 directions)
A tesseract has 16 vertices, 32 edges, 24 square faces, and 8 cubic cells. You're walking through one of those cells right now.
👁
Why Does It Look Strange?
What you see is a 3D shadow of a 4D object. Just as a 3D cube casts a 2D shadow on a wall, a 4D tesseract casts a 3D "shadow" that we can see.
The distortions you see are because the W-axis is being projected away - parts of the tesseract that extend into the 4th dimension appear squished or enlarged.
🚀 Start Guided Tour
🔄
Understanding 4D Rotation
In 3D, we rotate around axes (X, Y, Z). In 4D, we rotate in planes . With 4 dimensions, there are 6 possible rotation planes.
Three are familiar (3D rotations). Three are impossible in our world (4D rotations).
🌐
3D Rotations (Familiar)
XY Plane
Rotation around Z-axis. Like spinning a top.
✅ EXISTS IN 3D
XZ Plane
Rotation around Y-axis. Like a compass needle.
✅ EXISTS IN 3D
YZ Plane
Rotation around X-axis. Like a wheel rolling.
✅ EXISTS IN 3D
✨
4D Rotations (Impossible)
These rotations involve the W-axis. They're mathematically valid but physically impossible in our universe.
XW Plane
X rotates into W. Points "flip" through the 4th dimension.
🌟 4D ONLY
YW Plane
Y rotates into W. Vertical becomes hypervertical.
🌟 4D ONLY
ZW Plane
Z rotates into W. Depth becomes hyperdepth.
🌟 4D ONLY
🏛
The 8 Cubic Cells
A tesseract contains 8 cubic cells - 3D "rooms" that share faces with each other in impossible ways. Each room you visit is one of these cells.
🚪
Why Rooms Feel Bigger Inside
In 4D, a room can have more interior volume than its 3D exterior suggests. The "extra" space extends into the W dimension.
Think of it like this: a flat shadow of a box looks like a square - you can't tell how deep it is. Similarly, a 3D "shadow" of a 4D room hides its W-depth.
🔮
Portals Between Cells
The portals connect cubic cells through their shared faces. When you step through a portal, you're moving in the W direction - even though it feels like you're walking forward.
This is why each room can lead to multiple others without overlapping. They're not stacked in 3D; they're arranged in 4D.
🧠
What You Look Like from 4D
A 4D being looking at you would see your entire 3D body at once - your skin, your organs, your skeleton - all simultaneously visible, like how you can see the entire 2D cross-section of an orange slice.
Your timeline would appear as a 4D "worm" - every moment of your existence laid out like a sculpture through time.
⌛
Time as a Fourth Dimension
Einstein showed that time is dimension-like. But the W-axis here is a fourth spatial dimension - not time. It's a direction you could theoretically walk in, if physics allowed it.
In this tesseract, you're exploring what it might feel like if that extra direction actually existed.
♾
The Limits of Perception
Your brain evolved in 3D. It has no hardware for processing 4D space directly. What you're seeing is your visual cortex's best attempt at interpreting something it was never designed to understand.
The confusion, the wrongness, the sense that something is off - that's your 3D brain brushing against a higher reality it cannot fully grasp.
📖 Open 4D Glossary
W-AXIS POSITION
-W (ANA)
+W (KATA)
0.00
Fourth Dimensional Depth
STEP 1 OF 7
🌀
Welcome to 4D Space
You have crossed the event horizon and entered a tesseract - a four-dimensional hypercube. Everything you thought you knew about space is about to change.
Skip Tour
Continue →
Tesseract (Hypercube)
The 4D analog of a cube. It has 16 vertices, 32 edges, 24 square faces, and 8 cubic cells. Also called an 8-cell or octachoron.
W-Axis
The fourth spatial dimension, perpendicular to X, Y, and Z. Movement along W is impossible in our universe but mathematically valid.
Ana / Kata
Coined by Charles Hinton in 1888. "Ana" means movement in the +W direction, "Kata" means movement in the -W direction. Like up/down for the fourth dimension.
Stereographic Projection
A method of projecting higher-dimensional objects into lower dimensions. The tesseract you see is a 3D stereographic projection of a 4D object.
Rotation Plane
In 4D, rotation happens in a plane, not around an axis. Six rotation planes exist: XY, XZ, XW, YZ, YW, ZW. Three involve W and are impossible in 3D.
Cell (4D)
The 3D boundary element of a 4D shape. A tesseract has 8 cubic cells, just as a cube has 6 square faces.
Hyperplane
A 3D "slice" of 4D space. The room you're standing in is a hyperplane - a 3D cross-section of the tesseract.
Klein Bottle
A non-orientable surface that can only exist without self-intersection in 4D. It has no inside or outside - like a Möbius strip with no edges.
Flatland
An 1884 novella by Edwin Abbott exploring how 2D beings would perceive 3D. A useful analogy for understanding how 3D beings (us) perceive 4D.
4D Intuition
With practice, some mathematicians develop a "feel" for 4D space. Your brain can build new pathways for processing higher dimensions, though true 4D vision remains impossible.
⬤ EVENT HORIZON
You have approached the supermassive black hole at the galaxy's center. Beyond lies a gateway to the 4th dimension - a tesseract of impossible geometry where space folds upon itself.
Do you dare to enter?
ENTER THE TESSERACT
Stay in Galaxy
⚙️
‹
›
1/60
Loading...
Unknown
← → Arrow Keys or Tab to Navigate
Controls the strength of gravity. Higher = faster orbits.
Mass of central body. Heavier = stronger pull.
Speed of simulation. Slow down to observe, speed up to see patterns.
How elliptical orbits are. 0 = circular, 1 = parabolic.
Quick Scenarios:
🌍 Stable
⚡ Fast Orbits
🔵 Elliptical
💥 Chaos!
🚀 Escaped Planets
0
Drop G or M quickly to launch more!
Move mouse to show • Try the presets!
⚡ v6.32 MIND-BLOWING FEATURES
🎥 Planet Rider Cam
OFF
Ride along on a planet's orbital journey
🌀 Gravitational Lensing
ON
Light bending around the supermassive black hole
💥 Planet Collisions
ON
Planets can collide and create supernovae
💥 Collisions:
0
🔥 Universe Ignition
Destroyed & escaped planets are permanent .
When all planets are gone, discover new galaxies to ignite.
Share via QR code to let others visit your universe!
🌌 Galaxy Manager
🚀 INITIATE LANDING
SKIP [ESC]
APPROACHING
System-857
Desert World • Population: 78M
🏠 FAMILIAR GROUND - 66 previous visits
‹
4/5
System-857
Desert
🚀 Initiate Landing
← → Arrow Keys or Tab to Navigate
›
0
Civilizations
0
Cycle
0:00
Playtime
Terra
LEAVE
Stats
Quests
Mastery
Portals
RAPPID
Settings
🐺
Primal Ravager
Enemy Hero • Level 5
HP: 500/500
DMG: 25
ARM: 5
Level 5 • 1,250 / 2,000 XP
🤖 AI Behavior
🎮 Manual
🔍 Explorer
⚔️ Pusher
⛏️ Miner
🛡️ Defender
🎯 Hunter
🔍 EXPLORING
SkillsK
CraftP
ItemsI
GearG
CineC
GalaxyM
Agents
Genesis
Stats
Codex
Quests
Mastery
Portals
Evolve
Settings
RAPPID
LEVIATHAN
GALAXY SIMULATION v10.32
0
Civilizations
🌌 New Galaxy
0
Cycle
0:00
Playtime
🌌 Galaxies
🤖 AI BEHAVIOR
🎮 Manual Control
🔍 Explorer
⚔️ Lane Pusher
⛏️ Miner
🛡️ Defender
🚜 Terraformer
🔨 Builder
🎯 Hunter
💰 Trader
🧬 Evolutionary Architect
🌀 Hive Mind Swarm
⏱️ Temporal Echo
🎭 Chaos Agent
🔮 Precognition
🌊 Fluid Dynamics
🎪 Jester Protocol
⚡ Lightning Router
🌑 Shadow Stalker
🎼 Rhythmic Conductor
🔍 EXPLORING
Auto-gathering resources and fighting mobs
🤖
PROBE INTEGRITY
100 / 100
🛡️ Defense: ON
🔧 Repair
Laser Range: 35m | DMG: 15
📊 Defense Statistics
Engagements:
0
Defeats:
0
Damage Dealt:
0
Deterred:
0
Times Attacked:
0
Damage Taken:
0
Defeat Rate:
0%
Repairs:
0
Target
Mobs: 0
Trees: 0
Rocks: 0
Agents: 0
Fish Spots: 0
Zoom: 43%
🔥 IGNITE NEW UNIVERSE
You will be the FIRST OBSERVER to burn this reality into existence
60
Planets Awaiting Birth
First Observer
Pioneer 0000
Your observation will collapse infinite potential into defined reality
🔥 IGNITE UNIVERSE
Galaxy 1 has been fully explored. A new universe awaits your observation.
All skills, inventory, and progress will be preserved across realities.
Stay in Current Reality
×
🌌 My Galaxies
🌍 Public Worlds
Galaxy #1
Scan to drop into this universe
🔥 Ignited by: Unknown
60 planets active
Visitors will see exact state: destroyed/escaped planets
📋 Copy URL
Close
×
Share World
👁️ Spectate
🐜 Ant Farm
🎮 Co-op
⚔️ Versus
Others can watch your exploration in real-time
🌐 Spectate Mode - Viewers see what you see!
COPY URL
🗺️ LIVE MAP
Terra
X: 0 Z: 0
Stream latency: -- ms
Version: -
Crafting ×
Shift+Click = Craft All
⛏️ Pickaxe
⚔️ Sword
🎣 Rod
🍳 Cook Fish
🧪 Potion
Advanced
Chitin Armor
Frost Blade
Crystal Pick
Magma Sword
Super Potion
Void Dagger
⚔️ Legendary
Guardian Armor
Legendary Blade
🛡️ Equipment
Iron Armor
Swift Boots
Lucky Charm
Power Ring
Steel Armor
Master Rod
🎒 (0 /20) ×
🧹 Clear Low Priority Items
Right-click items to drop • Auto-drops lowest priority when full
⚔️ Gear ×
⚔️
Empty
🛡️
Empty
💍
Empty
🔧
Empty
✨ Enchant
ACT
DODGE
VICTORY
The enemy throne has fallen!
Continue Playing
Rematch
Welcome to LEVIATHAN
🌌 Galaxy Mode:
Click on star systems to explore planets
Visited planets show a green ring
Watch orbital mechanics - planets orbit the central black hole
Planets can collide or escape into deep space!
🏝️ Planet Mode:
Click to move or interact with objects
WASD keys for movement
E to eat food and heal
1-9 to use inventory items
🔥 Universe Ignition:
When all planets are exhausted, discover new galaxies
You become the First Observer who "burns" the universe into existence
Each galaxy gets a unique ignition signature tied to you
Your actions (planet destruction, escapes) are permanently recorded
📤 Sharing & Drop-In:
Generate QR codes to share your universe with others
Visitors "drop in" and see your galaxy's exact state
Destroyed planets stay destroyed, escaped planets stay escaped
Use More → Galaxy Manager to view all discovered galaxies
💡 Tips:
Gather logs and ore to craft tools
Tools increase resource yield
Green slimes are aggressive!
Fish for food, cook it to heal more
Press F1 anytime for keyboard shortcuts
START EXPLORING
⌨️ Keyboard Shortcuts
×
🎮 Movement
W A S D Move character
Click Move to location
Shift Run (hold)
Space Dodge roll
⚔️ Combat
1-9 Use abilities
Q Quick heal
E Eat food
Tab Target nearest enemy
📋 Panels
I Inventory
K Skills
C Crafting
U Equipment
J Quests
M Minimap toggle
🤖 AI & System
V Toggle copilot
T Talk to copilot
P Toggle autopilot
Esc Settings/Close
F1 / ? This help menu
F3 Performance stats
F11 Fullscreen
🌌 Galaxy Mode
S Settings panel
Click Select planet
Scroll Zoom in/out
Drag Rotate view
✨ Special Actions
R Use repair kit
F Follow mode (MP)
H Toggle HUD
Z/X/C Abilities
🔥 Multiverse
M Galaxy Manager
🌌 btn Ignite new universe
QR Share galaxy link
📤 Copy galaxy URL
🔥 Universe Ignition System
When you discover a new galaxy, you become the First Observer who burns that reality into existence.
Your player name and a unique ignition signature are permanently recorded.
Share your universe via QR code - visitors will see your galaxy's exact state (destroyed/escaped planets).
Press F1 or ? anytime to show/hide this menu
📊 Performance
FPS: 60
Entities: 0
Mobs: 0
Draw calls: 0
Triangles: 0
GENESIS ENGINE
EMERGENT CIVILIZATION SIMULATOR
EXIT GENESIS
🧬 GENESIS CONTROLS
⏸️
▶️
⏩
⏭️
Click anywhere to drop a seed particle
Divine Interventions
✨ Bless
💥 Disaster
Speak now...
Cancel
🎤 Retry
Send ✓
Auto-send messages
Click to select
What next?
Tips
Enemies
Get Stronger
Mind-Blowing
Hello, Explorer! I'm your Copilot Companion. I'll follow you on your journey and help with advice. What would you like to know?
Press V to voice chat • Space while open to speak • Esc to close
System
Welcome to World Chat! Press Enter to chat with other players.
Send
👋 Wave
😂 Laugh
👍 Nice
🎉 Celebrate
🤯 Wow
🫡 Salute
🔥 Fire
❤️ Love
Hold G Click Emote
All (21)
Narrative
Philosophy
Transcendence
Comedy
Science
Horror
Competitive
Welcome back. I have been... waiting.
Unknown Entity has killed you 0 times. It remembers you.
Endpoint:
Default
🪵
Gatherer
⚔️
Hunter
🔍
Scout
🛡️
Protector
💚
Healer
🎣
Fisher
⛏️
Miner
🧭
Explorer
🚜
Terraformer
🔧
Builder
No agents deployed yet. Click an agent type above to spawn.
General
Endpoints
Voice
3D View
Import/Export
Endpoint Profiles
Create different endpoint profiles to assign to your agent fleet. Each agent can use a different AI provider.
+ Add New Endpoint Profile
Default Agent Endpoint
Select which profile to use for new agents by default.
Use Global RAPPID Settings
Quick Test
Select a profile to test...
Test
Behavior
Follow Distance
Close (2m)
Normal (3m)
Far (5m)
Float Height
Low (1.5m)
Normal (2.5m)
High (3.5m)
RAPPID Settings
Import your RAPPID configuration file to automatically configure API endpoints and Azure TTS settings.
Import RAPPID Config
Export Settings
📦 Backup Center
🗄️ Data Hub
Connection Status
No endpoint configured
Test Connection
Reset
Clear All Settings
−
Daily Challenge
Loading...
0/0
Streak: 0 days
×
Settings
Graphics
Particle Quality
High
Medium
Low
Shadows
ON
Screen Shake
ON
Game
Show Hints
ON
Auto-Use Potions
OFF
Use potions when HP drops below 30%
Show Tutorial
🎮 Controller
Deck Mode
AUTO
Optimizes UI, FPS & controls for Steam Deck
Auto-Attack
OFF
Automatically attack nearby enemies
Auto-Retaliate
ON
Automatically attack back when hit
Vibration
ON
Target FPS
60 FPS
40 FPS (Battery)
30 FPS (Max Battery)
📊 Analytics
Local usage stats (never leaves your device)
Sessions
0
Playtime
0h 0m
Steam Deck
0 sessions
Gamepad
0 sessions
📤 Export
🗑️ Clear
Export to share anonymous stats with developers
📦 Data & Backup
Export/import your game saves and RAPPID settings
📦 Full Backup
💾 Save Only
🗄️ Data Hub
📥 Import
Last saved: Never
LEVIATHAN: OMNIVERSE v6.81
Welcome Back!
Claim Rewards!
×
Player Statistics
Player Rank
Current Rank Novice Explorer
Total Points 0
Special Titles: None yet
Exploration
Planets Visited 0 / 60
POIs Discovered 0
Total Playtime 0h 0m
Gathering
Trees Chopped 0
Ore Mined 0
Fish Caught 0
Prestige System
Prestige Level 0
XP Multiplier x1.0
Lifetime Points 0
PRESTIGE NOW
×
Collection Codex
Creatures
Items
Biomes
Abilities
Pets
📜 Chronicle
👻 Echoes
Collected: 0 / 0
Active: None
Entries: 0
Pending Events: 0
✨ Generate Entry
📤 Export
Narrative Style:
🎭 Epic Space Opera
📺 Documentary
🌸 Poetic & Mystical
🕵️ Hard-Boiled Noir
Your saga awaits... Events will be recorded as you explore the cosmos.
Echoes Created: 0
Discovered: 0
✨ Leave Echo
📤 Export
No echoes yet... Leave your mark on the cosmos with the "Leave Echo" button.
×
📊 Galactic Trade Exchange
💰 0g
📈 Prices
🏪 Merchants
🎭 Manipulate
Live market prices update every 30 seconds. Watch for trends!
🦾
Grimjaw
Resources
💎
Crystalia
Gems
🛡️
Ironhide
Equipment
🦇
Shadowmere
Rare Items
🤖
Wanderbot
Random
Select a merchant to begin trading
⚠️ WARNING: Market manipulation affects ALL prices and merchant behavior!
📈 Corner Market
Buy ALL available stock of an item from merchants to create artificial scarcity!
Select item to corner...
This will spend gold to buy all available stock!
👑 CORNER THE MARKET
💡 Trading Tips
Watch for market events - buy low during crashes, sell high during booms!
Each merchant has preferred items - they pay MORE for what they specialize in.
NPCs trade with each other - prices shift even when you're not trading!
Flood the market with ore → prices crash → buy cheap equipment!
Corner rare items → prices spike → sell back at huge profit!
×
Quest Board
Daily
Weekly
Story
Progress through the story to unlock rewards!
×
✨ Enchanting Table
Add magical enhancements to your equipped gear!
×
🌟 Talent Trees
Talent Points: 0/0
Earn 1 talent point per 5 combined skill levels
×
Skill Mastery
Reach skill milestones to unlock permanent bonuses!
×
Realm Portals
Enter challenging realms for exclusive rewards!
Current Realm:
None
×
Companion Evolution
Bond with your companions to unlock powerful evolutions!
×
Achievement Showcase
Active Cosmetic: None
Landing Sequence
Altitude: 0 m
Speed: 0 m/s
Fuel: 100 %
Mode: Autonomous
Distance: 0 m
Switch to Manual
Abort Landing
Manual: Arrow Keys + Space/Shift
Cinematic Mode
🎬
');
* // Returns: <script>alert("xss")</script>
*/
const escapeHtml = (text) => {
if (text === null || text === undefined) return '';
return String(text)
.replace(/&/g, '&')
.replace(//g, '>')
.replace(/"/g, '"')
.replace(/'/g, ''');
};
/**
* Error recovery utilities for graceful failure handling
* Provides retry logic, safe DOM queries, safe JSON parsing, and save data validation
* @namespace ErrorRecovery
*/
const ErrorRecovery = {
// Track error counts per operation
errorCounts: new Map(),
maxRetries: 3,
retryDelay: 1000,
/**
* Wraps a function with automatic retry logic and exponential backoff
* @param {function} fn - Async function to retry
* @param {object} options - Retry options
* @param {string} options.name - Operation name for logging (default: 'operation')
* @param {number} options.retries - Number of retry attempts (default: 3)
* @param {number} options.delay - Base delay between retries in ms (default: 1000)
* @param {*} options.fallback - Fallback value or function if all retries fail
* @returns {function} Wrapped function with retry logic
* @example
* const safeLoad = ErrorRecovery.withRetry(loadData, {
* name: 'loadData',
* retries: 3,
* fallback: () => getDefaultData()
* });
*/
withRetry(fn, options = {}) {
const { name = 'operation', retries = this.maxRetries, delay = this.retryDelay, fallback = null } = options;
return async (...args) => {
let lastError;
for (let attempt = 0; attempt <= retries; attempt++) {
try {
return await fn(...args);
} catch (err) {
lastError = err;
if (DEBUG_LOGGING) console.warn(`[ErrorRecovery] ${name} failed (attempt ${attempt + 1}/${retries + 1}):`, err.message);
if (attempt < retries) {
await new Promise(resolve => setTimeout(resolve, delay * (attempt + 1)));
}
}
}
// All retries exhausted
this.errorCounts.set(name, (this.errorCounts.get(name) || 0) + 1);
if (fallback !== null) {
if (DEBUG_LOGGING) console.log(`[ErrorRecovery] ${name} using fallback value`);
return typeof fallback === 'function' ? fallback() : fallback;
}
throw lastError;
};
},
// Safe DOM query with fallback
safeQuerySelector(selector, fallback = null) {
try {
const el = document.querySelector(selector);
return el || fallback;
} catch (err) {
if (DEBUG_LOGGING) console.warn('[ErrorRecovery] Invalid selector:', selector);
return fallback;
}
},
// Safe JSON parse with fallback
safeJSONParse(text, fallback = null) {
try {
return JSON.parse(text);
} catch (err) {
if (DEBUG_LOGGING) console.warn('[ErrorRecovery] JSON parse failed:', err.message);
return fallback;
}
},
// v8.37: UNIVERSAL LOCALSTORAGE QUOTA HANDLER (8-Strategy Round 5 #1 - 8/8 UNANIMOUS)
// Provides QuotaExceededError recovery with automatic cleanup
safeLocalStorage: {
// Track storage usage for intelligent cleanup
storageUsage: new Map(),
lastCleanup: 0,
CLEANUP_COOLDOWN: 60000, // 1 minute between cleanups
get(key, fallback = null) {
try {
const value = localStorage.getItem(key);
return value !== null ? value : fallback;
} catch (err) {
if (DEBUG_LOGGING) console.warn('[ErrorRecovery] localStorage get failed:', err.message);
return fallback;
}
},
/**
* Sets a value in localStorage with automatic quota handling and cleanup
* @param {string} key - Storage key
* @param {string} value - Value to store
* @param {object} options - Optional configuration
* @param {boolean} options.critical - If true, prioritize this item during cleanup
* @param {boolean} options.compress - Attempt to compress value before storing
* @returns {boolean} True if successful, false otherwise
*/
set(key, value, options = {}) {
const { critical = false, compress = false } = options;
try {
// Track size for LRU cleanup
this.storageUsage.set(key, {
size: value.length,
timestamp: Date.now(),
critical: critical
});
localStorage.setItem(key, value);
return true;
} catch (err) {
// Handle QuotaExceededError specifically
if (err.name === 'QuotaExceededError' || err.code === 22 || err.code === 1014) {
if (DEBUG_LOGGING) console.warn('[StorageQuota] Quota exceeded - attempting cleanup');
// Attempt automatic cleanup
const freedSpace = this.performSmartCleanup(value.length, critical);
if (freedSpace > 0) {
try {
localStorage.setItem(key, value);
this.storageUsage.set(key, { size: value.length, timestamp: Date.now(), critical });
if (typeof showNotification === 'function') {
showNotification(`Storage optimized - freed ${Math.round(freedSpace / 1024)}KB`, 'info');
}
return true;
} catch (retryErr) {
if (DEBUG_LOGGING) console.error('[StorageQuota] Cleanup insufficient:', retryErr);
}
}
// Show user-friendly error
if (typeof showNotification === 'function') {
showNotification('Storage full - please export saves and clear old data', 'warning');
}
} else {
if (DEBUG_LOGGING) console.warn('[ErrorRecovery] localStorage set failed:', err.message);
}
return false;
}
},
/**
* Performs intelligent cleanup of localStorage to free space
* @param {number} requiredSpace - Bytes needed
* @param {boolean} protectCritical - Whether to avoid removing critical items
* @returns {number} Bytes freed
*/
performSmartCleanup(requiredSpace, protectCritical = true) {
// Avoid excessive cleanup attempts
if (Date.now() - this.lastCleanup < this.CLEANUP_COOLDOWN) {
return 0;
}
this.lastCleanup = Date.now();
let freedBytes = 0;
const itemsToRemove = [];
// Build list of removable items (LRU - Least Recently Used)
const allKeys = [];
for (let i = 0; i < localStorage.length; i++) {
allKeys.push(localStorage.key(i));
}
// Categorize by priority (non-critical, old backups, temp data)
const candidates = allKeys
.map(key => {
const usage = this.storageUsage.get(key);
const value = localStorage.getItem(key);
const size = value ? value.length : 0;
// Determine if removable
const isBackup = key.includes('backup-') || key.includes('_backup');
const isTemp = key.includes('temp') || key.includes('cache');
const isCritical = usage?.critical || key.includes('leviathan-omniverse');
const age = Date.now() - (usage?.timestamp || 0);
return { key, size, isBackup, isTemp, isCritical, age };
})
.filter(item => {
// Remove temp data and old backups first
if (item.isTemp) return true;
if (item.isBackup && item.age > 86400000) return true; // 24h old backups
if (!protectCritical && !item.isCritical) return true;
return false;
})
.sort((a, b) => b.age - a.age); // Oldest first
// Remove items until we have enough space
for (const item of candidates) {
if (freedBytes >= requiredSpace * 1.2) break; // Free 20% extra
try {
localStorage.removeItem(item.key);
this.storageUsage.delete(item.key);
freedBytes += item.size;
if (DEBUG_LOGGING) console.log(`[StorageQuota] Removed ${item.key} (${Math.round(item.size / 1024)}KB)`);
} catch (e) {
if (DEBUG_LOGGING) console.warn('[StorageQuota] Failed to remove:', item.key);
}
}
return freedBytes;
},
remove(key) {
try {
localStorage.removeItem(key);
this.storageUsage.delete(key);
return true;
} catch (err) {
return false;
}
},
/**
* Get estimated storage usage
* @returns {object} Storage statistics
*/
getStorageInfo() {
let totalSize = 0;
let itemCount = 0;
for (let i = 0; i < localStorage.length; i++) {
try {
const key = localStorage.key(i);
const value = localStorage.getItem(key);
totalSize += (key.length + (value ? value.length : 0)) * 2; // UTF-16 chars = 2 bytes
itemCount++;
} catch (e) {}
}
return {
totalSizeKB: Math.round(totalSize / 1024),
totalSizeMB: (totalSize / (1024 * 1024)).toFixed(2),
itemCount: itemCount,
estimatedQuotaMB: 5, // Most browsers provide 5-10MB
usagePercent: Math.round((totalSize / (5 * 1024 * 1024)) * 100)
};
}
},
// Report error to user gracefully
reportError(message, severity = 'error') {
if (typeof showNotification === 'function') {
showNotification(message, severity);
} else {
console.error('[ErrorRecovery]', message);
}
},
// v8.32: Validate and recover gameData structure
validateGameData(data) {
if (!data || typeof data !== 'object') {
return this.createDefaultGameData();
}
// Required fields with defaults
const requiredFields = {
resources: { wood: 0, ore: 0, fish: 0, gold: 0 },
inventory: [],
skills: { mining: { level: 1, xp: 0 }, woodcutting: { level: 1, xp: 0 }, combat: { level: 1, xp: 0 }, fishing: { level: 1, xp: 0 }, cooking: { level: 1, xp: 0 }, crafting: { level: 1, xp: 0 } },
equipment: { weapon: null, armor: null, accessory: null, tool: null },
statistics: { treesChopped: 0, oresMined: 0, fishCaught: 0, mobsKilled: 0, itemsCrafted: 0 },
playtime: 0,
visitedPlanets: [],
achievements: {},
enchantments: {},
health: 100,
maxHealth: 100,
mana: 50,
maxMana: 50,
playerLevel: 1,
playerXP: 0
};
let recoveredFields = 0;
for (const [field, defaultValue] of Object.entries(requiredFields)) {
if (data[field] === undefined || data[field] === null) {
data[field] = JSON.parse(JSON.stringify(defaultValue));
recoveredFields++;
} else if (typeof defaultValue === 'object' && !Array.isArray(defaultValue)) {
// Check nested object fields
for (const [subField, subDefault] of Object.entries(defaultValue)) {
if (data[field][subField] === undefined) {
data[field][subField] = subDefault;
recoveredFields++;
}
}
}
}
if (recoveredFields > 0) {
debugLog('ErrorRecovery', `Recovered ${recoveredFields} missing fields in gameData`);
}
return data;
},
// v8.32: Create fresh default game data
createDefaultGameData() {
debugLog('ErrorRecovery', 'Creating default gameData');
return {
resources: { wood: 0, ore: 0, fish: 0, gold: 0 },
inventory: [],
skills: {
mining: { level: 1, xp: 0 },
woodcutting: { level: 1, xp: 0 },
combat: { level: 1, xp: 0 },
fishing: { level: 1, xp: 0 },
cooking: { level: 1, xp: 0 },
crafting: { level: 1, xp: 0 }
},
equipment: { weapon: null, armor: null, accessory: null, tool: null },
statistics: { treesChopped: 0, oresMined: 0, fishCaught: 0, mobsKilled: 0, itemsCrafted: 0, poisDiscovered: 0 },
playtime: 0,
visitedPlanets: [],
achievements: {},
enchantments: {},
health: 100,
maxHealth: 100,
mana: 50,
maxMana: 50,
playerLevel: 1,
playerXP: 0,
lastSaved: Date.now()
};
},
// v8.32: Attempt to recover corrupted save data
attemptSaveRecovery(key = 'leviathan-omniverse') {
try {
// Try to get the raw data
const raw = localStorage.getItem(key);
if (!raw) {
this.reportError('No save data found - starting fresh', 'info');
return this.createDefaultGameData();
}
// Try to parse it
let data;
try {
data = JSON.parse(raw);
} catch (parseError) {
// Try to recover partial JSON
this.reportError('Save data corrupted - attempting recovery...', 'warning');
// Try to find valid JSON subset
const fixed = this.attemptJSONRepair(raw);
if (fixed) {
data = fixed;
this.reportError('Partial save data recovered!', 'info');
} else {
this.reportError('Could not recover save - starting fresh', 'error');
return this.createDefaultGameData();
}
}
// Validate and fix structure
return this.validateGameData(data);
} catch (err) {
debugLog('ErrorRecovery', 'Save recovery failed:', err);
return this.createDefaultGameData();
}
},
// v8.32: Attempt to repair malformed JSON
attemptJSONRepair(raw) {
try {
// Common fixes for corrupted JSON
let fixed = raw
.replace(/,\s*}/g, '}') // Remove trailing commas
.replace(/,\s*]/g, ']') // Remove trailing commas in arrays
.replace(/\n/g, ' ') // Remove newlines
.replace(/\t/g, ' '); // Remove tabs
// Try parsing fixed version
return JSON.parse(fixed);
} catch (e) {
// If still failing, try to extract just critical data
try {
// Look for resources object
const resourceMatch = raw.match(/"resources"\s*:\s*{[^}]+}/);
const skillsMatch = raw.match(/"skills"\s*:\s*{[^}]+}/);
if (resourceMatch || skillsMatch) {
const partial = this.createDefaultGameData();
if (resourceMatch) {
try {
partial.resources = JSON.parse('{' + resourceMatch[0].split(':').slice(1).join(':'));
} catch (e) {}
}
return partial;
}
} catch (e2) {}
return null;
}
}
};
// ============================================
// v8.32: PROGRESS INDICATOR SYSTEM
// Shows progress feedback for long-running operations
// ============================================
const ProgressIndicator = {
activeIndicators: new Map(),
// Show a progress indicator with optional percentage
show(id, message = 'Processing...', options = {}) {
const {
type = 'spinner', // 'spinner' | 'bar' | 'indeterminate'
position = 'top-center',
persistent = false
} = options;
// Remove existing indicator with same ID
this.hide(id);
const indicator = document.createElement('div');
indicator.id = `progress-${id}`;
indicator.className = `progress-indicator progress-${type} progress-${position}`;
indicator.setAttribute('role', 'progressbar');
indicator.setAttribute('aria-live', 'polite');
indicator.setAttribute('aria-label', message);
if (type === 'bar') {
indicator.innerHTML = `
`;
} else {
indicator.innerHTML = `
`;
}
// Add styles if not present
this.ensureStyles();
document.body.appendChild(indicator);
this.activeIndicators.set(id, { element: indicator, persistent });
// Trigger entrance animation
requestAnimationFrame(() => indicator.classList.add('visible'));
return id;
},
// Update progress (for bar type)
update(id, percent, message = null) {
const info = this.activeIndicators.get(id);
if (!info) return;
const fill = info.element.querySelector('.progress-bar-fill');
const percentEl = info.element.querySelector('.progress-percent');
const messageEl = info.element.querySelector('.progress-message');
if (fill) fill.style.width = `${Math.min(100, Math.max(0, percent))}%`;
if (percentEl) percentEl.textContent = `${Math.round(percent)}%`;
if (message && messageEl) messageEl.textContent = message;
info.element.setAttribute('aria-valuenow', percent);
},
// Hide and remove indicator
hide(id, delay = 0) {
const info = this.activeIndicators.get(id);
if (!info) return;
const remove = () => {
info.element.classList.remove('visible');
setTimeout(() => {
info.element.remove();
this.activeIndicators.delete(id);
}, 300);
};
if (delay > 0) {
setTimeout(remove, delay);
} else {
remove();
}
},
// Complete a progress bar with success animation
complete(id, successMessage = 'Complete!') {
this.update(id, 100, successMessage);
const info = this.activeIndicators.get(id);
if (info) {
info.element.classList.add('success');
}
this.hide(id, 1500);
},
// Show error state
error(id, errorMessage = 'Error occurred') {
const info = this.activeIndicators.get(id);
if (info) {
const messageEl = info.element.querySelector('.progress-message');
if (messageEl) messageEl.textContent = errorMessage;
info.element.classList.add('error');
}
this.hide(id, 3000);
},
// Ensure CSS styles are injected
ensureStyles() {
if (document.getElementById('progress-indicator-styles')) return;
const style = document.createElement('style');
style.id = 'progress-indicator-styles';
style.textContent = `
.progress-indicator {
position: fixed;
z-index: 10000;
background: rgba(0, 20, 40, 0.95);
border: 1px solid rgba(0, 255, 255, 0.3);
border-radius: 8px;
padding: 12px 20px;
backdrop-filter: blur(10px);
opacity: 0;
transform: translateY(-10px);
transition: all 0.3s var(--ease-out-quart, cubic-bezier(0.25, 1, 0.5, 1));
pointer-events: none;
}
.progress-indicator.visible {
opacity: 1;
transform: translateY(0);
}
.progress-indicator.success { border-color: rgba(0, 255, 136, 0.5); }
.progress-indicator.error { border-color: rgba(255, 68, 68, 0.5); }
.progress-top-center {
top: 80px;
left: 50%;
transform: translateX(-50%) translateY(-10px);
}
.progress-top-center.visible {
transform: translateX(-50%) translateY(0);
}
.progress-content {
display: flex;
align-items: center;
gap: 12px;
color: #fff;
font-size: 14px;
}
.progress-spinner {
width: 20px;
height: 20px;
border: 2px solid rgba(0, 255, 255, 0.2);
border-top-color: #0ff;
border-radius: 50%;
animation: progress-spin 0.8s linear infinite;
}
.progress-bar-container {
width: 150px;
height: 6px;
background: rgba(255, 255, 255, 0.1);
border-radius: 3px;
overflow: hidden;
}
.progress-bar-fill {
height: 100%;
background: linear-gradient(90deg, #0ff, #00ff88);
border-radius: 3px;
transition: width 0.3s ease-out;
}
.progress-percent {
font-size: 12px;
color: #0ff;
min-width: 35px;
}
@keyframes progress-spin {
to { transform: rotate(360deg); }
}
`;
document.head.appendChild(style);
}
};
window.ProgressIndicator = ProgressIndicator;
// ============================================
// v7.0: PERFORMANCE UTILITIES
// Debounce and throttle to prevent layout thrashing
// ============================================
const UIPerformance = {
// Debounce: delays execution until after wait ms of no calls
debounce(fn, wait = 100) {
let timeout;
return function(...args) {
clearTimeout(timeout);
timeout = setTimeout(() => fn.apply(this, args), wait);
};
},
// Throttle: executes at most once per wait ms
throttle(fn, wait = 16) {
let lastTime = 0;
return function(...args) {
const now = Date.now();
if (now - lastTime >= wait) {
lastTime = now;
fn.apply(this, args);
}
};
},
// RequestAnimationFrame wrapper for smooth UI updates
rafUpdate(fn) {
let rafId = null;
return function(...args) {
if (rafId) return;
rafId = requestAnimationFrame(() => {
fn.apply(this, args);
rafId = null;
});
};
},
// Batch DOM reads/writes to prevent layout thrashing
batchUpdate(readFn, writeFn) {
const data = readFn();
requestAnimationFrame(() => writeFn(data));
}
};
// ============================================
// v8.27: ANIMATION EASING FUNCTIONS
// Comprehensive easing library for smooth animations
// Usage: Easing.easeOutCubic(t) where t is 0-1
// ============================================
const Easing = {
// Linear (no easing)
linear: t => t,
// Quadratic
easeInQuad: t => t * t,
easeOutQuad: t => t * (2 - t),
easeInOutQuad: t => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t,
// Cubic (smooth, commonly used)
easeInCubic: t => t * t * t,
easeOutCubic: t => 1 - Math.pow(1 - t, 3),
easeInOutCubic: t => t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2,
// Quartic (more pronounced)
easeInQuart: t => t * t * t * t,
easeOutQuart: t => 1 - Math.pow(1 - t, 4),
easeInOutQuart: t => t < 0.5 ? 8 * t * t * t * t : 1 - Math.pow(-2 * t + 2, 4) / 2,
// Exponential (dramatic)
easeInExpo: t => t === 0 ? 0 : Math.pow(2, 10 * (t - 1)),
easeOutExpo: t => t === 1 ? 1 : 1 - Math.pow(2, -10 * t),
easeInOutExpo: t => {
if (t === 0 || t === 1) return t;
return t < 0.5 ? Math.pow(2, 20 * t - 10) / 2 : (2 - Math.pow(2, -20 * t + 10)) / 2;
},
// Elastic (spring-like bounce)
easeOutElastic: t => {
if (t === 0 || t === 1) return t;
const c4 = (2 * Math.PI) / 3;
return Math.pow(2, -10 * t) * Math.sin((t * 10 - 0.75) * c4) + 1;
},
easeInElastic: t => {
if (t === 0 || t === 1) return t;
const c4 = (2 * Math.PI) / 3;
return -Math.pow(2, 10 * t - 10) * Math.sin((t * 10 - 10.75) * c4);
},
// Bounce (ball-drop effect)
easeOutBounce: t => {
const n1 = 7.5625, d1 = 2.75;
if (t < 1 / d1) return n1 * t * t;
if (t < 2 / d1) return n1 * (t -= 1.5 / d1) * t + 0.75;
if (t < 2.5 / d1) return n1 * (t -= 2.25 / d1) * t + 0.9375;
return n1 * (t -= 2.625 / d1) * t + 0.984375;
},
// Back (overshoot)
easeOutBack: t => {
const c1 = 1.70158, c3 = c1 + 1;
return 1 + c3 * Math.pow(t - 1, 3) + c1 * Math.pow(t - 1, 2);
},
easeInBack: t => {
const c1 = 1.70158, c3 = c1 + 1;
return c3 * t * t * t - c1 * t * t;
},
// v8.30: Spring easing (natural physics-based motion)
spring: (t, stiffness = 100, damping = 10) => {
if (t === 0 || t === 1) return t;
const mass = 1;
const omega0 = Math.sqrt(stiffness / mass);
const zeta = damping / (2 * Math.sqrt(stiffness * mass));
const omega1 = omega0 * Math.sqrt(1 - zeta * zeta);
return 1 - Math.exp(-zeta * omega0 * t) * (Math.cos(omega1 * t) + (zeta * omega0 / omega1) * Math.sin(omega1 * t));
},
// v8.30: Smooth step (very smooth, natural feel)
smoothStep: t => t * t * (3 - 2 * t),
// v8.30: Smoother step (even smoother)
smootherStep: t => t * t * t * (t * (t * 6 - 15) + 10),
// v8.30: Fast-out-slow-in (anticipation effect)
fastOutSlowIn: t => {
if (t < 0.4) return 2.5 * t * t;
if (t < 0.8) return -2.5 * t * t + 4 * t - 1.1;
return 1;
},
// Utility: Apply easing to animate between values
animate(from, to, t, easingFn = 'easeOutCubic') {
const ease = typeof easingFn === 'function' ? easingFn : (this[easingFn] || this.linear);
return from + (to - from) * ease(Math.max(0, Math.min(1, t)));
},
// v8.30: Create a custom cubic bezier easing function
cubicBezier(x1, y1, x2, y2) {
// Approximate cubic bezier for common use cases
return t => {
const cx = 3 * x1;
const bx = 3 * (x2 - x1) - cx;
const ax = 1 - cx - bx;
const cy = 3 * y1;
const by = 3 * (y2 - y1) - cy;
const ay = 1 - cy - by;
// Newton-Raphson iteration for x
let x = t;
for (let i = 0; i < 8; i++) {
const xCalc = ((ax * x + bx) * x + cx) * x;
const slope = (3 * ax * x + 2 * bx) * x + cx;
if (Math.abs(slope) < 0.0001) break;
x -= (xCalc - t) / slope;
}
return ((ay * x + by) * x + cy) * x;
};
}
};
// ============================================
// v7.31: TIMER REGISTRY SYSTEM (8-Strategy Cycle 10 Consensus)
// Tracks all setInterval/setTimeout to prevent memory leaks
// Addresses 10:1 ratio of setInterval vs clearInterval calls
// ============================================
const TimerRegistry = {
intervals: new Map(), // name -> { id, ms, fn }
timeouts: new Map(), // name -> { id, ms }
// Register and start an interval
// v8.25: Added input validation and error handling
setInterval(name, fn, ms) {
// v8.25: Input validation
if (!name || typeof fn !== 'function') return null;
if (typeof ms !== 'number' || ms < 0) ms = 100;
// Clear existing interval with same name
if (this.intervals.has(name)) {
clearInterval(this.intervals.get(name).id);
}
const id = setInterval(fn, ms);
this.intervals.set(name, { id, ms, fn, created: Date.now() });
return id;
},
// Register and start a timeout
// v8.25: Added input validation and error handling
setTimeout(name, fn, ms) {
// v8.25: Input validation
if (!name || typeof fn !== 'function') return null;
if (typeof ms !== 'number' || ms < 0) ms = 0;
// Clear existing timeout with same name
if (this.timeouts.has(name)) {
clearTimeout(this.timeouts.get(name).id);
}
const id = setTimeout(() => {
this.timeouts.delete(name);
try {
fn(); // v8.25: Wrapped in try-catch
} catch (e) {
if (DEBUG_LOGGING) console.error('[TimerRegistry] Timeout callback error:', name, e);
}
}, ms);
this.timeouts.set(name, { id, ms, created: Date.now() });
return id;
},
// Clear a specific interval by name
clearInterval(name) {
if (this.intervals.has(name)) {
clearInterval(this.intervals.get(name).id);
this.intervals.delete(name);
return true;
}
return false;
},
// Clear a specific timeout by name
clearTimeout(name) {
if (this.timeouts.has(name)) {
clearTimeout(this.timeouts.get(name).id);
this.timeouts.delete(name);
return true;
}
return false;
},
// Clear a timer by name (tries both interval and timeout)
clear(name) {
const clearedInterval = this.clearInterval(name);
const clearedTimeout = this.clearTimeout(name);
return clearedInterval || clearedTimeout;
},
// Pause all intervals (for tab visibility change)
pauseAll() {
this.intervals.forEach((data, name) => {
clearInterval(data.id);
data.paused = true;
});
},
// Resume all paused intervals
resumeAll() {
this.intervals.forEach((data, name) => {
if (data.paused) {
data.id = setInterval(data.fn, data.ms);
data.paused = false;
}
});
},
// Clear all timers (for cleanup)
clearAll() {
this.intervals.forEach((data) => clearInterval(data.id));
this.timeouts.forEach((data) => clearTimeout(data.id));
this.intervals.clear();
this.timeouts.clear();
},
// Get stats for debugging
getStats() {
return {
activeIntervals: this.intervals.size,
activeTimeouts: this.timeouts.size,
intervalNames: Array.from(this.intervals.keys()),
timeoutNames: Array.from(this.timeouts.keys())
};
}
};
// Make globally accessible
window.TimerRegistry = TimerRegistry;
// ============================================
// v8.39: PAGE VISIBILITY MANAGER (8-Strategy Round 7 #1 - 8/8 UNANIMOUS)
// Consolidates 7 duplicate visibilitychange event listeners into single handler
// Prevents memory leaks and provides centralized pub/sub for visibility events
// Fixes: Memory leak from duplicate listeners, inconsistent visibility handling
// ============================================
const PageVisibilityManager = {
subscribers: new Map(), // callback name -> callback function
isVisible: !document.hidden,
lastVisibilityChange: performance.now(),
_initialized: false,
/**
* Initialize the manager and set up single event listener
*/
init() {
if (this._initialized) return;
this._initialized = true;
// Single centralized listener - replaces 7 duplicate listeners
document.addEventListener('visibilitychange', () => {
const wasVisible = this.isVisible;
this.isVisible = !document.hidden;
this.lastVisibilityChange = performance.now();
Logger.debug('PageVisibility', `Tab ${this.isVisible ? 'visible' : 'hidden'}`);
// Notify all subscribers
this.subscribers.forEach((callback, name) => {
try {
callback(this.isVisible, wasVisible);
} catch (err) {
Logger.error('PageVisibility', `Subscriber "${name}" error:`, err);
}
});
});
Logger.info('PageVisibility', 'Manager initialized with centralized listener');
},
/**
* Subscribe to visibility change events
* @param {string} name - Unique identifier for this subscriber
* @param {Function} callback - Function(isVisible, wasVisible) to call on visibility change
*/
subscribe(name, callback) {
if (typeof callback !== 'function') {
Logger.warn('PageVisibility', `Invalid callback for subscriber "${name}"`);
return;
}
if (this.subscribers.has(name)) {
Logger.warn('PageVisibility', `Subscriber "${name}" already exists, replacing`);
}
this.subscribers.set(name, callback);
Logger.debug('PageVisibility', `Subscribed: ${name} (total: ${this.subscribers.size})`);
},
/**
* Unsubscribe from visibility change events
* @param {string} name - Identifier of subscriber to remove
*/
unsubscribe(name) {
const removed = this.subscribers.delete(name);
if (removed) {
Logger.debug('PageVisibility', `Unsubscribed: ${name}`);
}
return removed;
},
/**
* Get current visibility state
* @returns {boolean} True if page is visible
*/
getVisibility() {
return this.isVisible;
},
/**
* Get time since last visibility change (ms)
* @returns {number} Milliseconds since last change
*/
getTimeSinceChange() {
return performance.now() - this.lastVisibilityChange;
},
/**
* Get stats for debugging
*/
getStats() {
return {
isVisible: this.isVisible,
subscriberCount: this.subscribers.size,
subscribers: Array.from(this.subscribers.keys()),
timeSinceChange: this.getTimeSinceChange()
};
}
};
// Initialize immediately
PageVisibilityManager.init();
// Make globally accessible
window.PageVisibilityManager = PageVisibilityManager;
// ============================================
// v7.90: GLOBAL VECTOR3 POOL UTILITY
// Shared Vector3 pool for reducing GC pressure across systems
// Usage: GlobalVec3Pool.acquire() / release(vec) / temp(n)
// ============================================
const GlobalVec3Pool = {
pool: [],
maxSize: 64, // Larger pool for cross-system sharing
// Pre-allocated temp vectors for common calculations (no release needed)
_temps: null,
_tempIndex: 0,
// Initialize temp vectors lazily
_initTemps() {
if (!this._temps) {
this._temps = [
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3()
];
}
},
// Get a temp vector (cycles through 8 pre-allocated vectors)
// Use when you need a vector briefly within a single function
temp() {
this._initTemps();
const vec = this._temps[this._tempIndex];
this._tempIndex = (this._tempIndex + 1) & 7; // Fast modulo 8
return vec.set(0, 0, 0);
},
// Get indexed temp vector (for functions needing multiple temps)
// idx: 0-7, use specific indices for specific purposes
tempAt(idx) {
this._initTemps();
return this._temps[idx & 7].set(0, 0, 0);
},
// Acquire a vector from pool (must release when done)
// Use when vector needs to persist beyond immediate function
acquire() {
if (this.pool.length > 0) {
return this.pool.pop().set(0, 0, 0);
}
return new THREE.Vector3();
},
// Return a vector to the pool
release(vec) {
if (vec && this.pool.length < this.maxSize) {
this.pool.push(vec);
}
},
// Batch release multiple vectors
releaseAll(...vecs) {
for (const vec of vecs) {
if (vec && this.pool.length < this.maxSize) {
this.pool.push(vec);
}
}
},
// Get pool stats for debugging
getStats() {
return {
poolSize: this.pool.length,
maxSize: this.maxSize,
tempsInitialized: !!this._temps
};
}
};
// ============================================
// v8.35: AUDIO NODE POOL SYSTEM (8-Strategy Consensus Round 3 #1)
// Reduces garbage collection pressure by reusing Web Audio nodes
// 6/8 agent consensus: Performance, Code Quality, Educational, Mobile
// Expected: 70-80% reduction in audio-related GC pauses
// ============================================
const AudioNodePool = {
oscillators: [],
gainNodes: [],
maxPoolSize: 32, // Reasonable limit to prevent memory bloat
stats: {
created: 0,
reused: 0,
released: 0
},
// Acquire an oscillator from pool or create new
acquireOscillator(ctx) {
if (!ctx) return null;
if (this.oscillators.length > 0) {
this.stats.reused++;
return this.oscillators.pop();
}
this.stats.created++;
return ctx.createOscillator();
},
// Acquire a gain node from pool or create new
acquireGainNode(ctx) {
if (!ctx) return null;
if (this.gainNodes.length > 0) {
const node = this.gainNodes.pop();
// Reset gain to default
node.gain.cancelScheduledValues(ctx.currentTime);
node.gain.setValueAtTime(1.0, ctx.currentTime);
this.stats.reused++;
return node;
}
this.stats.created++;
return ctx.createGain();
},
// Release oscillator back to pool (call after .stop())
releaseOscillator(osc) {
if (!osc) return;
// Disconnect to free up audio graph connections
try {
osc.disconnect();
} catch (e) {
// Already disconnected, that's fine
}
// Only pool if under limit
if (this.oscillators.length < this.maxPoolSize) {
this.oscillators.push(osc);
this.stats.released++;
}
},
// Release gain node back to pool
releaseGainNode(gain) {
if (!gain) return;
try {
gain.disconnect();
} catch (e) {
// Already disconnected
}
if (this.gainNodes.length < this.maxPoolSize) {
this.gainNodes.push(gain);
this.stats.released++;
}
},
// Batch release nodes after complex sounds
releaseAll(nodes) {
for (const node of nodes) {
if (node instanceof OscillatorNode) {
this.releaseOscillator(node);
} else if (node instanceof GainNode) {
this.releaseGainNode(node);
}
}
},
// Clear pool (for memory pressure situations)
clear() {
this.oscillators = [];
this.gainNodes = [];
},
// Get pool statistics
getStats() {
return {
oscillatorsPooled: this.oscillators.length,
gainNodesPooled: this.gainNodes.length,
maxPoolSize: this.maxPoolSize,
totalCreated: this.stats.created,
totalReused: this.stats.reused,
totalReleased: this.stats.released,
reuseRate: this.stats.created > 0
? ((this.stats.reused / (this.stats.created + this.stats.reused)) * 100).toFixed(1) + '%'
: '0%'
};
}
};
// Make globally accessible
window.GlobalVec3Pool = GlobalVec3Pool;
// ============================================
// v8.31: DOM ELEMENT CACHE SYSTEM
// Caches frequently accessed DOM elements to reduce getElementById calls
// Improves performance in update loops and reduces layout thrashing
// ============================================
const DOMCache = {
_cache: new Map(),
_hitCount: 0,
_missCount: 0,
// Get element by ID with caching
get(id) {
if (this._cache.has(id)) {
this._hitCount++;
return this._cache.get(id);
}
const el = document.getElementById(id);
if (el) {
this._cache.set(id, el);
}
this._missCount++;
return el;
},
// Pre-cache frequently used elements
warmUp() {
const frequentIds = [
// HUD elements
'health-text', 'health-progressbar', 'health-bar-fill',
'lumber-count', 'ore-count', 'fish-count', 'gold-count',
// Skill bars
'bar-mining', 'bar-wood', 'bar-combat', 'bar-fishing', 'bar-cooking', 'bar-crafting',
'lvl-mining', 'lvl-wood', 'lvl-combat', 'lvl-fishing', 'lvl-cooking', 'lvl-crafting',
// Panels
'skills-panel', 'crafting-panel', 'inventory-panel', 'equipment-panel',
// Status displays
'fps-counter', 'debug-info', 'notification-container',
// Ability cooldowns
'cooldown-q', 'cooldown-e', 'cooldown-r', 'cooldown-t', 'cooldown-f',
'cooldown-z', 'cooldown-x', 'cooldown-c', 'cooldown-b',
'cooldown-text-q', 'cooldown-text-e', 'cooldown-text-r', 'cooldown-text-t',
'cooldown-text-f', 'cooldown-text-z', 'cooldown-text-x', 'cooldown-text-c',
// Companion
'companion-health-bar', 'companion-name', 'companion-status',
// v8.33: Additional cached elements
'total-playtime', 'unified-playtime', 'talent-points-btn',
// v8.33: Time UI elements
'time-indicator', 'time-icon', 'time-name', 'time-clock', 'time-effect',
// v8.33: Touch ability bar elements
'touch-ability-bar', 'touch-ability-q', 'touch-ability-e', 'touch-ability-t', 'touch-ability-z',
// v8.33: Screen reader announcements
'sr-announcements', 'health-progressbar'
];
frequentIds.forEach(id => this.get(id));
debugLog('DOMCache', `Warmed up ${this._cache.size} elements`);
},
// Invalidate cache (for dynamic elements)
invalidate(id) {
if (id) {
this._cache.delete(id);
} else {
this._cache.clear();
}
},
// Get cache statistics
getStats() {
const total = this._hitCount + this._missCount;
return {
cacheSize: this._cache.size,
hits: this._hitCount,
misses: this._missCount,
hitRate: total > 0 ? (this._hitCount / total * 100).toFixed(1) + '%' : 'N/A'
};
}
};
// Make globally accessible
window.DOMCache = DOMCache;
// Warm up cache on DOM ready
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', () => DOMCache.warmUp());
} else {
// v8.31: Use requestIdleCallback for non-blocking cache warmup
if (typeof requestIdleCallback !== 'undefined') {
requestIdleCallback(() => DOMCache.warmUp(), { timeout: 1000 });
} else {
setTimeout(() => DOMCache.warmUp(), 100);
}
}
// ============================================
// v8.27: RESOURCE MANAGER
// Centralized Three.js resource cleanup and tracking
// Prevents memory leaks from unreleased geometries/materials/textures
// ============================================
const ResourceManager = {
// Track registered resources
resources: {
geometries: new Set(),
materials: new Set(),
textures: new Set(),
meshes: new Set()
},
// Register a resource for tracking
track(resource, type = 'auto') {
if (!resource) return resource;
// Auto-detect type
if (type === 'auto') {
if (resource.isGeometry || resource.isBufferGeometry) type = 'geometries';
else if (resource.isMaterial) type = 'materials';
else if (resource.isTexture) type = 'textures';
else if (resource.isMesh) type = 'meshes';
else return resource; // Unknown type, don't track
}
if (this.resources[type]) {
this.resources[type].add(resource);
}
return resource;
},
// Dispose a single resource
dispose(resource) {
if (!resource) return;
// Remove from tracking
for (const type of Object.keys(this.resources)) {
this.resources[type].delete(resource);
}
// Dispose based on type
if (resource.isMesh) {
if (resource.geometry) this.dispose(resource.geometry);
if (resource.material) {
if (Array.isArray(resource.material)) {
resource.material.forEach(m => this.dispose(m));
} else {
this.dispose(resource.material);
}
}
} else if (resource.isMaterial) {
// Dispose any maps on the material
const mapProps = ['map', 'normalMap', 'roughnessMap', 'metalnessMap', 'aoMap', 'emissiveMap', 'alphaMap', 'envMap'];
mapProps.forEach(prop => {
if (resource[prop]) {
resource[prop].dispose();
}
});
resource.dispose();
} else if (resource.dispose) {
resource.dispose();
}
},
// Dispose all tracked resources (for scene cleanup)
disposeAll() {
let disposed = 0;
// Dispose in order: meshes, then materials, then textures, then geometries
['meshes', 'materials', 'textures', 'geometries'].forEach(type => {
this.resources[type].forEach(resource => {
try {
if (resource.dispose) resource.dispose();
disposed++;
} catch (e) {
if (DEBUG_LOGGING) console.warn('[ResourceManager] Dispose error:', e.message);
}
});
this.resources[type].clear();
});
if (DEBUG_LOGGING) console.log(`[ResourceManager] Disposed ${disposed} resources`);
return disposed;
},
// Get stats for debugging
getStats() {
return {
geometries: this.resources.geometries.size,
materials: this.resources.materials.size,
textures: this.resources.textures.size,
meshes: this.resources.meshes.size,
total: Object.values(this.resources).reduce((sum, set) => sum + set.size, 0)
};
},
// Dispose a Three.js object hierarchy recursively
disposeObject3D(object) {
if (!object) return;
// Traverse and dispose all children
object.traverse(child => {
if (child.geometry) {
child.geometry.dispose();
}
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => {
if (m.map) m.map.dispose();
m.dispose();
});
} else {
if (child.material.map) child.material.map.dispose();
child.material.dispose();
}
}
});
// Remove from parent
if (object.parent) {
object.parent.remove(object);
}
}
};
// Make globally accessible
window.ResourceManager = ResourceManager;
// ============================================
// v8.30: PERFORMANCE MONITOR
// FPS tracking, memory warnings, and performance metrics
// ============================================
const PerformanceMonitor = {
// FPS tracking
fps: 60,
frameCount: 0,
lastFPSUpdate: 0,
fpsHistory: [],
maxHistoryLength: 60,
// Memory tracking
lastMemoryCheck: 0,
memoryCheckInterval: 5000, // Check every 5 seconds
memoryWarningThreshold: 200 * 1024 * 1024, // 200MB
memoryWarningShown: false,
// Performance thresholds
lowFPSThreshold: 25,
criticalFPSThreshold: 15,
lowFPSWarningCooldown: 30000, // 30s between warnings
lastLowFPSWarning: 0,
// UI element reference
fpsDisplay: null,
// Initialize the monitor
init() {
this.lastFPSUpdate = performance.now();
this.createFPSDisplay();
debugLog('PerformanceMonitor', 'Initialized');
},
// Create FPS display element
createFPSDisplay() {
if (this.fpsDisplay) return;
this.fpsDisplay = document.createElement('div');
this.fpsDisplay.id = 'fps-monitor';
this.fpsDisplay.setAttribute('aria-label', 'Performance monitor');
this.fpsDisplay.setAttribute('role', 'status');
this.fpsDisplay.setAttribute('aria-live', 'polite');
this.fpsDisplay.style.cssText = `
position: fixed;
top: 5px;
left: 5px;
background: rgba(0, 0, 0, 0.7);
color: #0f0;
padding: 4px 8px;
font-family: monospace;
font-size: 11px;
border-radius: 4px;
z-index: var(--z-ui-front, 200);
pointer-events: none;
opacity: 0.8;
display: none;
min-width: 60px;
`;
this.fpsDisplay.textContent = 'FPS: --';
document.body.appendChild(this.fpsDisplay);
},
// Toggle FPS display visibility
toggle() {
if (this.fpsDisplay) {
const isVisible = this.fpsDisplay.style.display !== 'none';
this.fpsDisplay.style.display = isVisible ? 'none' : 'block';
return !isVisible;
}
return false;
},
// Show FPS display
show() {
if (this.fpsDisplay) {
this.fpsDisplay.style.display = 'block';
}
},
// Hide FPS display
hide() {
if (this.fpsDisplay) {
this.fpsDisplay.style.display = 'none';
}
},
// Update frame count (call each frame)
tick() {
this.frameCount++;
const now = performance.now();
// Update FPS every second
if (now - this.lastFPSUpdate >= 1000) {
this.fps = Math.round((this.frameCount * 1000) / (now - this.lastFPSUpdate));
this.frameCount = 0;
this.lastFPSUpdate = now;
// Store in history
this.fpsHistory.push(this.fps);
if (this.fpsHistory.length > this.maxHistoryLength) {
this.fpsHistory.shift();
}
// Update display
this.updateDisplay();
// Check for low FPS warning
this.checkFPSWarning(now);
}
// Periodic memory check
if (now - this.lastMemoryCheck >= this.memoryCheckInterval) {
this.checkMemory(now);
}
},
// Update the FPS display
updateDisplay() {
if (!this.fpsDisplay || this.fpsDisplay.style.display === 'none') return;
// Color code by performance
let color = '#0f0'; // Green - good
if (this.fps < this.lowFPSThreshold) {
color = '#ff0'; // Yellow - warning
}
if (this.fps < this.criticalFPSThreshold) {
color = '#f00'; // Red - critical
}
this.fpsDisplay.style.color = color;
this.fpsDisplay.textContent = `FPS: ${this.fps}`;
// Add memory info if available
if (performance.memory) {
const usedMB = Math.round(performance.memory.usedJSHeapSize / (1024 * 1024));
this.fpsDisplay.textContent += ` | ${usedMB}MB`;
}
},
// Check for low FPS and warn user
checkFPSWarning(now) {
if (this.fps < this.lowFPSThreshold &&
now - this.lastLowFPSWarning > this.lowFPSWarningCooldown) {
this.lastLowFPSWarning = now;
// Calculate average FPS
const avgFPS = this.getAverageFPS();
if (avgFPS < this.lowFPSThreshold) {
const message = this.fps < this.criticalFPSThreshold
? `Performance critical: ${this.fps} FPS. Consider closing other tabs.`
: `Low performance detected: ${this.fps} FPS`;
if (typeof showNotification === 'function') {
showNotification(message, 'warning');
}
debugWarn('PerformanceMonitor', message);
}
}
},
// Check memory usage
checkMemory(now) {
this.lastMemoryCheck = now;
// Chrome-only API
if (!performance.memory) return;
const usedHeap = performance.memory.usedJSHeapSize;
const totalHeap = performance.memory.totalJSHeapSize;
const heapLimit = performance.memory.jsHeapSizeLimit;
// Warn if using more than threshold
if (usedHeap > this.memoryWarningThreshold && !this.memoryWarningShown) {
this.memoryWarningShown = true;
const usedMB = Math.round(usedHeap / (1024 * 1024));
const limitMB = Math.round(heapLimit / (1024 * 1024));
const message = `High memory usage: ${usedMB}MB. Consider saving and refreshing.`;
if (typeof showNotification === 'function') {
showNotification(message, 'warning');
}
debugWarn('PerformanceMonitor', message, { usedMB, limitMB });
}
// Reset warning if memory drops
if (usedHeap < this.memoryWarningThreshold * 0.7) {
this.memoryWarningShown = false;
}
},
// Get average FPS over history
getAverageFPS() {
if (this.fpsHistory.length === 0) return 60;
return Math.round(this.fpsHistory.reduce((a, b) => a + b, 0) / this.fpsHistory.length);
},
// Get performance stats
getStats() {
const stats = {
currentFPS: this.fps,
averageFPS: this.getAverageFPS(),
minFPS: this.fpsHistory.length > 0 ? Math.min(...this.fpsHistory) : 60,
maxFPS: this.fpsHistory.length > 0 ? Math.max(...this.fpsHistory) : 60
};
if (performance.memory) {
stats.memoryUsedMB = Math.round(performance.memory.usedJSHeapSize / (1024 * 1024));
stats.memoryTotalMB = Math.round(performance.memory.totalJSHeapSize / (1024 * 1024));
stats.memoryLimitMB = Math.round(performance.memory.jsHeapSizeLimit / (1024 * 1024));
}
if (typeof ResourceManager !== 'undefined') {
stats.resources = ResourceManager.getStats();
}
return stats;
}
};
// Make globally accessible
window.PerformanceMonitor = PerformanceMonitor;
// ============================================
// v7.91: FLOATER POSITION HELPER
// Avoids .clone().add(new THREE.Vector3(...)) allocations in spawnFloater calls
// ============================================
function getFloaterPos(basePos, offsetY, offsetX = 0, offsetZ = 0) {
const pos = GlobalVec3Pool.temp();
pos.set(
basePos.x + offsetX,
basePos.y + offsetY,
basePos.z + offsetZ
);
return pos;
}
// ============================================
// v7.79: FOCUS TRAP UTILITY (Accessibility Enhancement)
// Reusable focus trapping for modal dialogs
// ============================================
const FocusTrap = {
// Focusable element selector
FOCUSABLE_SELECTOR: 'button, [href], input, select, textarea, [tabindex]:not([tabindex="-1"])',
// Active focus traps
activeTraps: new Map(),
// Create and activate a focus trap for a modal element
create(modalElement, options = {}) {
if (!modalElement) return null;
const focusableElements = modalElement.querySelectorAll(this.FOCUSABLE_SELECTOR);
const firstFocusable = focusableElements[0];
const lastFocusable = focusableElements[focusableElements.length - 1];
// Store previous focus to restore later
const previousFocus = document.activeElement;
// Focus first element unless overridden
if (options.initialFocus) {
options.initialFocus.focus();
} else if (firstFocusable) {
firstFocusable.focus();
}
// Tab trapping handler
const trapHandler = (e) => {
if (e.key !== 'Tab') return;
// Refresh focusable elements in case DOM changed
const currentFocusable = modalElement.querySelectorAll(this.FOCUSABLE_SELECTOR);
const first = currentFocusable[0];
const last = currentFocusable[currentFocusable.length - 1];
if (e.shiftKey) {
if (document.activeElement === first) {
e.preventDefault();
last?.focus();
}
} else {
if (document.activeElement === last) {
e.preventDefault();
first?.focus();
}
}
};
// Escape key handler (optional close callback)
const escapeHandler = (e) => {
if (e.key === 'Escape' && options.onEscape) {
options.onEscape();
}
};
modalElement.addEventListener('keydown', trapHandler);
modalElement.addEventListener('keydown', escapeHandler);
const trapId = 'trap-' + Date.now();
const trapData = {
modalElement,
trapHandler,
escapeHandler,
previousFocus
};
this.activeTraps.set(trapId, trapData);
return trapId;
},
// Remove focus trap and restore previous focus
destroy(trapId) {
if (!this.activeTraps.has(trapId)) return false;
const trap = this.activeTraps.get(trapId);
trap.modalElement.removeEventListener('keydown', trap.trapHandler);
trap.modalElement.removeEventListener('keydown', trap.escapeHandler);
// Restore previous focus
if (trap.previousFocus && trap.previousFocus.focus) {
trap.previousFocus.focus();
}
this.activeTraps.delete(trapId);
return true;
},
// Destroy all active traps
destroyAll() {
this.activeTraps.forEach((trap, id) => this.destroy(id));
}
};
// Make globally accessible
window.FocusTrap = FocusTrap;
// ============================================
// v8.32: KEYBOARD NAVIGATION MANAGER
// Enhanced keyboard navigation for game UI
// ============================================
const KeyboardNav = {
// Track current focus zone
currentZone: 'main',
// Define navigation zones with their focusable selectors
zones: {
main: {
selector: '#rts-toggle-buttons .rts-toggle-btn',
loop: true
},
skills: {
selector: '#skills-panel button, #skills-panel [tabindex="0"]',
parent: '#skills-panel',
loop: true
},
crafting: {
selector: '#crafting-panel button, #crafting-panel .craft-btn',
parent: '#crafting-panel',
loop: true
},
inventory: {
selector: '#inventory-panel .inv-slot, #inventory-panel button',
parent: '#inventory-panel',
loop: true
},
equipment: {
selector: '#equipment-panel .equip-slot, #equipment-panel button',
parent: '#equipment-panel',
loop: true
}
},
// Initialize keyboard navigation
init() {
document.addEventListener('keydown', (e) => this.handleKeydown(e));
debugLog('KeyboardNav', 'Keyboard navigation initialized');
},
// Handle arrow key navigation within zones
handleKeydown(e) {
// Don't interfere with input fields
const tag = document.activeElement.tagName.toLowerCase();
if (tag === 'input' || tag === 'textarea' || tag === 'select') return;
// F1 key shows keyboard help
if (e.key === 'F1') {
e.preventDefault();
this.showKeyboardHelp();
return;
}
// Arrow key navigation within current zone
if (['ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight'].includes(e.key)) {
const zone = this.getCurrentZone();
if (zone) {
this.navigateInZone(zone, e.key, e);
}
}
// Tab key respects zones when panel is open
if (e.key === 'Tab') {
this.handleTabNavigation(e);
}
},
// Detect current focus zone based on active element
getCurrentZone() {
const active = document.activeElement;
if (!active) return null;
for (const [name, zone] of Object.entries(this.zones)) {
if (zone.parent) {
const parent = document.querySelector(zone.parent);
if (parent && parent.contains(active)) {
return { name, ...zone };
}
}
}
// Check if in main zone
const mainBtns = document.querySelectorAll(this.zones.main.selector);
for (const btn of mainBtns) {
if (btn === active) {
return { name: 'main', ...this.zones.main };
}
}
return null;
},
// Navigate within a zone using arrow keys
navigateInZone(zone, key, event) {
const elements = document.querySelectorAll(zone.selector);
if (elements.length === 0) return;
const active = document.activeElement;
let currentIndex = Array.from(elements).indexOf(active);
if (currentIndex === -1) {
elements[0]?.focus();
event.preventDefault();
return;
}
let nextIndex = currentIndex;
if (key === 'ArrowDown' || key === 'ArrowRight') {
nextIndex = zone.loop
? (currentIndex + 1) % elements.length
: Math.min(currentIndex + 1, elements.length - 1);
} else if (key === 'ArrowUp' || key === 'ArrowLeft') {
nextIndex = zone.loop
? (currentIndex - 1 + elements.length) % elements.length
: Math.max(currentIndex - 1, 0);
}
if (nextIndex !== currentIndex) {
elements[nextIndex]?.focus();
event.preventDefault();
}
},
// Smart tab navigation that respects panel state
handleTabNavigation(e) {
// Let tab work normally in open panels
for (const panelName of ['skills', 'crafting', 'inventory', 'equipment']) {
if (rtsPanelState[panelName]) {
// Focus is managed by panel's focus trap or natural tab order
return;
}
}
},
// v8.38: Enhanced Interactive Keyboard Shortcuts Reference (8-Strategy Round 6 #1 - 6/8 votes)
// Features: Search, categories, context awareness, ARIA support
showKeyboardHelp() {
// Remove existing help modal
const existing = document.getElementById('keyboard-help-modal');
if (existing) {
existing.remove();
return;
}
// Comprehensive shortcut database
const shortcuts = [
// Movement
{ key: 'W/A/S/D', action: 'Move character', category: 'Movement', context: 'always', searchTerms: 'walk run move wasd' },
{ key: 'Space', action: 'Jump / Interact with portals', category: 'Movement', context: 'always', searchTerms: 'jump leap portal enter' },
{ key: 'Shift', action: 'Sprint (hold)', category: 'Movement', context: 'always', searchTerms: 'run fast sprint speed' },
{ key: 'F', action: 'Dash forward quickly', category: 'Combat', context: 'always', searchTerms: 'dash dodge evade quick' },
// Combat
{ key: 'Q', action: 'Power Strike ability', category: 'Combat', context: 'always', searchTerms: 'attack ability skill power strike' },
{ key: 'E', action: 'Whirlwind ability', category: 'Combat', context: 'always', searchTerms: 'attack ability skill whirlwind aoe' },
{ key: 'R', action: 'War Cry ability', category: 'Combat', context: 'always', searchTerms: 'buff ability skill war cry boost' },
{ key: 'T', action: 'Heal ability', category: 'Combat', context: 'always', searchTerms: 'heal restore health ability' },
{ key: '1-5', action: 'Quick-cast abilities', category: 'Combat', context: 'always', searchTerms: 'ability quick cast hotkey' },
// Panels & UI
{ key: 'K', action: 'Open Skills panel', category: 'Panels', context: 'always', searchTerms: 'skills level up stats' },
{ key: 'P', action: 'Open Crafting panel', category: 'Panels', context: 'always', searchTerms: 'craft create make items' },
{ key: 'I', action: 'Open Inventory', category: 'Panels', context: 'always', searchTerms: 'inventory items bag storage' },
{ key: 'G', action: 'Open Equipment panel', category: 'Panels', context: 'always', searchTerms: 'gear equipment armor weapons' },
{ key: 'M', action: 'Open Galaxy Manager', category: 'Panels', context: 'always', searchTerms: 'galaxy map universe travel' },
{ key: 'H', action: 'Toggle Nexus Hub', category: 'Panels', context: 'always', searchTerms: 'nexus hub menu command center' },
{ key: 'C', action: 'Toggle Cinematic Mode', category: 'Panels', context: 'always', searchTerms: 'cinematic view camera screenshot' },
// Audio
{ key: 'U', action: 'Master Audio Mute toggle', category: 'Audio', context: 'always', searchTerms: 'mute sound audio volume quiet' },
// Navigation
{ key: 'Tab', action: 'Cycle focus through UI elements', category: 'Navigation', context: 'always', searchTerms: 'tab focus cycle navigate' },
{ key: 'Arrows', action: 'Navigate menus and selections', category: 'Navigation', context: 'menus', searchTerms: 'arrow keys navigate menu' },
{ key: 'Enter', action: 'Activate focused button', category: 'Navigation', context: 'always', searchTerms: 'enter select activate confirm' },
{ key: 'Escape', action: 'Close panel/menu/modal', category: 'Navigation', context: 'always', searchTerms: 'escape close exit cancel' },
// Help & System
{ key: 'F1 / ?', action: 'Show this help menu', category: 'Help', context: 'always', searchTerms: 'help shortcuts keyboard reference' },
{ key: 'F11', action: 'Toggle fullscreen', category: 'System', context: 'always', searchTerms: 'fullscreen full screen maximize' }
];
const modal = document.createElement('div');
modal.id = 'keyboard-help-modal';
modal.setAttribute('role', 'dialog');
modal.setAttribute('aria-modal', 'true');
modal.setAttribute('aria-labelledby', 'kb-help-title');
modal.innerHTML = `
Keyboard Shortcuts
All
Movement
Combat
Panels
Navigation
Audio
Close (ESC)
`;
// Add styles if not present
this.ensureHelpStyles();
document.body.appendChild(modal);
// Initialize interactive features
const searchInput = modal.querySelector('#kb-search');
const shortcutsList = modal.querySelector('#kb-shortcuts-list');
const resultsCount = modal.querySelector('#kb-results-count');
const filterButtons = modal.querySelectorAll('.kb-filter-btn');
let currentFilter = 'all';
let currentSearch = '';
// Render shortcuts function
const renderShortcuts = () => {
const filtered = shortcuts.filter(s => {
const matchesCategory = currentFilter === 'all' || s.category === currentFilter;
const matchesSearch = currentSearch === '' ||
s.key.toLowerCase().includes(currentSearch) ||
s.action.toLowerCase().includes(currentSearch) ||
s.searchTerms.toLowerCase().includes(currentSearch);
return matchesCategory && matchesSearch;
});
// Group by category
const grouped = {};
filtered.forEach(s => {
if (!grouped[s.category]) grouped[s.category] = [];
grouped[s.category].push(s);
});
// Render
shortcutsList.innerHTML = Object.entries(grouped).map(([category, items]) => `
${category}
${items.map(item => `
${item.key}
${item.action}
`).join('')}
`).join('');
// Update results count
resultsCount.textContent = `Showing ${filtered.length} of ${shortcuts.length} shortcuts`;
// Announce to screen readers
if (currentSearch) {
resultsCount.setAttribute('aria-label', `Found ${filtered.length} shortcuts matching "${currentSearch}"`);
}
};
// Search handler
searchInput.addEventListener('input', (e) => {
currentSearch = e.target.value.toLowerCase().trim();
renderShortcuts();
});
// Category filter handlers
filterButtons.forEach(btn => {
btn.addEventListener('click', () => {
filterButtons.forEach(b => {
b.classList.remove('active');
b.setAttribute('aria-pressed', 'false');
});
btn.classList.add('active');
btn.setAttribute('aria-pressed', 'true');
currentFilter = btn.dataset.category;
renderShortcuts();
});
});
// Initial render
renderShortcuts();
// Focus the search input
requestAnimationFrame(() => {
searchInput.focus();
});
// ESC key closes modal
const escHandler = (e) => {
if (e.key === 'Escape') {
modal.remove();
document.removeEventListener('keydown', escHandler);
}
};
document.addEventListener('keydown', escHandler);
},
// v8.38: Enhanced styles for interactive keyboard reference
ensureHelpStyles() {
if (document.getElementById('keyboard-help-styles')) return;
const style = document.createElement('style');
style.id = 'keyboard-help-styles';
style.textContent = `
/* v8.38: Interactive Keyboard Shortcuts Reference Styles */
.keyboard-help-overlay {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0, 0, 0, 0.9);
display: flex;
align-items: center;
justify-content: center;
z-index: 10001;
backdrop-filter: blur(8px);
animation: fadeIn 0.2s ease-out;
}
@keyframes fadeIn {
from { opacity: 0; }
to { opacity: 1; }
}
.keyboard-help-content {
background: linear-gradient(145deg, rgba(0, 20, 40, 0.98), rgba(0, 10, 30, 0.98));
border: 2px solid rgba(0, 255, 255, 0.4);
border-radius: 16px;
padding: 30px;
max-width: 800px;
width: 90%;
max-height: 85vh;
overflow-y: auto;
color: #fff;
box-shadow: 0 20px 60px rgba(0, 255, 255, 0.2);
animation: slideUp 0.3s ease-out;
}
@keyframes slideUp {
from { transform: translateY(30px); opacity: 0; }
to { transform: translateY(0); opacity: 1; }
}
.keyboard-help-content h2 {
color: #0ff;
margin-bottom: 25px;
font-size: 24px;
text-align: center;
text-transform: uppercase;
letter-spacing: 2px;
text-shadow: 0 0 10px rgba(0, 255, 255, 0.5);
}
/* Search Bar */
.kb-search-container {
position: relative;
margin-bottom: 20px;
}
.kb-search-input {
width: 100%;
padding: 12px 40px 12px 16px;
background: rgba(0, 40, 60, 0.6);
border: 2px solid rgba(0, 255, 255, 0.3);
border-radius: 8px;
color: #fff;
font-size: 14px;
transition: all 0.3s;
}
.kb-search-input:focus {
outline: none;
border-color: #0ff;
box-shadow: 0 0 15px rgba(0, 255, 255, 0.3);
background: rgba(0, 50, 80, 0.8);
}
.kb-search-input::placeholder {
color: #aaa;
}
.kb-search-icon {
position: absolute;
right: 12px;
top: 50%;
transform: translateY(-50%);
font-size: 18px;
opacity: 0.6;
pointer-events: none;
}
/* Category Filters */
.kb-category-filters {
display: flex;
flex-wrap: wrap;
gap: 8px;
margin-bottom: 20px;
justify-content: center;
}
.kb-filter-btn {
padding: 8px 16px;
background: rgba(0, 40, 60, 0.5);
border: 1px solid rgba(0, 255, 255, 0.3);
border-radius: 20px;
color: #aaa;
font-size: 12px;
cursor: pointer;
transition: all 0.3s;
text-transform: uppercase;
letter-spacing: 1px;
font-weight: 500;
}
.kb-filter-btn:hover {
background: rgba(0, 60, 80, 0.7);
border-color: #0ff;
color: #0ff;
transform: translateY(-2px);
}
.kb-filter-btn.active {
background: linear-gradient(135deg, rgba(0, 255, 255, 0.3), rgba(0, 255, 136, 0.3));
border-color: #0ff;
color: #0ff;
font-weight: bold;
box-shadow: 0 4px 12px rgba(0, 255, 255, 0.3);
}
.kb-filter-btn:focus-visible {
outline: 2px solid #0ff;
outline-offset: 2px;
}
/* Shortcuts List */
.kb-shortcuts-list {
margin-bottom: 20px;
max-height: 400px;
overflow-y: auto;
padding-right: 10px;
}
.kb-shortcuts-list::-webkit-scrollbar {
width: 8px;
}
.kb-shortcuts-list::-webkit-scrollbar-track {
background: rgba(0, 20, 40, 0.5);
border-radius: 4px;
}
.kb-shortcuts-list::-webkit-scrollbar-thumb {
background: rgba(0, 255, 255, 0.3);
border-radius: 4px;
}
.kb-shortcuts-list::-webkit-scrollbar-thumb:hover {
background: rgba(0, 255, 255, 0.5);
}
/* Category Groups */
.kb-category-group {
margin-bottom: 20px;
animation: fadeInList 0.3s ease-out;
}
@keyframes fadeInList {
from { opacity: 0; transform: translateX(-10px); }
to { opacity: 1; transform: translateX(0); }
}
.kb-category-title {
color: #00ff88;
font-size: 16px;
font-weight: 600;
margin-bottom: 12px;
padding-bottom: 8px;
border-bottom: 2px solid rgba(0, 255, 136, 0.3);
text-transform: uppercase;
letter-spacing: 1.5px;
}
/* Shortcut Rows */
.kb-row {
display: flex;
align-items: center;
gap: 15px;
margin: 8px 0;
padding: 8px 12px;
background: rgba(0, 40, 60, 0.3);
border-radius: 6px;
transition: all 0.2s;
}
.kb-row:hover {
background: rgba(0, 60, 80, 0.5);
transform: translateX(5px);
border-left: 3px solid #0ff;
}
.kb-key {
background: linear-gradient(145deg, rgba(0, 60, 90, 0.8), rgba(0, 40, 70, 0.8));
border: 1px solid rgba(0, 255, 255, 0.4);
border-radius: 6px;
padding: 6px 12px;
font-family: 'Courier New', monospace;
font-size: 13px;
font-weight: bold;
color: #0ff;
min-width: 60px;
text-align: center;
box-shadow: 0 2px 8px rgba(0, 0, 0, 0.3), inset 0 1px 2px rgba(255, 255, 255, 0.1);
text-shadow: 0 0 5px rgba(0, 255, 255, 0.5);
}
.kb-action {
flex: 1;
font-size: 13px;
color: #ddd;
line-height: 1.4;
}
/* Results Counter */
.kb-results-count {
text-align: center;
color: #aaa;
font-size: 12px;
margin-bottom: 15px;
padding: 8px;
background: rgba(0, 40, 60, 0.4);
border-radius: 6px;
border: 1px solid rgba(0, 255, 255, 0.2);
}
/* Close Button */
.keyboard-help-close {
display: block;
margin: 0 auto;
padding: 12px 40px;
background: linear-gradient(135deg, #0ff, #00ff88);
border: none;
border-radius: 25px;
color: #000;
font-weight: bold;
font-size: 14px;
cursor: pointer;
transition: all 0.3s;
box-shadow: 0 4px 15px rgba(0, 255, 255, 0.4);
text-transform: uppercase;
letter-spacing: 1px;
}
.keyboard-help-close:hover {
transform: scale(1.05) translateY(-2px);
box-shadow: 0 6px 25px rgba(0, 255, 255, 0.6);
}
.keyboard-help-close:active {
transform: scale(0.98);
}
.keyboard-help-close:focus-visible {
outline: 3px solid #0ff;
outline-offset: 3px;
}
.kb-hint-text {
opacity: 0.7;
font-size: 11px;
font-weight: normal;
}
/* Mobile Responsive */
@media (max-width: 600px) {
.keyboard-help-content {
padding: 20px;
max-height: 90vh;
}
.kb-category-filters {
gap: 6px;
}
.kb-filter-btn {
padding: 6px 12px;
font-size: 11px;
}
.kb-key {
min-width: 50px;
padding: 4px 8px;
font-size: 12px;
}
.kb-action {
font-size: 12px;
}
}
`;
document.head.appendChild(style);
}
};
// Initialize keyboard navigation when DOM is ready
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', () => KeyboardNav.init());
} else {
KeyboardNav.init();
}
window.KeyboardNav = KeyboardNav;
// ============================================
// v8.38: GAME STATE ANNOUNCER (8-Strategy Round 6 #3 - 5/8 votes + CRITICAL)
// ARIA live announcements for critical game events (accessibility)
// Provides screen reader feedback for level ups, achievements, boss spawns, etc.
// ============================================
const GameStateAnnouncer = {
announcerElement: null,
lastAnnouncement: '',
announcementQueue: [],
isProcessing: false,
/**
* Initialize the announcer system
*/
init() {
this.announcerElement = document.getElementById('sr-announcements');
if (!this.announcerElement) {
Logger.warn('GameStateAnnouncer', 'sr-announcements element not found');
}
},
/**
* Announce a game state change to screen readers
* @param {string} message - The message to announce
* @param {string} priority - 'polite' (default) or 'assertive'
* @param {number} delay - Optional delay before announcement (ms)
*/
announce(message, priority = 'polite', delay = 0) {
if (!this.announcerElement || !message) return;
// Prevent duplicate announcements
if (message === this.lastAnnouncement) return;
this.lastAnnouncement = message;
const doAnnounce = () => {
// Set priority level
this.announcerElement.setAttribute('aria-live', priority);
// Clear and set new message
this.announcerElement.textContent = '';
setTimeout(() => {
this.announcerElement.textContent = message;
}, 50); // Small delay ensures screen readers detect the change
// Clear after announcement has been read
setTimeout(() => {
if (this.announcerElement.textContent === message) {
this.announcerElement.textContent = '';
}
}, 5000);
Logger.info('GameStateAnnouncer', `Announced: "${message}"`);
};
if (delay > 0) {
setTimeout(doAnnounce, delay);
} else {
doAnnounce();
}
},
/**
* Announce skill level up
*/
announceSkillLevelUp(skill, newLevel) {
const skillName = skill.charAt(0).toUpperCase() + skill.slice(1);
this.announce(`${skillName} skill leveled up to level ${newLevel}!`, 'polite');
},
/**
* Announce achievement unlock
*/
announceAchievement(achievementName) {
this.announce(`Achievement unlocked: ${achievementName}!`, 'assertive');
},
/**
* Announce combat victory
*/
announceVictory(enemyName) {
this.announce(`Victory! Defeated ${enemyName}.`, 'polite');
},
/**
* Announce boss spawn
*/
announceBossSpawn(bossName) {
this.announce(`Warning! ${bossName} has appeared!`, 'assertive');
},
/**
* Announce wave completion
*/
announceWaveComplete(waveNumber) {
this.announce(`Wave ${waveNumber} completed!`, 'polite');
},
/**
* Announce player defeat
*/
announceDefeat() {
this.announce('You have been defeated. Respawning...', 'assertive');
},
/**
* Announce critical health
*/
announceLowHealth() {
// Only announce once per combat encounter
if (!this._lowHealthAnnounced) {
this.announce('Warning: Health is critically low!', 'assertive');
this._lowHealthAnnounced = true;
// Reset flag after 10 seconds
setTimeout(() => { this._lowHealthAnnounced = false; }, 10000);
}
},
/**
* Announce item acquired
*/
announceItemAcquired(itemName, quantity = 1) {
const quantityText = quantity > 1 ? ` (${quantity})` : '';
this.announce(`Acquired ${itemName}${quantityText}`, 'polite');
},
/**
* Announce quest completion
*/
announceQuestComplete(questName) {
this.announce(`Quest completed: ${questName}!`, 'polite');
},
/**
* Announce daily challenge completion
*/
announceDailyChallengeComplete() {
this.announce('Daily challenge completed! Bonus experience earned.', 'polite');
},
/**
* Announce P2P connection status
*/
announceP2PStatus(status, details = '') {
const messages = {
'connected': `Connected to multiplayer session. ${details}`,
'disconnected': 'Disconnected from multiplayer session.',
'host': 'You are now hosting a multiplayer session.',
'spectator': `Spectator mode activated. Following ${details}.`
};
this.announce(messages[status] || status, 'polite');
},
/**
* Clear the announcement region
*/
clear() {
if (this.announcerElement) {
this.announcerElement.textContent = '';
}
this.lastAnnouncement = '';
}
};
// Initialize when DOM is ready
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', () => GameStateAnnouncer.init());
} else {
GameStateAnnouncer.init();
}
window.GameStateAnnouncer = GameStateAnnouncer;
// ============================================
// v7.3: SCENE DISPOSAL SYSTEM (8-Strategy Consensus Cycle 1)
// Properly disposes Three.js geometries, materials, and textures
// to prevent GPU memory leaks during mode transitions
// ============================================
const SceneDisposal = {
// Recursively dispose all resources in a Three.js object
disposeObject(obj) {
if (!obj) return;
// Recursively handle children first
while (obj.children && obj.children.length > 0) {
this.disposeObject(obj.children[0]);
obj.remove(obj.children[0]);
}
// Dispose geometry
if (obj.geometry) {
obj.geometry.dispose();
}
// Dispose materials
if (obj.material) {
if (Array.isArray(obj.material)) {
obj.material.forEach(mat => this.disposeMaterial(mat));
} else {
this.disposeMaterial(obj.material);
}
}
},
// Dispose a single material and its textures
disposeMaterial(material) {
if (!material) return;
// Dispose all texture types
const textureProps = ['map', 'normalMap', 'bumpMap', 'specularMap',
'emissiveMap', 'alphaMap', 'aoMap', 'envMap',
'lightMap', 'displacementMap', 'roughnessMap',
'metalnessMap'];
textureProps.forEach(prop => {
if (material[prop]) {
material[prop].dispose();
}
});
material.dispose();
},
// Clear entire scene with proper disposal
clearScene(sceneObj) {
if (!sceneObj) return;
const toDispose = [...sceneObj.children];
toDispose.forEach(child => {
this.disposeObject(child);
sceneObj.remove(child);
});
debugLog('SceneDisposal', 'Scene cleared with resource disposal'); // v8.25: gated
}
};
// ============================================
// v7.3: AUTO-SAVE SYSTEM WITH BACKUP ROTATION (8-Strategy Consensus Cycle 1)
// Periodic saves with write-ahead backup to prevent data loss
// ============================================
const AutoSaveSystem = {
INTERVAL: 30000, // 30 seconds
MAX_BACKUPS: 2, // Keep 2 backup generations
lastSaveTime: 0,
initialized: false,
init() {
if (this.initialized) return;
// v8.39: Save on visibility change using centralized manager
PageVisibilityManager.subscribe('autoSave', (isVisible) => {
if (!isVisible && typeof saveGameData === 'function') {
this.saveWithBackup();
}
});
// Save on beforeunload
window.addEventListener('beforeunload', () => {
if (typeof saveGameData === 'function') {
this.saveWithBackup();
}
});
this.initialized = true;
debugLog('AutoSaveSystem', 'Initialized with', this.INTERVAL / 1000, 'second interval'); // v8.25: gated
},
// Check and trigger periodic save (call from game loop)
update(currentTime) {
if (!this.initialized) this.init();
if (currentTime - this.lastSaveTime >= this.INTERVAL) {
this.saveWithBackup();
this.lastSaveTime = currentTime;
}
},
// Save with backup rotation
saveWithBackup() {
if (typeof APP_NAME === 'undefined' || typeof gameData === 'undefined') return;
try {
// Rotate existing backups before saving
const currentData = localStorage.getItem(APP_NAME);
if (currentData) {
// Move backup-1 to backup-2
const backup1 = localStorage.getItem(APP_NAME + '-backup-1');
if (backup1 && this.MAX_BACKUPS >= 2) {
localStorage.setItem(APP_NAME + '-backup-2', backup1);
}
// Move current to backup-1
localStorage.setItem(APP_NAME + '-backup-1', currentData);
}
} catch (e) {
debugWarn('AutoSaveSystem', 'Backup rotation failed:', e); // v8.25: gated
}
},
// Attempt recovery from backup
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 3)
recoverFromBackup() {
for (let i = 1; i <= this.MAX_BACKUPS; i++) {
try {
const backup = localStorage.getItem(APP_NAME + '-backup-' + i);
if (backup) {
const parsed = SafeJSON.parse(backup, null, { repair: true, log: true });
if (parsed && parsed.version) {
debugLog('AutoSaveSystem', 'Recovered from backup-' + i); // v8.25: gated
return parsed;
}
}
} catch (e) {
continue;
}
}
return null;
}
};
// ============================================
// v7.4: ENHANCED DAMAGE NUMBER SYSTEM (8-Strategy Consensus Cycle 2)
// Visual variety for different damage types with elemental styling
// ============================================
const DamageNumberStyles = {
styles: {
normal: {
color: '#ffffff',
scale: 1.0,
prefix: '',
suffix: '',
glow: null
},
critical: {
color: '#ffdd00',
scale: 1.6,
prefix: '\u26A1 ',
suffix: '!',
glow: '0 0 15px #ffdd00',
shake: true
},
fire: {
color: '#ff6622',
scale: 1.15,
prefix: '\uD83D\uDD25 ',
suffix: '',
glow: '0 0 12px #ff4400'
},
ice: {
color: '#88ddff',
scale: 1.1,
prefix: '\u2744\uFE0F ',
suffix: '',
glow: '0 0 10px #00aaff'
},
lightning: {
color: '#ffff88',
scale: 1.2,
prefix: '\u26A1 ',
suffix: '',
glow: '0 0 18px #ffff00',
flicker: true
},
poison: {
color: '#88ff44',
scale: 0.9,
prefix: '\u2620\uFE0F ',
suffix: '',
glow: '0 0 8px #44ff00'
},
void: {
color: '#cc44ff',
scale: 1.15,
prefix: '\uD83C\uDF00 ',
suffix: '',
glow: '0 0 15px #8800ff'
},
heal: {
color: '#44ff88',
scale: 1.0,
prefix: '+',
suffix: '',
glow: '0 0 10px #00ff44'
},
overkill: {
color: '#ff0088',
scale: 2.0,
prefix: '\uD83D\uDC80 OVERKILL ',
suffix: ' \uD83D\uDC80',
glow: '0 0 25px #ff00ff',
screenShake: 0.4
},
parry: {
color: '#00ffff',
scale: 1.4,
prefix: '\uD83D\uDEE1\uFE0F ',
suffix: '',
glow: '0 0 12px #00ffff'
},
block: {
color: '#aaaaaa',
scale: 0.8,
prefix: '',
suffix: ' (blocked)',
glow: null
}
},
spawn(position, damage, type = 'normal', options = {}) {
if (typeof spawnFloater !== 'function') return null;
const style = this.styles[type] || this.styles.normal;
const displayDamage = typeof damage === 'number' ? Math.round(damage) : damage;
const text = `${style.prefix}${displayDamage}${style.suffix}`;
const isCrit = type === 'critical' || type === 'overkill';
// Create the floater
const floaterResult = spawnFloater(position, text, style.color, isCrit);
// Apply additional styling via post-processing
if (style.glow) {
this.applyGlowEffect(style.glow);
}
// Lightning flicker effect
if (style.flicker) {
this.applyFlickerEffect();
}
// Screen shake for overkill
if (style.screenShake && typeof screenShake === 'function') {
screenShake(style.screenShake);
}
// Spawn supporting particles for certain types
if (typeof particles !== 'undefined' && particles && position) {
const particleColors = {
fire: 0xff4400,
ice: 0x88ddff,
lightning: 0xffff00,
poison: 0x88ff44,
void: 0xcc44ff,
overkill: 0xff0088,
critical: 0xffdd00
};
if (particleColors[type]) {
particles.emit(position, type === 'overkill' ? 15 : 5, particleColors[type]);
}
}
return floaterResult;
},
applyGlowEffect(glowStyle) {
// Find the most recently added floater and apply glow
const floaters = document.querySelectorAll('.floater');
if (floaters.length > 0) {
const latest = floaters[floaters.length - 1];
if (latest && latest.style) {
latest.style.textShadow = glowStyle + ', -1px -1px 0 #000, 1px 1px 0 #000';
}
}
},
applyFlickerEffect() {
const floaters = document.querySelectorAll('.floater');
if (floaters.length > 0) {
const latest = floaters[floaters.length - 1];
if (latest) {
let flickerCount = 0;
const flickerInterval = setInterval(() => {
latest.style.opacity = Math.random() > 0.3 ? '1' : '0.5';
flickerCount++;
if (flickerCount > 6) {
clearInterval(flickerInterval);
latest.style.opacity = '1';
}
}, 60);
}
}
},
// Detect damage type from context
detectType(damage, options = {}) {
if (options.type) return options.type;
if (options.isHeal) return 'heal';
if (options.isParry) return 'parry';
if (options.isBlock) return 'block';
if (options.isCrit) return 'critical';
if (options.element === 'fire' || options.element === 'Fire') return 'fire';
if (options.element === 'ice' || options.element === 'Ice') return 'ice';
if (options.element === 'lightning' || options.element === 'Lightning') return 'lightning';
if (options.element === 'poison' || options.element === 'Poison') return 'poison';
if (options.element === 'void' || options.element === 'Void') return 'void';
if (options.isOverkill) return 'overkill';
return 'normal';
}
};
// ============================================
// v7.4: QUICK TRAVEL PANEL (8-Strategy Consensus Cycle 2)
// Fast navigation to previously visited planets
// ============================================
const QuickTravelSystem = {
modalId: 'quick-travel-modal',
isOpen: false,
focusTrapId: null, // v7.79: Track focus trap
open() {
if (!document.getElementById(this.modalId)) {
this.createModal();
}
const modal = document.getElementById(this.modalId);
if (modal) {
modal.classList.add('active');
this.isOpen = true;
this.renderPlanetList();
// v7.79: Set up focus trap
const modalContent = modal.querySelector('.modal-content');
if (modalContent && typeof FocusTrap !== 'undefined') {
const search = document.getElementById('quick-travel-search');
this.focusTrapId = FocusTrap.create(modalContent, {
initialFocus: search,
onEscape: () => this.close()
});
} else {
// Fallback: Focus search input
const search = document.getElementById('quick-travel-search');
if (search) search.focus();
}
}
},
close() {
const modal = document.getElementById(this.modalId);
if (modal) {
modal.classList.remove('active');
this.isOpen = false;
// v7.79: Destroy focus trap
if (this.focusTrapId && typeof FocusTrap !== 'undefined') {
FocusTrap.destroy(this.focusTrapId);
this.focusTrapId = null;
}
}
},
toggle() {
if (this.isOpen) {
this.close();
} else {
this.open();
}
},
createModal() {
const modal = document.createElement('div');
modal.id = this.modalId;
modal.className = 'modal-overlay';
// v7.78: Added ARIA attributes for accessibility
modal.setAttribute('role', 'dialog');
modal.setAttribute('aria-modal', 'true');
modal.setAttribute('aria-labelledby', 'quick-travel-title');
modal.innerHTML = `
\uD83D\uDE80 Quick Travel
×
Press N to toggle this panel
`;
// Close on backdrop click
modal.addEventListener('click', (e) => {
if (e.target === modal) this.close();
});
document.body.appendChild(modal);
},
renderPlanetList(filter = '') {
const list = document.getElementById('quick-travel-list');
if (!list) return;
const visitedIds = (typeof gameData !== 'undefined' && gameData.visitedPlanets) ? gameData.visitedPlanets : [];
if (visitedIds.length === 0) {
list.innerHTML = 'No planets visited yet. Explore the galaxy to unlock quick travel!
';
return;
}
let html = '';
const filterLower = filter.toLowerCase();
let matchCount = 0;
visitedIds.forEach(civId => {
const civ = (typeof civs !== 'undefined') ? civs[civId] : null;
if (!civ) return;
const name = civ.name || ('Planet ' + civId);
if (filter && !name.toLowerCase().includes(filterLower)) return;
matchCount++;
const isCurrentPlanet = (typeof mode !== 'undefined' && mode === 'world' &&
typeof currentCiv !== 'undefined' && currentCiv && currentCiv.id === civId);
const threatColor = this.getThreatColor(civ.threatLevel);
html += `
${civ.icon || '\uD83C\uDF0D'} ${name}
Threat: ${civ.threatLevel || 'Unknown'}
${isCurrentPlanet ?
'
\uD83D\uDCCD Here ' :
'
\u2192 '
}
`;
});
if (matchCount === 0 && filter) {
list.innerHTML = 'No planets match your search.
';
} else {
list.innerHTML = html;
}
},
filterPlanets(searchTerm) {
this.renderPlanetList(searchTerm);
},
getThreatColor(threat) {
const threatNum = parseInt(threat) || 0;
if (threatNum <= 2) return '#4a4';
if (threatNum <= 4) return '#aa4';
if (threatNum <= 6) return '#a84';
if (threatNum <= 8) return '#a44';
return '#f44';
},
travelTo(civId) {
this.close();
const civ = (typeof civs !== 'undefined') ? civs[civId] : null;
if (!civ) {
if (typeof showNotification === 'function') {
showNotification('Planet not found!', 'error');
}
return;
}
const planetName = civ.name || ('Planet ' + civId);
if (typeof showNotification === 'function') {
showNotification('\uD83D\uDE80 Quick traveling to ' + planetName + '...', 'info');
}
// Trigger warp effect and travel
setTimeout(() => {
if (typeof showWarpEffect === 'function') {
showWarpEffect(() => {
if (typeof selectCiv === 'function') {
selectCiv(civId);
}
});
} else if (typeof selectCiv === 'function') {
selectCiv(civId);
}
}, 200);
}
};
// ============================================
// v7.4: MOBILE HAPTIC FEEDBACK SYSTEM (8-Strategy Consensus Cycle 2)
// Tactile feedback for touch controls using Vibration API
// ============================================
const MobileHaptics = {
enabled: true,
supported: typeof navigator !== 'undefined' && 'vibrate' in navigator,
// Pattern library (durations in ms)
patterns: {
tap: [12], // Light UI tap
attack: [25], // Quick attack pulse
heavyAttack: [40, 15, 40], // Heavy attack double pulse
damage: [60, 25, 80], // Taking damage
dodge: [15, 12, 15], // Quick triple for dodge
parry: [20, 10, 50], // Successful parry
abilityUse: [25, 15, 35], // Ability activation
levelUp: [40, 25, 40, 25, 80], // Celebration pattern
lowHealth: [100, 40, 100], // Warning pattern
loot: [15, 15, 15, 15], // Collection feedback
criticalHit: [70, 20, 70], // Big impact
death: [150, 50, 100, 50, 200], // Death rumble
warp: [30, 20, 30, 20, 30, 20, 60], // Warp travel
menuOpen: [8], // Menu interaction
error: [80, 40, 80] // Error feedback
},
vibrate(patternName) {
if (!this.enabled || !this.supported) return false;
const pattern = this.patterns[patternName];
if (!pattern) {
debugWarn('MobileHaptics', 'Unknown pattern:', patternName); // v8.25: gated
return false;
}
try {
navigator.vibrate(pattern);
return true;
} catch (e) {
// Silently fail - haptics are optional
return false;
}
},
// Custom vibration with explicit pattern
vibrateCustom(pattern) {
if (!this.enabled || !this.supported) return false;
try {
navigator.vibrate(pattern);
return true;
} catch (e) {
return false;
}
},
// Stop any ongoing vibration
stop() {
if (this.supported) {
try {
navigator.vibrate(0);
} catch (e) {}
}
},
// Toggle haptics on/off
toggle(enabled) {
this.enabled = enabled !== undefined ? enabled : !this.enabled;
if (this.enabled && this.supported) {
this.vibrate('tap'); // Confirmation feedback
}
// Persist preference
try {
localStorage.setItem('leviathan_haptics', this.enabled ? '1' : '0');
} catch (e) {}
return this.enabled;
},
// Initialize from saved preference
init() {
try {
const saved = localStorage.getItem('leviathan_haptics');
if (saved !== null) {
this.enabled = saved === '1';
}
} catch (e) {}
debugLog('MobileHaptics', 'Initialized - Supported:', this.supported, 'Enabled:', this.enabled); // v8.25: gated
}
};
// Initialize haptics on load
MobileHaptics.init();
// ============================================
// v8.27: VISUAL FEEDBACK SYSTEM
// Screen effects for impact, success, and state changes
// v8.28: Enhanced with Easing functions for smoother decay
// ============================================
const VisualFeedback = {
// Screen shake effect
// v8.28: Uses Easing.easeOutQuart for natural decay curve
shake(intensity = 5, duration = 200) {
const container = document.getElementById('container');
if (!container) return;
const startTime = performance.now();
const originalTransform = container.style.transform;
const animate = () => {
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
requestAnimationFrame(animate);
return;
}
const elapsed = performance.now() - startTime;
if (elapsed >= duration) {
container.style.transform = originalTransform;
return;
}
// v8.28: Use Easing for smoother decay curve
const progress = elapsed / duration;
const decay = typeof Easing !== 'undefined'
? 1 - Easing.easeOutQuart(progress)
: 1 - progress;
const x = (Math.random() - 0.5) * intensity * decay * 2;
const y = (Math.random() - 0.5) * intensity * decay * 2;
container.style.transform = `translate(${x}px, ${y}px)`;
requestAnimationFrame(animate);
};
requestAnimationFrame(animate);
},
// Screen flash effect
flash(color = 'rgba(255, 255, 255, 0.3)', duration = 150) {
const flash = document.createElement('div');
flash.style.cssText = `
position: fixed; top: 0; left: 0; right: 0; bottom: 0;
background: ${color}; pointer-events: none; z-index: 99999;
animation: fadeOut ${duration}ms ease-out forwards;
`;
// Add keyframe animation if not exists
if (!document.getElementById('visual-feedback-styles')) {
const style = document.createElement('style');
style.id = 'visual-feedback-styles';
style.textContent = `
@keyframes fadeOut { from { opacity: 1; } to { opacity: 0; } }
@keyframes pulseGlow { 0%, 100% { box-shadow: inset 0 0 30px rgba(0,255,136,0.3); } 50% { box-shadow: inset 0 0 60px rgba(0,255,136,0.6); } }
@keyframes borderPulse { 0%, 100% { border-color: rgba(0,255,136,0.5); } 50% { border-color: rgba(0,255,136,1); } }
`;
document.head.appendChild(style);
}
document.body.appendChild(flash);
setTimeout(() => flash.remove(), duration);
},
// Damage indicator (red vignette)
damageVignette(intensity = 0.5, duration = 400) {
this.flash(`radial-gradient(ellipse at center, transparent 40%, rgba(255, 0, 0, ${intensity}) 100%)`, duration);
},
// Heal indicator (green vignette)
healVignette(intensity = 0.3, duration = 300) {
this.flash(`radial-gradient(ellipse at center, transparent 50%, rgba(0, 255, 100, ${intensity}) 100%)`, duration);
},
// Level up / success burst
successBurst(color = '#0f0') {
this.flash(`radial-gradient(circle at center, ${color}40 0%, transparent 70%)`, 400);
},
// Ripple effect at a point
ripple(x, y, color = 'rgba(255, 255, 255, 0.5)', size = 100) {
const ripple = document.createElement('div');
ripple.style.cssText = `
position: fixed; left: ${x}px; top: ${y}px;
width: 0; height: 0; border-radius: 50%;
background: ${color}; pointer-events: none; z-index: 99998;
transform: translate(-50%, -50%);
animation: rippleExpand 0.5s ease-out forwards;
`;
// Add ripple animation if not exists
if (!document.getElementById('ripple-styles')) {
const style = document.createElement('style');
style.id = 'ripple-styles';
style.textContent = `
@keyframes rippleExpand {
from { width: 0; height: 0; opacity: 1; }
to { width: ${size * 2}px; height: ${size * 2}px; opacity: 0; }
}
`;
document.head.appendChild(style);
}
document.body.appendChild(ripple);
setTimeout(() => ripple.remove(), TIMING.RIPPLE_DURATION); // v8.38: Using timing constants
},
// Combined feedback for common actions
onHit() {
this.shake(3, 100);
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('tap');
},
onCriticalHit() {
this.shake(8, 200);
this.flash('rgba(255, 200, 0, 0.2)', 150);
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('heavyTap');
},
onDeath() {
this.shake(15, 500);
this.damageVignette(0.7, 800);
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('death');
},
onLevelUp() {
this.successBurst('#00ff88');
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('levelUp');
if (typeof UISoundSystem !== 'undefined') UISoundSystem.play('levelUp');
},
// v8.29: Achievement unlock celebration
onAchievement() {
this.successBurst('#ffd700'); // Gold burst for achievements
this.shake(2, 100);
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('heavyTap');
if (typeof UISoundSystem !== 'undefined') UISoundSystem.play('discover');
},
// v8.29: Critical event feedback (boss spawn, major discovery)
onCriticalEvent(color = '#ff00ff') {
this.successBurst(color);
this.shake(5, 300);
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('heavyTap');
}
};
// Make globally accessible
window.VisualFeedback = VisualFeedback;
// ============================================
// v8.30: ENHANCED TOOLTIP SYSTEM
// Rich, informative tooltips with stats, hotkeys, and descriptions
// ============================================
const EnhancedTooltip = {
element: null,
hideTimeout: null,
showDelay: 400, // ms before showing
showTimeout: null,
// Create tooltip element if it doesn't exist
init() {
if (this.element) return;
this.element = document.createElement('div');
this.element.className = 'enhanced-tooltip';
this.element.id = 'enhanced-tooltip';
this.element.setAttribute('role', 'tooltip');
this.element.setAttribute('aria-hidden', 'true');
document.body.appendChild(this.element);
// Global hover listeners for elements with data-tooltip
document.addEventListener('mouseover', (e) => this.handleMouseOver(e));
document.addEventListener('mouseout', (e) => this.handleMouseOut(e));
document.addEventListener('mousemove', (e) => this.handleMouseMove(e));
debugLog('EnhancedTooltip', 'Initialized');
},
// Handle mouse over events
handleMouseOver(e) {
const target = e.target.closest('[data-tooltip]');
if (!target) return;
// Clear any pending hide
if (this.hideTimeout) {
clearTimeout(this.hideTimeout);
this.hideTimeout = null;
}
// Delay showing tooltip
this.showTimeout = setTimeout(() => {
this.show(target, e);
}, this.showDelay);
},
// Handle mouse out events
handleMouseOut(e) {
const target = e.target.closest('[data-tooltip]');
if (!target) {
// Clear pending show
if (this.showTimeout) {
clearTimeout(this.showTimeout);
this.showTimeout = null;
}
return;
}
// Cancel pending show
if (this.showTimeout) {
clearTimeout(this.showTimeout);
this.showTimeout = null;
}
// Delay hiding tooltip
this.hideTimeout = setTimeout(() => {
this.hide();
}, 100);
},
// Handle mouse move for positioning
handleMouseMove(e) {
if (!this.element.classList.contains('visible')) return;
this.position(e.clientX, e.clientY);
},
// Show tooltip for an element
show(target, e) {
const tooltipData = target.dataset.tooltip;
const title = target.dataset.tooltipTitle || target.getAttribute('aria-label') || '';
const desc = target.dataset.tooltipDesc || '';
const hotkey = target.dataset.tooltipHotkey || '';
const icon = target.dataset.tooltipIcon || '';
const stats = target.dataset.tooltipStats || '';
// Build tooltip HTML
let html = '';
if (title) {
html += ``;
if (icon) html += `${icon} `;
html += `${this.escapeHtml(title)}`;
if (hotkey) html += `${hotkey} `;
html += `
`;
}
if (tooltipData || desc) {
html += `${this.escapeHtml(tooltipData || desc)}
`;
}
if (stats) {
try {
const statsObj = JSON.parse(stats);
html += ``;
} catch (err) {
// Stats not valid JSON, ignore
}
}
if (!html) return; // Nothing to show
this.element.innerHTML = html;
this.element.setAttribute('aria-hidden', 'false');
this.position(e.clientX, e.clientY);
this.element.classList.add('visible');
},
// Hide tooltip
hide() {
this.element.classList.remove('visible');
this.element.setAttribute('aria-hidden', 'true');
},
// Position tooltip near cursor
position(x, y) {
const padding = 15;
const rect = this.element.getBoundingClientRect();
let left = x + padding;
let top = y + padding;
// Keep within viewport
if (left + rect.width > window.innerWidth - padding) {
left = x - rect.width - padding;
}
if (top + rect.height > window.innerHeight - padding) {
top = y - rect.height - padding;
}
// Ensure not negative
left = Math.max(padding, left);
top = Math.max(padding, top);
this.element.style.left = `${left}px`;
this.element.style.top = `${top}px`;
},
// Escape HTML to prevent XSS
escapeHtml(text) {
if (!text) return '';
return String(text)
.replace(/&/g, '&')
.replace(//g, '>')
.replace(/"/g, '"');
}
};
// Make globally accessible
window.EnhancedTooltip = EnhancedTooltip;
// Initialize on DOM ready
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', () => EnhancedTooltip.init());
} else {
EnhancedTooltip.init();
}
// ============================================
// v7.5: UI Sound Feedback System (8-Strategy Consensus Cycle 3)
// Comprehensive audio feedback for UI interactions
// Uses therapeutic pentatonic scale design philosophy
// ============================================
const UISoundSystem = {
enabled: true,
volume: 0.3,
audioContext: null,
masterGain: null,
// Sound definitions using pentatonic frequencies for pleasant tones
sounds: {
hover: { freq: 880, duration: 0.04, type: 'sine', gain: 0.15 },
click: { freq: 660, duration: 0.08, type: 'triangle', gain: 0.25 },
open: { freqs: [440, 554, 660], duration: 0.15, type: 'sine', gain: 0.2, stagger: 0.04 },
close: { freqs: [660, 554, 440], duration: 0.12, type: 'sine', gain: 0.18, stagger: 0.03 },
tab: { freq: 523, duration: 0.06, type: 'triangle', gain: 0.2 },
toggleOn: { freqs: [392, 523], duration: 0.1, type: 'sine', gain: 0.22, stagger: 0.05 },
toggleOff: { freqs: [523, 392], duration: 0.1, type: 'sine', gain: 0.18, stagger: 0.05 },
success: { freqs: [523, 659, 784], duration: 0.2, type: 'sine', gain: 0.25, stagger: 0.08 },
warning: { freqs: [440, 440], duration: 0.15, type: 'square', gain: 0.15, stagger: 0.12 },
error: { freqs: [220, 196], duration: 0.2, type: 'sawtooth', gain: 0.18, stagger: 0.1 },
pickup: { freqs: [660, 880, 1047], duration: 0.12, type: 'sine', gain: 0.2, stagger: 0.03 },
equip: { freq: 392, duration: 0.15, type: 'triangle', gain: 0.22, detune: 1200 },
levelUp: { freqs: [523, 659, 784, 1047], duration: 0.4, type: 'sine', gain: 0.28, stagger: 0.1 },
navigate: { freq: 740, duration: 0.05, type: 'sine', gain: 0.12 },
confirm: { freqs: [587, 784], duration: 0.12, type: 'triangle', gain: 0.22, stagger: 0.06 },
cancel: { freq: 294, duration: 0.1, type: 'triangle', gain: 0.18 },
notification: { freqs: [784, 988, 784], duration: 0.25, type: 'sine', gain: 0.2, stagger: 0.08 },
craft: { freqs: [330, 440, 554, 660], duration: 0.3, type: 'triangle', gain: 0.22, stagger: 0.06 },
discover: { freqs: [440, 554, 659, 880, 1047], duration: 0.5, type: 'sine', gain: 0.25, stagger: 0.09 }
},
// Initialize audio context lazily (requires user interaction)
init() {
if (this.audioContext) return true;
// v7.29: Use shared AudioContext (Cycle 2 Consensus)
this.audioContext = typeof getSharedAudioContext === 'function'
? getSharedAudioContext()
: new (window.AudioContext || window.webkitAudioContext)();
if (!this.audioContext) {
debugWarn('UISoundSystem', 'No AudioContext available'); // v8.25: gated
return false;
}
this.masterGain = this.audioContext.createGain();
this.masterGain.gain.value = this.volume;
this.masterGain.connect(this.audioContext.destination);
// Load saved preferences
// v8.25: Wrapped in try/catch for localStorage safety
try {
const savedEnabled = localStorage.getItem('leviathan_ui_sounds');
if (savedEnabled !== null) {
this.enabled = savedEnabled === '1';
}
const savedVolume = localStorage.getItem('leviathan_ui_volume');
if (savedVolume !== null) {
const parsed = parseFloat(savedVolume);
if (isFinite(parsed)) {
this.volume = Math.max(0, Math.min(1, parsed)); // v8.25: Clamp volume
this.masterGain.gain.value = this.volume;
}
}
} catch (e) { /* localStorage may be unavailable in private mode */ }
debugLog('UISoundSystem', 'Using shared AudioContext - Enabled:', this.enabled, 'Volume:', this.volume); // v8.25: gated
return true;
},
// Resume audio context if suspended (iOS/Safari requirement)
async resume() {
if (this.audioContext && this.audioContext.state === 'suspended') {
await this.audioContext.resume();
}
},
// Play a UI sound by name
play(soundName) {
if (!this.enabled) return;
if (!this.init()) return;
const sound = this.sounds[soundName];
if (!sound) {
debugWarn('UISoundSystem', 'Unknown sound:', soundName); // v8.25: gated
return;
}
this.resume();
// v8.35: Trigger visual sound indicator (8-Strategy Round 3 #2)
// Accessibility: Show visual feedback for deaf/hard-of-hearing users
this.triggerVisualIndicator(soundName);
try {
if (sound.freqs) {
// Multi-tone sound (arpeggio)
sound.freqs.forEach((freq, i) => {
setTimeout(() => {
this.playTone(freq, sound.duration, sound.type, sound.gain, sound.detune);
}, i * (sound.stagger || 0.05) * 1000);
});
} else {
// Single tone
this.playTone(sound.freq, sound.duration, sound.type, sound.gain, sound.detune);
}
} catch (e) {
debugWarn('UISoundSystem', 'Error playing sound:', e); // v8.25: gated
}
},
// v8.35: Visual sound indicator for accessibility (8-Strategy Round 3 #2)
triggerVisualIndicator(soundName) {
const indicator = document.getElementById('visual-sound-indicator');
if (!indicator) return;
// Determine color based on sound type
indicator.className = 'visual-sound-indicator flash';
if (['error', 'warning'].includes(soundName)) {
indicator.classList.add('flash-alert');
} else if (['pickup', 'craft', 'discover', 'levelUp'].includes(soundName)) {
indicator.classList.add('flash-sfx');
} else {
indicator.classList.add('flash-ui');
}
// Reset animation by removing and re-adding class
indicator.style.animation = 'none';
requestAnimationFrame(() => {
indicator.style.animation = '';
});
},
// Play a single tone
playTone(freq, duration, type = 'sine', gain = 0.2, detune = 0) {
const ctx = this.audioContext;
const now = ctx.currentTime;
const osc = ctx.createOscillator();
const gainNode = ctx.createGain();
osc.type = type;
osc.frequency.value = freq;
if (detune) osc.detune.value = detune;
// ADSR envelope for smooth sound
gainNode.gain.setValueAtTime(0, now);
gainNode.gain.linearRampToValueAtTime(gain, now + 0.01); // Attack
gainNode.gain.linearRampToValueAtTime(gain * 0.7, now + duration * 0.3); // Decay
gainNode.gain.linearRampToValueAtTime(gain * 0.5, now + duration * 0.8); // Sustain
gainNode.gain.linearRampToValueAtTime(0, now + duration); // Release
osc.connect(gainNode);
gainNode.connect(this.masterGain);
osc.start(now);
osc.stop(now + duration + 0.05);
},
// Set volume (0-1)
setVolume(vol) {
this.volume = Math.max(0, Math.min(1, vol));
if (this.masterGain) {
this.masterGain.gain.value = this.volume;
}
try {
localStorage.setItem('leviathan_ui_volume', this.volume.toString());
} catch (e) {}
},
// Toggle sounds on/off
toggle(enabled) {
if (typeof enabled === 'boolean') {
this.enabled = enabled;
} else {
this.enabled = !this.enabled;
}
try {
localStorage.setItem('leviathan_ui_sounds', this.enabled ? '1' : '0');
} catch (e) {}
return this.enabled;
},
// Attach to common UI elements automatically
// v6.77: Fixed TypeError when e.target is a Text node (8-strategy consensus)
attachToUI() {
// Hover sounds for buttons
// Use optional chaining to handle Text nodes that don't have .matches()
document.addEventListener('mouseenter', (e) => {
if (e.target?.matches?.('button, .btn, [role="button"], .menu-item, .tab')) {
this.play('hover');
}
}, true);
// Click sounds
// Use optional chaining to handle Text nodes that don't have .matches()
document.addEventListener('click', (e) => {
if (e.target?.matches?.('button, .btn, [role="button"]')) {
this.play('click');
} else if (e.target?.matches?.('.tab, [role="tab"]')) {
this.play('tab');
} else if (e.target?.matches?.('input[type="checkbox"], input[type="radio"]')) {
this.play(e.target.checked ? 'toggleOn' : 'toggleOff');
}
}, true);
debugLog('UISoundSystem', 'Attached to UI elements'); // v8.25: gated
}
};
// Initialize UI sounds on first user interaction
document.addEventListener('click', function initUISound() {
UISoundSystem.init();
UISoundSystem.attachToUI();
document.removeEventListener('click', initUISound);
}, { once: true });
// ============================================
// v7.5: Color Blindness Support Modes (8-Strategy Consensus Cycle 3)
// Accessibility feature with user-selectable color palettes
// Supports protanopia, deuteranopia, tritanopia, and high contrast
// ============================================
const ColorBlindnessSupport = {
currentMode: 'normal',
// Color palette mappings for different vision types
modes: {
normal: {
name: 'Normal Vision',
description: 'Default color scheme',
colors: {
damage: '#ff4444',
heal: '#44ff44',
fire: '#ff6622',
ice: '#44ccff',
lightning: '#ffee44',
poison: '#88ff44',
void: '#aa44ff',
critical: '#ffdd00',
friendly: '#44ff88',
enemy: '#ff4466',
neutral: '#aaaaaa',
rare: '#4488ff',
epic: '#aa44ff',
legendary: '#ffaa00',
mythic: '#ff44aa'
}
},
protanopia: {
name: 'Protanopia Mode',
description: 'Red-blind friendly (blue/yellow emphasis)',
colors: {
damage: '#0066cc', // Blue instead of red
heal: '#ffee00', // Yellow instead of green
fire: '#ff9900', // Orange stays visible
ice: '#00ccff', // Cyan
lightning: '#ffffff', // White
poison: '#ccff00', // Yellow-green
void: '#9966ff', // Blue-purple
critical: '#ffffff', // White flash
friendly: '#00ffcc', // Cyan-green
enemy: '#0066cc', // Blue
neutral: '#888888', // Gray
rare: '#00aaff', // Bright blue
epic: '#cc66ff', // Light purple
legendary: '#ffcc00', // Gold
mythic: '#ff66cc' // Pink
}
},
deuteranopia: {
name: 'Deuteranopia Mode',
description: 'Green-blind friendly (blue/yellow emphasis)',
colors: {
damage: '#ff6600', // Orange-red
heal: '#00ccff', // Cyan instead of green
fire: '#ff4400', // Orange-red
ice: '#00aaff', // Blue
lightning: '#ffff00', // Yellow
poison: '#00ffff', // Cyan
void: '#aa00ff', // Purple
critical: '#ffff00', // Yellow
friendly: '#00ddff', // Cyan
enemy: '#ff6600', // Orange
neutral: '#999999', // Gray
rare: '#0088ff', // Blue
epic: '#bb00ff', // Purple
legendary: '#ffaa00', // Orange-gold
mythic: '#ff00aa' // Magenta
}
},
tritanopia: {
name: 'Tritanopia Mode',
description: 'Blue-blind friendly (red/green emphasis)',
colors: {
damage: '#ff0044', // Red
heal: '#00ff44', // Green
fire: '#ff4400', // Red-orange
ice: '#ff88aa', // Pink instead of blue
lightning: '#ffcc00', // Orange-yellow
poison: '#88ff00', // Yellow-green
void: '#ff0088', // Magenta
critical: '#ff8800', // Orange
friendly: '#00ff88', // Green
enemy: '#ff0066', // Red-pink
neutral: '#aaaaaa', // Gray
rare: '#ff6688', // Pink
epic: '#ff0088', // Magenta
legendary: '#ffaa00', // Orange
mythic: '#ff4488' // Red-pink
}
},
highContrast: {
name: 'High Contrast',
description: 'Maximum visibility with stark contrasts',
colors: {
damage: '#ff0000', // Pure red
heal: '#00ff00', // Pure green
fire: '#ff8800', // Orange
ice: '#00ffff', // Cyan
lightning: '#ffff00', // Yellow
poison: '#00ff88', // Mint
void: '#ff00ff', // Magenta
critical: '#ffffff', // White
friendly: '#00ff00', // Green
enemy: '#ff0000', // Red
neutral: '#ffffff', // White
rare: '#00aaff', // Blue
epic: '#ff00ff', // Magenta
legendary: '#ffff00', // Yellow
mythic: '#00ffff' // Cyan
}
}
},
// Get a color from current mode
getColor(colorName) {
const mode = this.modes[this.currentMode] || this.modes.normal;
return mode.colors[colorName] || this.modes.normal.colors[colorName] || '#ffffff';
},
// Set color blindness mode
setMode(modeName) {
if (!this.modes[modeName]) {
debugWarn('ColorBlindnessSupport', 'Unknown mode:', modeName); // v8.25: gated
return false;
}
this.currentMode = modeName;
this.applyCSS();
try {
localStorage.setItem('leviathan_colorblind_mode', modeName);
} catch (e) {}
debugLog('ColorBlindnessSupport', 'Mode set to:', this.modes[modeName].name); // v8.25: gated
// Trigger UI sound if available
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('confirm');
}
return true;
},
// Apply CSS custom properties for current mode
applyCSS() {
const colors = this.modes[this.currentMode].colors;
const root = document.documentElement;
Object.entries(colors).forEach(([name, value]) => {
root.style.setProperty(`--cb-${name}`, value);
});
// Also set filter for canvas elements if high contrast
if (this.currentMode === 'highContrast') {
root.style.setProperty('--cb-contrast-filter', 'contrast(1.2) saturate(1.3)');
} else {
root.style.setProperty('--cb-contrast-filter', 'none');
}
// v8.31: Apply colorblind pattern indicators
this.applyPatternIndicators();
},
// v8.31: Add pattern-based indicators for colorblind users
applyPatternIndicators() {
let styleEl = document.getElementById('colorblind-patterns');
if (!styleEl) {
styleEl = document.createElement('style');
styleEl.id = 'colorblind-patterns';
document.head.appendChild(styleEl);
}
// Only add patterns for non-normal modes
if (this.currentMode === 'normal') {
styleEl.textContent = '';
return;
}
styleEl.textContent = `
/* v8.31: Colorblind-friendly pattern indicators */
/* These patterns supplement color with shape recognition */
/* Health bar: horizontal stripes for low health warning */
.player-health-fill[style*="width: 2"],
.player-health-fill[style*="width: 1"] {
background-image: repeating-linear-gradient(
90deg,
transparent 0px,
transparent 8px,
rgba(255,255,255,0.15) 8px,
rgba(255,255,255,0.15) 10px
) !important;
}
/* Enemy indicators: diagonal stripes */
.enemy-indicator, [data-faction="enemy"] {
background-image: repeating-linear-gradient(
45deg,
transparent 0px,
transparent 4px,
rgba(0,0,0,0.2) 4px,
rgba(0,0,0,0.2) 6px
);
}
/* Friendly indicators: dots pattern */
.friendly-indicator, [data-faction="friendly"] {
background-image: radial-gradient(
circle at 50% 50%,
rgba(255,255,255,0.2) 2px,
transparent 2px
);
background-size: 8px 8px;
}
/* Buff indicators: upward chevrons */
.buff-indicator, [data-effect="buff"] {
position: relative;
}
.buff-indicator::after, [data-effect="buff"]::after {
content: '';
position: absolute;
top: 2px;
right: 2px;
width: 6px;
height: 6px;
border-left: 2px solid rgba(255,255,255,0.5);
border-top: 2px solid rgba(255,255,255,0.5);
transform: rotate(45deg);
}
/* Debuff indicators: downward chevrons */
.debuff-indicator, [data-effect="debuff"] {
position: relative;
}
.debuff-indicator::after, [data-effect="debuff"]::after {
content: '';
position: absolute;
top: 2px;
right: 2px;
width: 6px;
height: 6px;
border-right: 2px solid rgba(255,255,255,0.5);
border-bottom: 2px solid rgba(255,255,255,0.5);
transform: rotate(45deg);
}
/* Item rarity: border patterns */
.item-rare { border-style: dashed !important; }
.item-epic { border-style: dotted !important; border-width: 3px !important; }
.item-legendary { border-style: double !important; border-width: 4px !important; }
.item-mythic {
border-style: solid !important;
box-shadow: inset 0 0 0 2px rgba(255,255,255,0.3) !important;
}
/* Ability ready vs cooldown: brightness change */
.ability-slot.on-cooldown {
filter: brightness(0.5) grayscale(0.3);
}
`;
},
// Cycle through modes
cycleMode() {
const modeNames = Object.keys(this.modes);
const currentIndex = modeNames.indexOf(this.currentMode);
const nextIndex = (currentIndex + 1) % modeNames.length;
this.setMode(modeNames[nextIndex]);
return this.currentMode;
},
// Get list of available modes
getModes() {
return Object.entries(this.modes).map(([key, mode]) => ({
id: key,
name: mode.name,
description: mode.description,
active: key === this.currentMode
}));
},
// Create settings panel HTML
createSettingsPanel() {
const container = document.createElement('div');
container.id = 'colorblind-settings';
container.innerHTML = `
×
Color Vision Settings
`;
const modesContainer = container.querySelector('#cb-modes-container');
this.getModes().forEach(mode => {
const btn = document.createElement('button');
btn.className = 'cb-mode-option' + (mode.active ? ' active' : '');
btn.innerHTML = `
${mode.name}
${mode.description}
${['damage', 'heal', 'rare', 'legendary', 'enemy'].map(c =>
`
`
).join('')}
`;
btn.onclick = () => {
this.setMode(mode.id);
modesContainer.querySelectorAll('.cb-mode-option').forEach(b => b.classList.remove('active'));
btn.classList.add('active');
};
modesContainer.appendChild(btn);
});
container.querySelector('#colorblind-close').onclick = () => container.remove();
return container;
},
// Show settings panel
showSettings() {
const existing = document.getElementById('colorblind-settings');
if (existing) {
existing.remove();
return;
}
document.body.appendChild(this.createSettingsPanel());
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('open');
}
},
// Initialize from saved preferences
init() {
try {
const saved = localStorage.getItem('leviathan_colorblind_mode');
if (saved && this.modes[saved]) {
this.currentMode = saved;
}
} catch (e) {}
this.applyCSS();
debugLog('ColorBlindnessSupport', 'Initialized - Mode:', this.modes[this.currentMode].name); // v8.25: gated
}
};
// Initialize color blindness support
ColorBlindnessSupport.init();
// ============================================
// v7.5: Experimental Recipe Discovery System (8-Strategy Consensus Cycle 3)
// Hidden recipes players can discover through material experimentation
// Adds crafting depth and discovery-driven engagement
// ============================================
const ExperimentalRecipes = {
// Hidden recipes not shown until discovered
hiddenRecipes: {
'void_crystal': {
name: 'Void Crystal',
ingredients: ['dark_matter', 'quantum_shard', 'stellar_dust'],
description: 'A crystal pulsing with void energy',
rarity: 'legendary',
discovered: false,
hint: 'Combine the darkness of space with quantum instability...',
stats: { voidDamage: 50, energyRegen: 15 }
},
'phoenix_essence': {
name: 'Phoenix Essence',
ingredients: ['fire_core', 'plasma_cell', 'stellar_dust'],
description: 'Burns eternally with rebirth energy',
rarity: 'epic',
discovered: false,
hint: 'Fire reborn through stellar transformation...',
stats: { fireDamage: 40, healthRegen: 10, reviveChance: 5 }
},
'quantum_stabilizer': {
name: 'Quantum Stabilizer',
ingredients: ['quantum_shard', 'quantum_shard', 'tech_component'],
description: 'Locks quantum states in useful configurations',
rarity: 'rare',
discovered: false,
hint: 'Double the quantum, stabilize with technology...',
stats: { critChance: 15, dodgeChance: 10 }
},
'chrono_catalyst': {
name: 'Chrono Catalyst',
ingredients: ['quantum_shard', 'dark_matter', 'bio_sample'],
description: 'Manipulates local time flow',
rarity: 'legendary',
discovered: false,
hint: 'Time bends when quantum meets the void of life...',
stats: { attackSpeed: 30, cooldownReduction: 20 }
},
'nebula_heart': {
name: 'Nebula Heart',
ingredients: ['stellar_dust', 'stellar_dust', 'plasma_cell'],
description: 'Contains the essence of a dying star',
rarity: 'epic',
discovered: false,
hint: 'Double stardust, ignited by plasma...',
stats: { allDamage: 25, maxHealth: 100 }
},
'bio_fusion_core': {
name: 'Bio-Fusion Core',
ingredients: ['bio_sample', 'plasma_cell', 'tech_component'],
description: 'Living technology that adapts and evolves',
rarity: 'rare',
discovered: false,
hint: 'Life, energy, and technology merged...',
stats: { healthRegen: 20, damageReflect: 10 }
},
'gravity_lens': {
name: 'Gravity Lens',
ingredients: ['dark_matter', 'dark_matter', 'quantum_shard'],
description: 'Bends spacetime around the wielder',
rarity: 'legendary',
discovered: false,
hint: 'Double the darkness, focused through uncertainty...',
stats: { pullRadius: 50, damageAura: 15 }
},
'elemental_prism': {
name: 'Elemental Prism',
ingredients: ['fire_core', 'ice_shard', 'lightning_rod'],
description: 'Refracts all elemental damage',
rarity: 'epic',
discovered: false,
hint: 'The three elements in perfect balance...',
stats: { fireDamage: 20, iceDamage: 20, lightningDamage: 20 }
},
'null_field_generator': {
name: 'Null Field Generator',
ingredients: ['dark_matter', 'tech_component', 'quantum_shard'],
description: 'Creates zones of dampened reality',
rarity: 'legendary',
discovered: false,
hint: 'Technology to contain the uncontainable...',
stats: { damageReduction: 30, statusImmunity: true }
},
'synthesis_matrix': {
name: 'Synthesis Matrix',
ingredients: ['tech_component', 'tech_component', 'bio_sample'],
description: 'Enhances all crafting outcomes',
rarity: 'rare',
discovered: false,
hint: 'Technology duplicated, infused with life...',
stats: { craftingBonus: 25, resourceYield: 15 }
}
},
// Track discovery progress
discoveredRecipes: new Set(),
experimentHistory: [],
maxHistorySize: 50,
// Attempt to combine ingredients
experiment(ingredientIds) {
if (!Array.isArray(ingredientIds) || ingredientIds.length !== 3) {
return { success: false, message: 'Experiments require exactly 3 ingredients' };
}
// Sort for consistent matching
const sorted = [...ingredientIds].sort();
const key = sorted.join('_');
// Record experiment in history
this.experimentHistory.unshift({
ingredients: sorted,
timestamp: Date.now()
});
if (this.experimentHistory.length > this.maxHistorySize) {
this.experimentHistory.pop();
}
// Check against hidden recipes
for (const [recipeId, recipe] of Object.entries(this.hiddenRecipes)) {
const recipeSorted = [...recipe.ingredients].sort();
if (recipeSorted.join('_') === key) {
// Discovery!
if (!this.discoveredRecipes.has(recipeId)) {
this.discoveredRecipes.add(recipeId);
recipe.discovered = true;
this.saveProgress();
// Play discovery sound
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('discover');
}
// Haptic feedback
if (typeof MobileHaptics !== 'undefined') {
MobileHaptics.vibrate('levelUp');
}
return {
success: true,
newDiscovery: true,
recipe: recipe,
message: `NEW DISCOVERY: ${recipe.name}!`
};
} else {
// Already known
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('craft');
}
return {
success: true,
newDiscovery: false,
recipe: recipe,
message: `Crafted: ${recipe.name}`
};
}
}
}
// Failed experiment - but give hints based on partial matches
const hint = this.getPartialMatchHint(sorted);
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('error');
}
return {
success: false,
hint: hint,
message: hint || 'The materials react but produce nothing useful...'
};
},
// Get hint based on partial matches
getPartialMatchHint(ingredients) {
let bestMatch = 0;
let bestHint = null;
for (const [recipeId, recipe] of Object.entries(this.hiddenRecipes)) {
if (recipe.discovered) continue;
const recipeSorted = [...recipe.ingredients].sort();
let matches = 0;
for (const ing of ingredients) {
if (recipeSorted.includes(ing)) matches++;
}
if (matches > bestMatch) {
bestMatch = matches;
if (matches >= 2) {
bestHint = `You sense potential... ${recipe.hint}`;
} else if (matches === 1) {
bestHint = 'One ingredient resonates with hidden knowledge...';
}
}
}
return bestHint;
},
// Get all discovered recipes
getDiscovered() {
return Object.entries(this.hiddenRecipes)
.filter(([_, r]) => r.discovered)
.map(([id, r]) => ({ id, ...r }));
},
// Get discovery progress
getProgress() {
const total = Object.keys(this.hiddenRecipes).length;
const discovered = this.discoveredRecipes.size;
return {
discovered,
total,
percentage: Math.round((discovered / total) * 100),
remaining: total - discovered
};
},
// Get hints for undiscovered recipes (vague)
getHints() {
return Object.entries(this.hiddenRecipes)
.filter(([_, r]) => !r.discovered)
.map(([id, r]) => ({
rarity: r.rarity,
hint: r.hint
}));
},
// Save progress to localStorage
saveProgress() {
try {
localStorage.setItem('leviathan_experiments', JSON.stringify({
discovered: Array.from(this.discoveredRecipes),
history: this.experimentHistory.slice(0, 20) // Save last 20 experiments
}));
} catch (e) {
debugWarn('ExperimentalRecipes', 'Failed to save:', e); // v8.25: gated
}
},
// Load progress from localStorage
// v8.28: Use ErrorRecovery.safeJSONParse for safer parsing
loadProgress() {
try {
const stored = ErrorRecovery.safeLocalStorage.get('leviathan_experiments');
if (stored) {
const data = ErrorRecovery.safeJSONParse(stored, null);
if (data) {
this.discoveredRecipes = new Set(data.discovered || []);
this.experimentHistory = data.history || [];
// Mark discovered recipes
for (const recipeId of this.discoveredRecipes) {
if (this.hiddenRecipes[recipeId]) {
this.hiddenRecipes[recipeId].discovered = true;
}
}
}
}
} catch (e) {
debugWarn('ExperimentalRecipes', 'Failed to load progress:', e); // v8.25: gated
}
},
// Create experimentation UI panel
createPanel() {
const panel = document.createElement('div');
panel.id = 'experiment-panel';
panel.innerHTML = `
×
⚗️ Experimental Synthesis
Select 3 materials to experiment with unknown combinations...
⚗️ SYNTHESIZE
`;
const progress = this.getProgress();
panel.querySelector('.progress-text').textContent =
`${progress.discovered}/${progress.total} recipes discovered (${progress.percentage}%)`;
panel.querySelector('.exp-progress-fill').style.width = `${progress.percentage}%`;
// Populate discovered recipes
const discoveredList = panel.querySelector('.discovered-list');
const discovered = this.getDiscovered();
if (discovered.length > 0) {
discovered.forEach(recipe => {
const tag = document.createElement('span');
tag.className = `exp-recipe-tag ${recipe.rarity}`;
tag.textContent = recipe.name;
tag.title = recipe.description;
discoveredList.appendChild(tag);
});
} else {
discoveredList.innerHTML = 'No recipes discovered yet... ';
}
panel.querySelector('#experiment-close').onclick = () => panel.remove();
return panel;
},
// Show experimentation panel
showPanel() {
const existing = document.getElementById('experiment-panel');
if (existing) {
existing.remove();
return;
}
document.body.appendChild(this.createPanel());
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('open');
}
},
// Initialize
init() {
this.loadProgress();
const progress = this.getProgress();
debugLog('ExperimentalRecipes', 'Initialized -', progress.discovered, '/', progress.total, 'discovered'); // v8.25: gated
}
};
// Initialize experimental recipes system
ExperimentalRecipes.init();
// ============================================
// v7.5: Boss Phase Transition System (8-Strategy Consensus Cycle 4)
// Dynamic boss fights with HP-threshold behavior changes
// Creates escalating tension and memorable encounters
// ============================================
const BossPhaseSystem = {
// Phase configurations for each boss type
phases: {
'Terra_Boss': [
{ threshold: 0.7, speedMult: 1.2, attackWindupMult: 0.9, damageMult: 1.0, message: 'The Guardian stirs!', color: 0x44aa44 },
{ threshold: 0.4, speedMult: 1.5, attackWindupMult: 0.75, damageMult: 1.3, message: 'Ancient rage awakens!', color: 0xaaaa44 },
{ threshold: 0.2, speedMult: 2.0, attackWindupMult: 0.5, damageMult: 1.6, enraged: true, message: 'TERRA UNLEASHED!', color: 0xff4444 }
],
'Desert_Boss': [
{ threshold: 0.7, speedMult: 1.15, attackWindupMult: 0.95, damageMult: 1.0, message: 'The Sandstorm rises!', color: 0xddaa44 },
{ threshold: 0.4, speedMult: 1.4, attackWindupMult: 0.8, damageMult: 1.25, message: 'Desert fury intensifies!', color: 0xff8844 },
{ threshold: 0.2, speedMult: 1.8, attackWindupMult: 0.6, damageMult: 1.5, enraged: true, message: 'SANDSTORM SUPREME!', color: 0xff4400 }
],
'Ice_Boss': [
{ threshold: 0.7, speedMult: 1.1, attackWindupMult: 0.9, damageMult: 1.1, message: 'Frost aura intensifies!', color: 0x44aaff },
{ threshold: 0.4, speedMult: 1.3, attackWindupMult: 0.7, damageMult: 1.35, message: 'Blizzard approaching!', color: 0x88ccff },
{ threshold: 0.2, speedMult: 1.6, attackWindupMult: 0.55, damageMult: 1.6, enraged: true, message: 'ABSOLUTE ZERO!', color: 0xffffff }
],
'Volcanic_Boss': [
{ threshold: 0.7, speedMult: 1.25, attackWindupMult: 0.85, damageMult: 1.15, message: 'Magma core heating!', color: 0xff6600 },
{ threshold: 0.4, speedMult: 1.5, attackWindupMult: 0.65, damageMult: 1.4, message: 'Volcanic eruption imminent!', color: 0xff4400 },
{ threshold: 0.2, speedMult: 1.9, attackWindupMult: 0.45, damageMult: 1.7, enraged: true, message: 'MELTDOWN PROTOCOL!', color: 0xff0000 }
],
'Alien_Boss': [
{ threshold: 0.7, speedMult: 1.3, attackWindupMult: 0.8, damageMult: 1.1, message: 'Xenoform adapting!', color: 0xaa44ff },
{ threshold: 0.4, speedMult: 1.6, attackWindupMult: 0.6, damageMult: 1.45, message: 'Reality destabilizing!', color: 0xff44aa },
{ threshold: 0.2, speedMult: 2.2, attackWindupMult: 0.4, damageMult: 1.8, enraged: true, message: 'COSMIC ANNIHILATION!', color: 0xff00ff }
],
// Default phases for any boss without specific config
'default': [
{ threshold: 0.6, speedMult: 1.2, attackWindupMult: 0.85, damageMult: 1.1, message: 'The boss grows stronger!', color: 0xffaa00 },
{ threshold: 0.3, speedMult: 1.5, attackWindupMult: 0.65, damageMult: 1.4, enraged: true, message: 'ENRAGED!', color: 0xff4444 }
]
},
// Check and apply phase transitions for a boss
checkPhaseTransition(boss) {
if (!boss || !boss.userData || !boss.userData.isBoss) return null;
const bossId = boss.userData.bossId || 'default';
const phases = this.phases[bossId] || this.phases['default'];
const currentPhase = boss.userData.currentPhase || 0;
if (currentPhase >= phases.length) return null; // All phases triggered
const hpPercent = boss.userData.hp / boss.userData.maxHp;
const nextPhase = phases[currentPhase];
if (hpPercent <= nextPhase.threshold) {
// Trigger phase transition!
this.applyPhase(boss, nextPhase, currentPhase + 1);
return nextPhase;
}
return null;
},
// Apply phase modifiers to boss
applyPhase(boss, phase, phaseNumber) {
boss.userData.currentPhase = phaseNumber;
// Apply stat modifiers
boss.userData.speedMultiplier = phase.speedMult || 1;
boss.userData.damageMultiplier = phase.damageMult || 1;
boss.userData.attackWindupMultiplier = phase.attackWindupMult || 1;
boss.userData.enraged = phase.enraged || false;
// Visual feedback - change emissive color
// v10.12: Added emissive property check to avoid errors on MeshBasicMaterial
if (boss.material && boss.material.emissive && phase.color) {
const originalEmissive = boss.material.emissive.getHex();
boss.userData.originalEmissive = boss.userData.originalEmissive || originalEmissive;
// Pulse to new color
boss.material.emissive.setHex(phase.color);
boss.material.emissiveIntensity = 2.0;
// Gradual settle
setTimeout(() => {
if (boss.material && boss.material.emissive) boss.material.emissiveIntensity = phase.enraged ? 1.5 : 1.0;
}, 500);
}
// Scale pulse effect
if (boss.scale) {
const originalScale = boss.userData.originalScale || boss.scale.x;
boss.userData.originalScale = originalScale;
boss.scale.setScalar(originalScale * 1.3);
setTimeout(() => {
if (boss.scale) boss.scale.setScalar(originalScale * (phase.enraged ? 1.1 : 1.0));
}, 300);
}
// Show phase message
if (phase.message) {
if (typeof showNotification === 'function') {
showNotification(phase.message, phase.enraged ? 'error' : 'warning');
}
// Spawn dramatic floater
if (boss.position && typeof spawnFloater === 'function') {
const floaterPos = boss.position.clone();
floaterPos.y += 3;
spawnFloater(floaterPos, phase.message, phase.enraged ? '#ff4444' : '#ffaa00');
}
}
// Screen shake for phase transition
if (typeof screenShake === 'function') {
screenShake(phase.enraged ? 0.8 : 0.4);
}
// Audio feedback
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play(phase.enraged ? 'warning' : 'notification');
}
// Haptic feedback
if (typeof MobileHaptics !== 'undefined') {
MobileHaptics.vibrate(phase.enraged ? 'death' : 'levelUp');
}
// Particle burst
if (typeof particles !== 'undefined' && particles.emit && boss.position) {
particles.emit(boss.position, phase.enraged ? 60 : 30, phase.color, {
spread: 8,
lifetime: 1500,
gravity: -2
});
}
debugLog('BossPhaseSystem', `${boss.userData.bossId || 'Boss'} entered phase ${phaseNumber}: ${phase.message}`); // v8.25: gated
},
// Reset boss phases (called when boss spawns)
resetBoss(boss) {
if (boss && boss.userData) {
boss.userData.currentPhase = 0;
boss.userData.speedMultiplier = 1;
boss.userData.damageMultiplier = 1;
boss.userData.attackWindupMultiplier = 1;
boss.userData.enraged = false;
}
},
// Get phase progress bar data for UI
getPhaseInfo(boss) {
if (!boss || !boss.userData || !boss.userData.isBoss) return null;
const bossId = boss.userData.bossId || 'default';
const phases = this.phases[bossId] || this.phases['default'];
const currentPhase = boss.userData.currentPhase || 0;
const hpPercent = boss.userData.hp / boss.userData.maxHp;
return {
currentPhase,
totalPhases: phases.length,
hpPercent,
nextThreshold: currentPhase < phases.length ? phases[currentPhase].threshold : 0,
isEnraged: boss.userData.enraged || false
};
}
};
debugLog('BossPhaseSystem', 'Initialized with', Object.keys(BossPhaseSystem.phases).length - 1, 'boss configurations'); // v8.25: gated
// ============================================
// v7.5: Session Summary & Wellness System (8-Strategy Consensus Cycle 4)
// Tracks session progress and provides wellness break reminders
// Enhances player retention through accomplishment visibility
// ============================================
const SessionWellness = {
sessionStartTime: Date.now(),
lastReminderTime: Date.now(),
breakReminderEnabled: true,
breakReminderInterval: 30, // minutes
// Capture metrics at session start
startMetrics: null,
// Initialize and capture starting metrics
init() {
this.sessionStartTime = Date.now();
this.lastReminderTime = Date.now();
// v8.28: Use ErrorRecovery for safer localStorage and JSON parsing
const stored = ErrorRecovery.safeLocalStorage.get('leviathan_wellness');
if (stored) {
const prefs = ErrorRecovery.safeJSONParse(stored, null);
if (prefs) {
this.breakReminderEnabled = prefs.enabled !== false;
this.breakReminderInterval = prefs.interval || 30;
}
}
// Capture starting metrics
this.captureStartMetrics();
debugLog('SessionWellness', 'Initialized - Reminders:', this.breakReminderEnabled ? `every ${this.breakReminderInterval}min` : 'disabled'); // v8.25: gated
},
// Capture metrics at session start for comparison
// Deferred until gameData is available to avoid TDZ errors
captureStartMetrics() {
this.startMetrics = {
timestamp: Date.now(),
playtime: 0,
totalXP: 0,
mobsKilled: 0,
bossesDefeated: 0,
itemsCrafted: 0,
planetsVisited: 0,
resourcesGathered: 0
};
// Will be updated when gameData is ready
},
// Called after gameData is initialized to capture actual metrics
captureStartMetricsDeferred() {
try {
this.startMetrics = {
timestamp: this.startMetrics?.timestamp || Date.now(),
playtime: gameData?.playtime || 0,
totalXP: this.getTotalXP(),
mobsKilled: this.getStat('mobsKilled'),
bossesDefeated: this.getStat('bossesDefeated'),
itemsCrafted: this.getStat('itemsCrafted'),
planetsVisited: this.getStat('planetsVisited'),
resourcesGathered: this.getStat('resourcesGathered')
};
} catch (e) { /* gameData not ready yet */ }
},
// Helper to get total XP across all skills
getTotalXP() {
try {
if (typeof gameData === 'undefined' || !gameData?.skills) return 0;
return Object.values(gameData.skills).reduce((sum, skill) => sum + (skill.xp || 0), 0);
} catch (e) { return 0; }
},
// Helper to get a statistic safely
getStat(statName) {
try {
if (typeof gameData === 'undefined' || !gameData?.statistics) return 0;
return gameData.statistics[statName] || 0;
} catch (e) { return 0; }
},
// Get current session duration in minutes
getSessionMinutes() {
return Math.floor((Date.now() - this.sessionStartTime) / 60000);
},
// Check if break reminder should show
checkBreakReminder() {
if (!this.breakReminderEnabled) return;
const timeSinceReminder = Date.now() - this.lastReminderTime;
const intervalMs = this.breakReminderInterval * 60 * 1000;
if (timeSinceReminder >= intervalMs) {
this.showBreakReminder();
this.lastReminderTime = Date.now();
}
},
// Show gentle break reminder
showBreakReminder() {
const sessionMins = this.getSessionMinutes();
const messages = [
`You've been exploring for ${sessionMins} minutes. Time for a stretch?`,
`${sessionMins} minutes of adventure! Remember to rest your eyes.`,
`Great progress! ${sessionMins} minutes played. Consider a quick break!`,
`The cosmos will wait! ${sessionMins}min session - hydration check?`
];
const message = messages[Math.floor(Math.random() * messages.length)];
if (typeof showNotification === 'function') {
showNotification(message, 'info');
}
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('notification');
}
},
// Get session summary data
getSessionSummary() {
if (!this.startMetrics) return null;
const sessionMins = this.getSessionMinutes();
const xpGained = this.getTotalXP() - this.startMetrics.totalXP;
const mobsKilled = this.getStat('mobsKilled') - this.startMetrics.mobsKilled;
const bossesDefeated = this.getStat('bossesDefeated') - this.startMetrics.bossesDefeated;
const itemsCrafted = this.getStat('itemsCrafted') - this.startMetrics.itemsCrafted;
const planetsVisited = this.getStat('planetsVisited') - this.startMetrics.planetsVisited;
const resourcesGathered = this.getStat('resourcesGathered') - this.startMetrics.resourcesGathered;
return {
duration: sessionMins,
xpGained,
mobsKilled,
bossesDefeated,
itemsCrafted,
planetsVisited,
resourcesGathered,
hasProgress: xpGained > 0 || mobsKilled > 0 || itemsCrafted > 0
};
},
// Show session summary (called on tab hide/close)
showSessionSummary() {
const summary = this.getSessionSummary();
if (!summary || !summary.hasProgress || summary.duration < 1) return;
// Build summary message
const parts = [];
if (summary.duration > 0) parts.push(`${summary.duration}min played`);
if (summary.xpGained > 0) parts.push(`+${summary.xpGained.toLocaleString()} XP`);
if (summary.mobsKilled > 0) parts.push(`${summary.mobsKilled} defeated`);
if (summary.bossesDefeated > 0) parts.push(`${summary.bossesDefeated} bosses`);
if (parts.length === 0) return;
const message = 'Session: ' + parts.join(' • ');
if (typeof showNotification === 'function') {
showNotification(message, 'success');
}
},
// Create settings panel
createSettingsPanel() {
const panel = document.createElement('div');
panel.id = 'wellness-settings';
panel.innerHTML = `
×
🧘 Wellness Settings
Break Reminders
Gentle reminders to take breaks
This Session
Duration ${this.getSessionMinutes()}min
XP Gained -
Enemies Defeated -
`;
// Update session stats
const summary = this.getSessionSummary();
if (summary) {
panel.querySelector('#wellness-xp').textContent = summary.xpGained.toLocaleString();
panel.querySelector('#wellness-kills').textContent = summary.mobsKilled.toLocaleString();
}
// Event handlers
panel.querySelector('#wellness-close').onclick = () => panel.remove();
panel.querySelector('#wellness-toggle-reminder').onclick = (e) => {
this.breakReminderEnabled = !this.breakReminderEnabled;
e.target.classList.toggle('active', this.breakReminderEnabled);
this.savePreferences();
};
panel.querySelector('#wellness-interval').oninput = (e) => {
this.breakReminderInterval = parseInt(e.target.value);
panel.querySelector('#wellness-interval-value').textContent = `${this.breakReminderInterval}min`;
this.savePreferences();
};
return panel;
},
// Show settings panel
showSettings() {
const existing = document.getElementById('wellness-settings');
if (existing) {
existing.remove();
return;
}
document.body.appendChild(this.createSettingsPanel());
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('open');
}
},
// Save preferences
savePreferences() {
try {
localStorage.setItem('leviathan_wellness', JSON.stringify({
enabled: this.breakReminderEnabled,
interval: this.breakReminderInterval
}));
} catch (e) {}
}
};
// Initialize wellness system
SessionWellness.init();
// v8.39: Hook into visibility change for session summary via centralized manager
PageVisibilityManager.subscribe('sessionWellness', (isVisible) => {
if (!isVisible) {
SessionWellness.showSessionSummary();
}
});
// ============================================
// v7.5: Unified Modal Transitions System (8-Strategy Consensus Cycle 4)
// Consistent open/close animations across all modal interfaces
// Includes unified close button styling and accessibility support
// ============================================
const ModalTransitions = {
// Inject unified modal CSS
init() {
const style = document.createElement('style');
style.id = 'unified-modal-styles';
style.textContent = `
/* === UNIFIED CLOSE BUTTON === */
.close-btn-unified {
width: 32px;
height: 32px;
display: flex;
align-items: center;
justify-content: center;
background: rgba(255, 255, 255, 0.1);
border: none;
border-radius: 50%;
color: rgba(255, 255, 255, 0.7);
font-size: 20px;
cursor: pointer;
transition: all 0.2s ease;
line-height: 1;
position: absolute;
top: 12px;
right: 12px;
}
.close-btn-unified:hover {
background: rgba(255, 68, 68, 0.3);
color: #ff6666;
transform: rotate(90deg);
}
.close-btn-unified:active {
transform: rotate(90deg) scale(0.9);
}
.close-btn-unified:focus-visible {
outline: 2px solid #44aaff;
outline-offset: 2px;
}
/* === UNIFIED MODAL OVERLAY === */
.modal-unified {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.7);
backdrop-filter: blur(4px);
display: flex;
align-items: center;
justify-content: center;
z-index: 10000;
opacity: 0;
visibility: hidden;
transition: opacity 0.25s ease, visibility 0s 0.25s;
}
.modal-unified.active {
opacity: 1;
visibility: visible;
transition: opacity 0.25s ease, visibility 0s;
}
/* === UNIFIED MODAL CONTENT === */
.modal-content-unified {
position: relative;
background: linear-gradient(135deg, rgba(20, 25, 40, 0.98), rgba(30, 35, 50, 0.98));
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 12px;
padding: 24px;
max-width: 90vw;
max-height: 85vh;
overflow-y: auto;
transform: scale(0.95) translateY(10px);
transition: transform 0.25s ease;
box-shadow: 0 8px 40px rgba(0, 0, 0, 0.5);
}
.modal-unified.active .modal-content-unified {
transform: scale(1) translateY(0);
}
/* === MODAL HEADER === */
.modal-header-unified {
display: flex;
align-items: center;
justify-content: space-between;
margin-bottom: 16px;
padding-bottom: 12px;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
}
.modal-title-unified {
font-size: 18px;
font-weight: 600;
color: #ffffff;
margin: 0;
}
/* === BUTTON DISABLED STATES === */
button:disabled,
button.disabled,
.btn:disabled,
.btn.disabled,
[role="button"][aria-disabled="true"] {
opacity: 0.4 !important;
cursor: not-allowed !important;
pointer-events: none !important;
filter: grayscale(30%);
transition: opacity var(--transition-base), filter var(--transition-base), box-shadow var(--transition-base); /* v7.54: Smooth disabled state animations (Cycle 33 Visual Polish) */
transform: none !important;
box-shadow: none !important;
}
/* === MODAL FOOTER === */
.modal-footer-unified {
display: flex;
justify-content: flex-end;
gap: 12px;
margin-top: 20px;
padding-top: 16px;
border-top: 1px solid rgba(255, 255, 255, 0.1);
}
/* === REDUCED MOTION SUPPORT === */
@media (prefers-reduced-motion: reduce) {
.modal-unified,
.modal-content-unified,
.close-btn-unified {
transition: none !important;
}
.close-btn-unified:hover {
transform: none !important;
}
}
/* === MODAL SCROLLBAR === */
.modal-content-unified::-webkit-scrollbar {
width: 6px;
}
.modal-content-unified::-webkit-scrollbar-track {
background: rgba(255, 255, 255, 0.05);
border-radius: 3px;
}
.modal-content-unified::-webkit-scrollbar-thumb {
background: rgba(255, 255, 255, 0.2);
border-radius: 3px;
}
.modal-content-unified::-webkit-scrollbar-thumb:hover {
background: rgba(255, 255, 255, 0.3);
}
`;
document.head.appendChild(style);
debugLog('ModalTransitions', 'Unified styles injected'); // v8.25: gated
},
// Create a unified modal
create(options = {}) {
const {
id = 'modal-' + Date.now(),
title = '',
content = '',
width = '400px',
onClose = null,
showCloseButton = true
} = options;
const overlay = document.createElement('div');
overlay.id = id;
overlay.className = 'modal-unified';
overlay.innerHTML = `
${showCloseButton ? '
× ' : ''}
${title ? `` : ''}
${content}
`;
// Close button handler
if (showCloseButton) {
overlay.querySelector('.close-btn-unified').onclick = () => {
this.close(id);
if (onClose) onClose();
};
}
// Click outside to close
overlay.addEventListener('click', (e) => {
if (e.target === overlay) {
this.close(id);
if (onClose) onClose();
}
});
// Escape key to close
const escHandler = (e) => {
if (e.key === 'Escape' && document.getElementById(id)) {
this.close(id);
if (onClose) onClose();
document.removeEventListener('keydown', escHandler);
}
};
document.addEventListener('keydown', escHandler);
document.body.appendChild(overlay);
// Trigger opening animation
requestAnimationFrame(() => {
overlay.classList.add('active');
});
// Play sound
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('open');
}
return overlay;
},
// Close a modal by ID
close(id) {
const modal = document.getElementById(id);
if (!modal) return;
modal.classList.remove('active');
// Play close sound
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('close');
}
// Remove after transition
setTimeout(() => {
if (modal.parentNode) {
modal.parentNode.removeChild(modal);
}
}, 250);
},
// Show a simple alert modal
alert(message, title = 'Notice') {
return this.create({
title,
content: `${message}
`,
width: '350px'
});
},
// Show a confirmation modal
confirm(message, title = 'Confirm', onYes, onNo) {
const modal = this.create({
title,
content: `
${message}
`,
width: '380px',
showCloseButton: false
});
modal.querySelector('#modal-confirm-yes').onclick = () => {
this.close(modal.id);
if (onYes) onYes();
};
modal.querySelector('#modal-confirm-no').onclick = () => {
this.close(modal.id);
if (onNo) onNo();
};
return modal;
}
};
// Initialize modal transition system
ModalTransitions.init();
// ============================================
// v7.5: Global Error Boundary with Auto-Recovery (8-Strategy Consensus Cycle 5)
// Catches uncaught exceptions, performs auto-save, notifies users gracefully
// Prevents error cascades and maintains game stability
// ============================================
const GlobalErrorBoundary = {
errorCount: 0,
maxErrors: 10,
errorThrottleMs: 1000,
lastErrorTime: 0,
autoSaveOnError: true,
hasShownFatalNotice: false,
errorLog: [],
maxLogSize: 50,
init() {
// Global error handler for synchronous errors
window.onerror = (message, source, lineno, colno, error) => {
this.handleError({
type: 'error',
message: message,
source: source,
line: lineno,
column: colno,
error: error
});
return true; // Prevent default browser error handling
};
// Handler for unhandled promise rejections
window.onunhandledrejection = (event) => {
this.handleError({
type: 'unhandledrejection',
message: event.reason?.message || String(event.reason),
error: event.reason
});
event.preventDefault();
};
debugLog('GlobalErrorBoundary', 'Initialized - protecting game stability'); // v8.25: gated
},
handleError(errorInfo) {
const now = Date.now();
// Throttle rapid errors
if (now - this.lastErrorTime < this.errorThrottleMs) {
return;
}
this.lastErrorTime = now;
this.errorCount++;
// Log the error
this.logError(errorInfo);
// Auto-save on first few errors
if (this.errorCount <= 3 && this.autoSaveOnError) {
this.performAutoSave();
}
// Show user notification for non-critical errors
if (this.errorCount <= this.maxErrors) {
this.showErrorNotification(errorInfo);
}
// Fatal error threshold reached
if (this.errorCount >= this.maxErrors && !this.hasShownFatalNotice) {
this.hasShownFatalNotice = true;
this.showFatalErrorNotice();
}
// Console log for debugging
console.error('[GlobalErrorBoundary] Caught error:', errorInfo.message);
},
logError(errorInfo) {
const logEntry = {
timestamp: new Date().toISOString(),
type: errorInfo.type,
message: errorInfo.message,
source: errorInfo.source || 'unknown',
line: errorInfo.line || 0,
stack: errorInfo.error?.stack || null
};
this.errorLog.push(logEntry);
// Keep log size manageable
if (this.errorLog.length > this.maxLogSize) {
this.errorLog.shift();
}
// Persist error log
try {
localStorage.setItem('leviathan_error_log', JSON.stringify(this.errorLog.slice(-20)));
} catch (e) {}
},
performAutoSave() {
try {
// Trigger game auto-save if available
if (typeof saveGame === 'function') {
saveGame();
debugLog('GlobalErrorBoundary', 'Auto-save performed after error'); // v8.25: gated
} else if (typeof gameState !== 'undefined') {
localStorage.setItem('leviathan_emergency_save', JSON.stringify(gameState));
debugLog('GlobalErrorBoundary', 'Emergency save performed'); // v8.25: gated
}
} catch (e) {
debugWarn('GlobalErrorBoundary', 'Auto-save failed:', e); // v8.25: gated
}
},
showErrorNotification(errorInfo) {
// Don't spam notifications
if (document.querySelector('.error-boundary-notification')) return;
const notification = document.createElement('div');
notification.className = 'error-boundary-notification';
notification.style.cssText = `
position: fixed;
bottom: 20px;
right: 20px;
background: linear-gradient(135deg, rgba(80, 30, 30, 0.95), rgba(60, 20, 20, 0.95));
border: 1px solid rgba(255, 100, 100, 0.3);
border-radius: 8px;
padding: 12px 16px;
max-width: 320px;
z-index: 100000;
font-family: system-ui, -apple-system, sans-serif;
animation: errorSlideIn 0.3s ease;
box-shadow: 0 4px 20px rgba(0, 0, 0, 0.4);
`;
notification.innerHTML = `
⚠️
Minor Issue Detected
The game encountered a small problem but is still running. Your progress has been auto-saved.
×
`;
document.body.appendChild(notification);
// Play error sound if available
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.play('error');
}
// Auto-dismiss after 5 seconds
setTimeout(() => {
if (notification.parentNode) {
notification.style.animation = 'errorSlideOut 0.3s ease forwards';
setTimeout(() => notification.remove(), 300);
}
}, 5000);
},
showFatalErrorNotice() {
// Use ModalTransitions if available, otherwise create standalone
if (typeof ModalTransitions !== 'undefined') {
ModalTransitions.create({
id: 'fatal-error-modal',
title: '⚠️ Multiple Errors Detected',
content: `
The game has encountered multiple errors. This might affect gameplay.
Your progress has been auto-saved. You can continue playing or refresh the page.
Continue Playing
Refresh Game
`,
width: '420px',
showCloseButton: true
});
} else {
// Fallback modal
alert('The game encountered multiple errors. Your progress has been saved. Please refresh the page.');
}
},
// Reset error count (useful after successful recovery)
reset() {
this.errorCount = 0;
this.hasShownFatalNotice = false;
debugLog('GlobalErrorBoundary', 'Error count reset'); // v8.25: gated
},
// Get error statistics
getStats() {
return {
errorCount: this.errorCount,
maxErrors: this.maxErrors,
recentErrors: this.errorLog.slice(-5),
hasFatalNotice: this.hasShownFatalNotice
};
}
};
// Initialize global error boundary
GlobalErrorBoundary.init();
// ============================================
// v7.5: Animated Loading Progress System (8-Strategy Consensus Cycle 5)
// Provides smooth, animated progress updates during game initialization
// Replaces static loading with dynamic visual feedback
// ============================================
const AnimatedLoadingProgress = {
currentProgress: 0,
targetProgress: 0,
animationFrame: null,
// v8.28: Enhanced phase definitions with descriptive messages
phases: [
{ id: 1, name: 'Audio', start: 0, end: 15, message: 'Initializing audio systems...' },
{ id: 2, name: 'Renderer', start: 15, end: 40, message: 'Setting up 3D renderer...' },
{ id: 3, name: 'World', start: 40, end: 70, message: 'Generating galaxy...' },
{ id: 4, name: 'Assets', start: 70, end: 100, message: 'Loading game assets...' }
],
initialized: false,
init() {
if (this.initialized) return;
this.initialized = true;
// Inject enhanced loading styles
const style = document.createElement('style');
style.id = 'animated-loading-styles';
style.textContent = `
/* === ENHANCED LOADING BAR === */
.loading-progress {
height: 100%;
background: linear-gradient(90deg, #0f0, #0ff, #0f0);
background-size: 200% 100%;
animation: loadShimmer 2s linear infinite, loadPulse 1s ease-in-out infinite;
transition: width 0.3s ease-out;
position: relative;
}
.loading-progress::after {
content: '';
position: absolute;
right: 0;
top: 0;
width: 20px;
height: 100%;
background: linear-gradient(90deg, transparent, rgba(255, 255, 255, 0.6), transparent);
animation: loadGlow 0.8s ease-in-out infinite;
}
@keyframes loadShimmer {
0% { background-position: 200% 0; }
100% { background-position: -200% 0; }
}
@keyframes loadGlow {
0%, 100% { opacity: 0.5; }
50% { opacity: 1; }
}
/* === PROGRESS PERCENTAGE === */
.loading-percentage {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 12px;
color: rgba(0, 255, 0, 0.8);
font-family: monospace;
text-shadow: 0 0 10px rgba(0, 255, 0, 0.5);
pointer-events: none;
z-index: 5;
}
/* === PHASE DOTS ANIMATION === */
#loading-phases span {
transition: color 0.3s ease, transform 0.3s ease, text-shadow 0.3s ease;
}
#loading-phases span.active {
color: #0f0 !important;
transform: scale(1.1);
text-shadow: 0 0 8px rgba(0, 255, 0, 0.6);
}
#loading-phases span.completed {
color: #0a0 !important;
}
/* === LOADING TEXT ANIMATION === */
.loading-text {
animation: textGlow 2s ease-in-out infinite;
}
@keyframes textGlow {
0%, 100% { text-shadow: 0 0 10px rgba(0, 255, 0, 0.3); }
50% { text-shadow: 0 0 20px rgba(0, 255, 0, 0.6), 0 0 30px rgba(0, 255, 255, 0.3); }
}
/* === LOADING TIP FADE === */
#loading-tip {
animation: tipFade 4s ease-in-out infinite;
}
@keyframes tipFade {
0%, 100% { opacity: 0.6; }
50% { opacity: 1; }
}
`;
document.head.appendChild(style);
// Add percentage display to loading bar
const loadingBar = document.querySelector('.loading-bar');
if (loadingBar && !document.querySelector('.loading-percentage')) {
loadingBar.style.position = 'relative';
const percentage = document.createElement('div');
percentage.className = 'loading-percentage';
percentage.id = 'loading-percentage';
percentage.textContent = '0%';
loadingBar.appendChild(percentage);
}
debugLog('AnimatedLoadingProgress', 'Initialized'); // v8.25: gated
},
// Set progress to a target value with animation
setProgress(target, immediate = false) {
this.targetProgress = Math.min(100, Math.max(0, target));
if (immediate) {
this.currentProgress = this.targetProgress;
this.updateDisplay();
return;
}
// Cancel any existing animation
if (this.animationFrame) {
cancelAnimationFrame(this.animationFrame);
}
this.animate();
},
// Animate progress bar smoothly
// v8.28: Use Easing.easeOutCubic for smoother progress animation
animate() {
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
this.animationFrame = requestAnimationFrame(() => this.animate());
return;
}
const diff = this.targetProgress - this.currentProgress;
if (Math.abs(diff) < 0.5) {
this.currentProgress = this.targetProgress;
this.updateDisplay();
return;
}
// v8.28: Apply easeOutCubic for natural deceleration feel
const easingFactor = typeof Easing !== 'undefined' ? 0.12 : 0.1;
this.currentProgress += diff * easingFactor;
this.updateDisplay();
this.animationFrame = requestAnimationFrame(() => this.animate());
},
// Update the visual display
updateDisplay() {
const progressBar = document.getElementById('loading-progress-bar');
const percentage = document.getElementById('loading-percentage');
const loadingBarWrapper = document.querySelector('.loading-bar');
if (progressBar) {
progressBar.style.width = `${this.currentProgress}%`;
// Remove the automatic animation, use actual width
progressBar.style.marginLeft = '0';
}
if (percentage) {
percentage.textContent = `${Math.round(this.currentProgress)}%`;
}
if (loadingBarWrapper) {
loadingBarWrapper.setAttribute('aria-valuenow', Math.round(this.currentProgress));
}
// Update phase indicators
this.updatePhaseIndicators();
},
// Update phase indicator dots
updatePhaseIndicators() {
this.phases.forEach(phase => {
const el = document.getElementById('phase-' + phase.id);
if (!el) return;
if (this.currentProgress >= phase.end) {
el.classList.remove('active');
el.classList.add('completed');
} else if (this.currentProgress >= phase.start) {
el.classList.add('active');
el.classList.remove('completed');
} else {
el.classList.remove('active', 'completed');
}
});
},
// Helper to set phase directly
// v8.28: Automatically uses phase.message if no message provided
setPhase(phaseNumber, message = null) {
const phase = this.phases.find(p => p.id === phaseNumber);
if (!phase) return;
// Set progress to phase start
this.setProgress(phase.start);
// v8.28: Use phase's built-in message if none provided
const displayMessage = message || phase.message;
if (displayMessage) {
const phaseEl = document.getElementById('loading-phase');
if (phaseEl) phaseEl.textContent = displayMessage;
}
},
// Complete loading (100%)
complete() {
this.setProgress(100);
},
// Reset for new load
reset() {
this.currentProgress = 0;
this.targetProgress = 0;
this.updateDisplay();
}
};
// Initialize animated loading on script load
AnimatedLoadingProgress.init();
// ============================================
// v7.5: Safe JSON Parser Utility (8-Strategy Consensus Cycle 5)
// Centralizes JSON parsing with graceful error handling
// Provides default values, validation, and repair capabilities
// ============================================
const SafeJSON = {
// Statistics for monitoring
stats: {
parseAttempts: 0,
parseSuccesses: 0,
parseFailures: 0,
repairAttempts: 0,
repairSuccesses: 0
},
/**
* Safely parse JSON with default value fallback
* @param {string} str - JSON string to parse
* @param {*} defaultValue - Value to return on failure (default: null)
* @param {Object} options - Options: { silent, repair, validate, log }
* @returns {*} Parsed value or default
*/
parse(str, defaultValue = null, options = {}) {
const { silent = false, repair = true, validate = null, log = false } = options;
this.stats.parseAttempts++;
// Handle null/undefined/empty
if (str === null || str === undefined || str === '') {
if (log) debugLog('SafeJSON', 'Empty input, returning default'); // v8.25: gated
return defaultValue;
}
// Ensure string type
if (typeof str !== 'string') {
if (typeof str === 'object') {
// Already an object, return as-is
this.stats.parseSuccesses++;
return str;
}
str = String(str);
}
try {
const parsed = JSON.parse(str);
// Validate if validator provided
if (validate && typeof validate === 'function') {
if (!validate(parsed)) {
if (!silent) {
debugWarn('SafeJSON', 'Validation failed'); // v8.25: gated
}
return defaultValue;
}
}
this.stats.parseSuccesses++;
return parsed;
} catch (error) {
this.stats.parseFailures++;
// Attempt repair if enabled
if (repair) {
const repaired = this.attemptRepair(str);
if (repaired !== null) {
this.stats.repairSuccesses++;
if (log) debugLog('SafeJSON', 'Successfully repaired JSON'); // v8.25: gated
return repaired;
}
}
if (!silent) {
debugWarn('SafeJSON', 'Parse failed:', error.message); // v8.25: gated
}
return defaultValue;
}
},
/**
* Safely stringify with error handling
* @param {*} value - Value to stringify
* @param {Object} options - Options: { pretty, replacer, defaultValue }
* @returns {string|null} JSON string or null on failure
*/
stringify(value, options = {}) {
const { pretty = false, replacer = null, defaultValue = null } = options;
try {
return JSON.stringify(value, replacer, pretty ? 2 : 0);
} catch (error) {
debugWarn('SafeJSON', 'Stringify failed:', error.message); // v8.25: gated
return defaultValue;
}
},
/**
* Attempt to repair common JSON errors
* @param {string} str - Malformed JSON string
* @returns {*} Parsed value or null if repair failed
*/
attemptRepair(str) {
this.stats.repairAttempts++;
const repairs = [
// Fix trailing commas
s => s.replace(/,(\s*[}\]])/g, '$1'),
// Fix single quotes
s => s.replace(/'/g, '"'),
// Fix unquoted keys
s => s.replace(/(\{|\,)\s*([a-zA-Z_][a-zA-Z0-9_]*)\s*:/g, '$1"$2":'),
// Fix missing quotes on string values (simple cases)
s => s.replace(/:(\s*)([a-zA-Z][a-zA-Z0-9_]*)([\s,\}])/g, ':$1"$2"$3'),
// Wrap in array if looks like multiple objects
s => s.startsWith('{') && s.includes('}{') ? '[' + s.replace(/\}\{/g, '},{') + ']' : s,
// Remove BOM
s => s.replace(/^\uFEFF/, ''),
// Trim whitespace
s => s.trim()
];
let current = str;
for (const repair of repairs) {
try {
current = repair(current);
// Try parsing after each repair
return JSON.parse(current);
} catch (e) {
// Continue trying repairs
}
}
return null;
},
/**
* Deep clone an object via JSON
* @param {*} value - Value to clone
* @param {*} defaultValue - Default if clone fails
* @returns {*} Cloned value or default
*/
clone(value, defaultValue = null) {
const str = this.stringify(value);
if (str === null) return defaultValue;
return this.parse(str, defaultValue);
},
/**
* Parse from localStorage with safety
* @param {string} key - localStorage key
* @param {*} defaultValue - Default if not found or parse fails
* @returns {*} Parsed value or default
*/
fromLocalStorage(key, defaultValue = null) {
try {
const str = localStorage.getItem(key);
return this.parse(str, defaultValue);
} catch (error) {
debugWarn('SafeJSON', 'localStorage access failed:', error.message); // v8.25: gated
return defaultValue;
}
},
/**
* Save to localStorage safely
* @param {string} key - localStorage key
* @param {*} value - Value to save
* @returns {boolean} Success status
*/
toLocalStorage(key, value) {
try {
const str = this.stringify(value);
if (str === null) return false;
localStorage.setItem(key, str);
return true;
} catch (error) {
debugWarn('SafeJSON', 'localStorage save failed:', error.message); // v8.25: gated
return false;
}
},
/**
* Validate JSON structure against a schema
* @param {*} data - Data to validate
* @param {Object} schema - Simple schema { required: [], types: {} }
* @returns {boolean} Validation result
*/
validate(data, schema) {
if (!data || typeof data !== 'object') return false;
// Check required fields
if (schema.required) {
for (const field of schema.required) {
if (!(field in data)) return false;
}
}
// Check types
if (schema.types) {
for (const [field, type] of Object.entries(schema.types)) {
if (field in data) {
const actualType = Array.isArray(data[field]) ? 'array' : typeof data[field];
if (actualType !== type) return false;
}
}
}
return true;
},
/**
* Get parsing statistics
* @returns {Object} Statistics object
*/
getStats() {
return {
...this.stats,
successRate: this.stats.parseAttempts > 0
? ((this.stats.parseSuccesses / this.stats.parseAttempts) * 100).toFixed(1) + '%'
: 'N/A',
repairRate: this.stats.repairAttempts > 0
? ((this.stats.repairSuccesses / this.stats.repairAttempts) * 100).toFixed(1) + '%'
: 'N/A'
};
}
};
// Make SafeJSON globally available
window.SafeJSON = SafeJSON;
debugLog('SafeJSON', 'Safe JSON parser utility initialized'); // v8.25: gated
// ============================================
// THREE.js Extensions: FontLoader & TextGeometry
// Required for 3D text rendering
// ============================================
THREE.FontLoader = class FontLoader extends THREE.Loader {
constructor(manager) {
super(manager);
}
load(url, onLoad, onProgress, onError) {
const scope = this;
const loader = new THREE.FileLoader(this.manager);
loader.setPath(this.path);
loader.setRequestHeader(this.requestHeader);
loader.setWithCredentials(this.withCredentials);
loader.load(url, function(text) {
try {
const json = JSON.parse(text);
const font = scope.parse(json);
if (onLoad) onLoad(font);
} catch (e) {
if (onError) onError(e);
}
}, onProgress, onError);
}
parse(json) {
return new THREE.Font(json);
}
};
THREE.Font = class Font {
constructor(data) {
this.type = 'Font';
this.data = data;
}
generateShapes(text, size = 100) {
const shapes = [];
const paths = createFontPaths(text, size, this.data);
for (let p = 0, pl = paths.length; p < pl; p++) {
Array.prototype.push.apply(shapes, paths[p].toShapes());
}
return shapes;
}
};
THREE.TextGeometry = class TextGeometry extends THREE.ExtrudeGeometry {
constructor(text, parameters = {}) {
const font = parameters.font;
if (!font || !font.data) {
console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');
super();
return;
}
const shapes = font.generateShapes(text, parameters.size);
parameters.depth = parameters.height !== undefined ? parameters.height : 50;
if (parameters.bevelThickness === undefined) parameters.bevelThickness = 10;
if (parameters.bevelSize === undefined) parameters.bevelSize = 8;
if (parameters.bevelEnabled === undefined) parameters.bevelEnabled = false;
super(shapes, parameters);
this.type = 'TextGeometry';
}
};
function createFontPaths(text, size, data) {
const chars = Array.from(text);
const scale = size / data.resolution;
const line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;
const paths = [];
let offsetX = 0, offsetY = 0;
for (let i = 0; i < chars.length; i++) {
const char = chars[i];
if (char === '\n') {
offsetX = 0;
offsetY -= line_height;
} else {
const ret = createFontPath(char, scale, offsetX, offsetY, data);
if (ret) {
offsetX += ret.offsetX;
paths.push(ret.path);
}
}
}
return paths;
}
function createFontPath(char, scale, offsetX, offsetY, data) {
const glyph = data.glyphs[char] || data.glyphs['?'];
if (!glyph) {
console.error('THREE.Font: character "' + char + '" does not exist in font.');
return;
}
const path = new THREE.ShapePath();
let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
if (glyph.o) {
const outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '));
for (let i = 0, l = outline.length; i < l;) {
const action = outline[i++];
switch (action) {
case 'm':
x = outline[i++] * scale + offsetX;
y = outline[i++] * scale + offsetY;
path.moveTo(x, y);
break;
case 'l':
x = outline[i++] * scale + offsetX;
y = outline[i++] * scale + offsetY;
path.lineTo(x, y);
break;
case 'q':
cpx = outline[i++] * scale + offsetX;
cpy = outline[i++] * scale + offsetY;
cpx1 = outline[i++] * scale + offsetX;
cpy1 = outline[i++] * scale + offsetY;
path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
break;
case 'b':
cpx = outline[i++] * scale + offsetX;
cpy = outline[i++] * scale + offsetY;
cpx1 = outline[i++] * scale + offsetX;
cpy1 = outline[i++] * scale + offsetY;
cpx2 = outline[i++] * scale + offsetX;
cpy2 = outline[i++] * scale + offsetY;
path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);
break;
}
}
}
return { offsetX: glyph.ha * scale, path: path };
}
// --- MODEL LOADER SYSTEM (v7.4: External model loading with caching) ---
// Loads detailed 3D models from GitHub repo, caches locally for performance
// Models are JSON-based hierarchical mesh definitions
const ModelLoader = {
// Configuration
baseUrl: 'https://raw.githubusercontent.com/kody-w/localFirstTools/main/data/models',
cacheVersion: '1.0.0',
dbName: 'leviathan_model_cache',
storeName: 'models',
// Runtime state
cache: new Map(),
db: null,
initialized: false,
loading: new Map(), // Track in-flight loads to prevent duplicates
// Initialize IndexedDB cache
async init() {
if (this.initialized) return;
try {
this.db = await new Promise((resolve, reject) => {
const request = indexedDB.open(this.dbName, 1);
request.onerror = () => reject(request.error);
request.onsuccess = () => resolve(request.result);
request.onupgradeneeded = (e) => {
const db = e.target.result;
if (!db.objectStoreNames.contains(this.storeName)) {
db.createObjectStore(this.storeName, { keyPath: 'id' });
}
};
});
this.initialized = true;
debugLog('ModelLoader', 'IndexedDB cache initialized'); // v8.25: gated
} catch (e) {
debugWarn('ModelLoader', 'IndexedDB not available, using memory cache only'); // v8.25: gated
this.initialized = true;
}
},
// Get model from cache
async getFromCache(modelId) {
// Check memory cache first
if (this.cache.has(modelId)) {
return this.cache.get(modelId);
}
// Check IndexedDB
if (this.db) {
try {
const data = await new Promise((resolve, reject) => {
const tx = this.db.transaction(this.storeName, 'readonly');
const store = tx.objectStore(this.storeName);
const request = store.get(modelId);
request.onsuccess = () => resolve(request.result);
request.onerror = () => reject(request.error);
});
if (data && data.version === this.cacheVersion) {
this.cache.set(modelId, data.model);
return data.model;
}
} catch (e) {
debugWarn('ModelLoader', 'Cache read error:', e); // v8.25: gated
}
}
return null;
},
// Save model to cache
async saveToCache(modelId, modelData) {
this.cache.set(modelId, modelData);
if (this.db) {
try {
await new Promise((resolve, reject) => {
const tx = this.db.transaction(this.storeName, 'readwrite');
const store = tx.objectStore(this.storeName);
const request = store.put({
id: modelId,
version: this.cacheVersion,
timestamp: Date.now(),
model: modelData
});
request.onsuccess = () => resolve();
request.onerror = () => reject(request.error);
});
} catch (e) {
debugWarn('ModelLoader', 'Cache write error:', e); // v8.25: gated
}
}
},
// Fetch model from GitHub
async fetchModel(modelPath) {
const url = `${this.baseUrl}/${modelPath}`;
try {
const response = await fetch(url);
if (!response.ok) throw new Error(`HTTP ${response.status}`);
return await response.json();
} catch (e) {
debugWarn('ModelLoader', `Failed to fetch ${modelPath}:`, e); // v8.25: gated
return null;
}
},
// Load a model by ID (with caching)
async loadModel(modelId, modelPath) {
await this.init();
// Check if already loading
if (this.loading.has(modelId)) {
return this.loading.get(modelId);
}
// Check cache
const cached = await this.getFromCache(modelId);
if (cached) {
debugLog('ModelLoader', `Loaded ${modelId} from cache`); // v8.25: gated
return cached;
}
// Fetch from GitHub
const loadPromise = (async () => {
const modelData = await this.fetchModel(modelPath);
if (modelData) {
await this.saveToCache(modelId, modelData);
debugLog('ModelLoader', `Loaded ${modelId} from GitHub`); // v8.25: gated
}
this.loading.delete(modelId);
return modelData;
})();
this.loading.set(modelId, loadPromise);
return loadPromise;
},
// Build Three.js mesh from model definition
buildMesh(modelData, options = {}) {
if (!modelData || !modelData.parts) {
debugWarn('ModelLoader', 'Invalid model data'); // v8.25: gated
return null;
}
const group = new THREE.Group();
group.userData.modelName = modelData.name;
group.userData.animations = modelData.animations || {};
group.userData.animatableParts = [];
// Build each part recursively
const buildPart = (partDef, parent) => {
let mesh;
// Create geometry based on type
const geo = this.createGeometry(partDef.geometry);
if (!geo) return null;
// Create material
const mat = this.createMaterial(partDef.material, options);
mesh = new THREE.Mesh(geo, mat);
mesh.userData.partId = partDef.id;
mesh.userData.partName = partDef.name;
// Apply position
if (partDef.position) {
mesh.position.set(
partDef.position.x || 0,
partDef.position.y || 0,
partDef.position.z || 0
);
}
// Apply rotation (in radians)
if (partDef.rotation) {
mesh.rotation.set(
partDef.rotation.x || 0,
partDef.rotation.y || 0,
partDef.rotation.z || 0
);
}
// Apply scale
if (partDef.scale) {
mesh.scale.set(
partDef.scale.x || 1,
partDef.scale.y || 1,
partDef.scale.z || 1
);
}
// Store animation data
if (partDef.animate) {
mesh.userData.animate = partDef.animate;
group.userData.animatableParts.push(mesh);
}
mesh.castShadow = true;
mesh.receiveShadow = true;
// Add to parent
parent.add(mesh);
// Build children recursively
if (partDef.children) {
partDef.children.forEach(childDef => buildPart(childDef, mesh));
}
return mesh;
};
// Build all top-level parts
modelData.parts.forEach(partDef => buildPart(partDef, group));
// Apply overall scale if specified
if (options.scale) {
group.scale.setScalar(options.scale);
}
// Apply team color tint if specified
if (options.teamColor) {
this.applyTeamColor(group, options.teamColor);
}
return group;
},
// Create geometry from definition
createGeometry(geoDef) {
if (!geoDef) return new THREE.BoxGeometry(1, 1, 1);
switch (geoDef.type) {
case 'box':
return new THREE.BoxGeometry(
geoDef.width || 1,
geoDef.height || 1,
geoDef.depth || 1
);
case 'sphere':
return new THREE.SphereGeometry(
geoDef.radius || 0.5,
geoDef.widthSegments || 16,
geoDef.heightSegments || 12,
geoDef.phiStart || 0,
geoDef.phiLength || Math.PI * 2,
geoDef.thetaStart || 0,
geoDef.thetaLength || Math.PI
);
case 'cylinder':
return new THREE.CylinderGeometry(
geoDef.radiusTop || 0.5,
geoDef.radiusBottom || 0.5,
geoDef.height || 1,
geoDef.radialSegments || 16
);
case 'cone':
return new THREE.ConeGeometry(
geoDef.radius || 0.5,
geoDef.height || 1,
geoDef.radialSegments || 16
);
case 'torus':
return new THREE.TorusGeometry(
geoDef.radius || 0.5,
geoDef.tube || 0.1,
geoDef.radialSegments || 8,
geoDef.tubularSegments || 24
);
case 'plane':
return new THREE.PlaneGeometry(
geoDef.width || 1,
geoDef.height || 1
);
default:
debugWarn('ModelLoader', `Unknown geometry type: ${geoDef.type}`); // v8.25: gated
return new THREE.BoxGeometry(1, 1, 1);
}
},
// Create material from definition
createMaterial(matDef, options = {}) {
if (!matDef) {
return new THREE.MeshStandardMaterial({ color: 0x888888 });
}
const props = {
color: new THREE.Color(matDef.color || '#888888'),
metalness: matDef.metalness !== undefined ? matDef.metalness : 0.5,
roughness: matDef.roughness !== undefined ? matDef.roughness : 0.5
};
// Emissive properties
if (matDef.emissive) {
props.emissive = new THREE.Color(matDef.emissive);
props.emissiveIntensity = matDef.emissiveIntensity || 0.5;
}
// Transparency
if (matDef.transparent || matDef.opacity !== undefined) {
props.transparent = true;
props.opacity = matDef.opacity !== undefined ? matDef.opacity : 1.0;
}
return new THREE.MeshStandardMaterial(props);
},
// Apply team color tint to model
applyTeamColor(group, color) {
const tintColor = new THREE.Color(color);
group.traverse(child => {
if (child.isMesh && child.material) {
// Blend team color with original
const origColor = child.material.color.clone();
child.material.color.lerp(tintColor, 0.3);
// Also tint emissive if present
if (child.material.emissive) {
child.material.emissive.lerp(tintColor, 0.5);
}
}
});
},
// Animate model parts (call each frame)
// v8.14: Converted forEach to for loop for hot path optimization
animateModel(group, time, deltaTime) {
if (!group.userData.animatableParts) return;
const parts = group.userData.animatableParts;
for (let pi = 0, pLen = parts.length; pi < pLen; pi++) {
const part = parts[pi];
const anim = part.userData.animate;
if (!anim) continue;
switch (anim.type) {
case 'rotate':
part.rotation[anim.axis || 'y'] += (anim.speed || 1) * deltaTime;
break;
case 'pulse':
if (part.material && part.material[anim.property] !== undefined) {
const t = (Math.sin(time * (anim.speed || 1)) + 1) / 2;
part.material[anim.property] = anim.min + (anim.max - anim.min) * t;
}
break;
case 'flicker':
if (part.material && part.material[anim.property] !== undefined) {
const flicker = Math.random() > 0.1 ? 1 : 0.5;
const base = anim.min + (anim.max - anim.min) * 0.5;
part.material[anim.property] = base * flicker;
}
break;
case 'sway':
const swayAngle = Math.sin(time * (anim.speed || 1)) * (anim.amplitude || 0.1);
part.rotation[anim.axis || 'z'] = swayAngle;
break;
case 'blink':
if (part.material) {
const blinkCycle = time % ((anim.onDuration || 0.1) + (anim.offDuration || 1));
part.material[anim.property || 'emissiveIntensity'] =
blinkCycle < (anim.onDuration || 0.1) ? anim.onValue : anim.offValue;
}
break;
case 'hover':
const hoverOffset = Math.sin(time * (anim.speed || 1) + (anim.offset || 0)) * (anim.amplitude || 0.05);
group.position.y = (group.userData.baseY || group.position.y) + hoverOffset;
break;
case 'walk':
const walkAngle = Math.sin(time * (anim.speed || 1) + (anim.phase || 0)) * (anim.amplitude || 0.3);
part.rotation.x = walkAngle;
break;
}
}
},
// Create fallback procedural mesh
createFallbackMesh(type, team, options = {}) {
const teamColor = team === 'A' ? 0x00ff88 : 0xff4444;
if (type === 'robot-drone') {
// Simple drone fallback
const group = new THREE.Group();
const body = new THREE.Mesh(
new THREE.BoxGeometry(0.8, 0.3, 0.8),
new THREE.MeshStandardMaterial({ color: 0x2a4a5a, metalness: 0.8, roughness: 0.2 })
);
const core = new THREE.Mesh(
new THREE.SphereGeometry(0.12),
new THREE.MeshStandardMaterial({ color: teamColor, emissive: teamColor, emissiveIntensity: 1 })
);
core.position.y = 0.05;
group.add(body);
group.add(core);
return group;
} else {
// Simple creature fallback
const group = new THREE.Group();
const body = new THREE.Mesh(
new THREE.SphereGeometry(0.3),
new THREE.MeshStandardMaterial({ color: 0x4a2525, roughness: 0.7 })
);
body.scale.set(1, 0.7, 1.2);
const eyes = new THREE.Mesh(
new THREE.SphereGeometry(0.05),
new THREE.MeshStandardMaterial({ color: 0xff0000, emissive: 0xff0000, emissiveIntensity: 2 })
);
eyes.position.set(0, 0.1, -0.25);
group.add(body);
group.add(eyes);
return group;
}
},
// Clear cache (for debugging/updates)
async clearCache() {
this.cache.clear();
if (this.db) {
try {
await new Promise((resolve, reject) => {
const tx = this.db.transaction(this.storeName, 'readwrite');
const store = tx.objectStore(this.storeName);
const request = store.clear();
request.onsuccess = () => resolve();
request.onerror = () => reject(request.error);
});
debugLog('ModelLoader', 'Cache cleared'); // v8.25: gated
} catch (e) {
debugWarn('ModelLoader', 'Failed to clear cache:', e); // v8.25: gated
}
}
}
};
// Pre-load commonly used models
async function preloadModels() {
debugLog('ModelLoader', 'Preloading models...'); // v8.25: gated
await ModelLoader.init();
// Load creep models in background
ModelLoader.loadModel('robot-drone', 'creeps/robot-drone.json');
ModelLoader.loadModel('hostile-fauna-basic', 'creeps/hostile-fauna-basic.json');
}
// Start preloading
preloadModels();
// --- AUDIO SYSTEM (Web Audio API - No external dependencies) ---
// v6.14: THERAPEUTIC AUDIO REDESIGN
// Designed for pleasant background listening while multitasking
// - Pentatonic scales (always harmonious, no dissonance)
// - Soft sine waves with gentle envelopes
// - Musical intervals that are pleasing to hear repeatedly
// - State-conveying ambient layers (health, prosperity, danger)
// v7.28: Centralized AudioContext Manager (8-Strategy Consensus Cycle 1)
// Prevents multiple AudioContext instances which can cause browser throttling
let _sharedAudioContext = null;
function getSharedAudioContext() {
if (!_sharedAudioContext) {
try {
_sharedAudioContext = new (window.AudioContext || window.webkitAudioContext)();
Logger.info('AudioContextManager', 'Created shared AudioContext');
} catch (e) {
Logger.warn('AudioContextManager', 'Failed to create AudioContext:', e);
return null;
}
}
// Resume if suspended (iOS/Safari requirement)
if (_sharedAudioContext.state === 'suspended') {
_sharedAudioContext.resume().catch(() => {});
}
return _sharedAudioContext;
}
const AudioSystem = {
ctx: null,
enabled: true,
masterVolume: 0.2, // Lower for background listening
sfxMultiplier: 1.0, // v10.20: Individual SFX volume (Audio Mixer)
ambientMultiplier: 1.0, // v10.20: Individual ambient volume (Audio Mixer)
// v6.14: Pentatonic scale - these notes NEVER clash
penta: { C3: 130.81, D3: 146.83, E3: 164.81, G3: 196.00, A3: 220.00,
C4: 261.63, D4: 293.66, E4: 329.63, G4: 392.00, A4: 440.00,
C5: 523.25, D5: 587.33, E5: 659.25, G5: 783.99, A5: 880.00 },
init() {
// v7.28: Use shared AudioContext
this.ctx = getSharedAudioContext();
if (!this.ctx) {
Logger.warn('AudioSystem', 'Web Audio API not supported');
this.enabled = false;
}
},
resume() {
if (this.ctx && this.ctx.state === 'suspended') {
this.ctx.resume();
}
},
// v6.14: Gentle tone with soft attack/decay (therapeutic)
playGentle(freq, dur, vol = 0.3) {
if (!this.enabled || !this.ctx) return;
this.resume();
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = 'sine';
osc.frequency.value = freq;
filter.type = 'lowpass';
filter.frequency.value = 1500;
const now = this.ctx.currentTime;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(this.masterVolume * vol, now + 0.05);
gain.gain.exponentialRampToValueAtTime(0.001, now + dur);
osc.connect(filter).connect(gain).connect(this.ctx.destination);
osc.start(now);
osc.stop(now + dur);
},
// Legacy compatibility - routes through gentle system
playTone(freq, duration, type = 'sine', volume = 1) {
this.playGentle(freq, duration * 1.5, volume * 0.5);
},
// v6.6: Generic play() method
play(soundName) {
const soundMap = {
'hit': () => this.hit(),
'collect': () => this.collect(),
'damage': () => this.damage(),
'kill': () => this.defeat(),
'defeat': () => this.defeat(),
'explosion': () => this.explosion(),
'levelUp': () => this.levelUp(),
'craft': () => this.craft(),
'click': () => this.click(),
'error': () => this.gentleWarn(),
'heal': () => this.heal(),
'dodge': () => this.dodge(),
'telegraph': () => this.telegraph(),
'spell': () => this.playGentle(this.penta.E4, 0.4, 0.25),
'powerup': () => this.levelUp(),
'ui': () => this.click(),
'bossSpawn': () => this.bossSpawn(),
'recipeDiscovered': () => this.recipeDiscovered()
};
(soundMap[soundName] || (() => this.playGentle(this.penta.C4, 0.3, 0.15)))();
},
// v6.14: THERAPEUTIC SOUND EFFECTS
// v6.41: Combo-aware hit sound with ascending pitch (Agent 5 consensus - audio juice)
// v10.0: Enhanced hit sound with micro-variations and impact layers (8-Agent Consensus Cycle 8)
hit(comboCount = 0) {
if (!this.enabled || !this.ctx) return;
this.resume();
// Scale up pentatonic notes as combo builds - creates satisfying musical feedback
const pitchSteps = [this.penta.G3, this.penta.A3, this.penta.C4, this.penta.D4, this.penta.E4];
const clampedCombo = Math.min(comboCount, pitchSteps.length - 1);
const basePitch = pitchSteps[clampedCombo];
// v10.0: Micro-variations for organic feel (avoid robotic repetition)
const pitchVar = 1 + (Math.random() - 0.5) * 0.04; // ±2% pitch
const timingVar = Math.random() * 8; // 0-8ms timing offset
// Volume and duration increase slightly with combo
const vol = 0.2 + clampedCombo * 0.025;
const dur = 0.12 + clampedCombo * 0.015;
// Primary tone with variation
setTimeout(() => this.playGentle(basePitch * pitchVar, dur, vol), timingVar);
// v10.0: Impact "click" layer - adds percussive attack
this._playImpactClick(vol * 0.6, clampedCombo);
// Add harmonic overtone for higher combos (satisfying stacking effect)
if (comboCount >= 3) {
const harmDelay = 20 + Math.random() * 10;
setTimeout(() => this.playGentle(basePitch * 1.5, 0.08, 0.06), harmDelay);
}
// v10.0: Sub-bass thump for high combos
if (comboCount >= 4) {
this._playSubThump(vol * 0.4);
}
},
// v10.0: Percussive attack click for hit confirmation
_playImpactClick(vol, intensity) {
if (!this.ctx) return;
try {
const now = this.ctx.currentTime;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'square';
osc.frequency.value = 1200 + intensity * 200 + Math.random() * 100;
gain.gain.setValueAtTime(this.masterVolume * vol, now);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.025);
osc.connect(gain).connect(this.ctx.destination);
osc.start(now);
osc.stop(now + 0.03);
} catch(e) {}
},
// v10.0: Sub-bass thump for powerful hits
_playSubThump(vol) {
if (!this.ctx) return;
try {
const now = this.ctx.currentTime;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(80, now);
osc.frequency.exponentialRampToValueAtTime(40, now + 0.08);
gain.gain.setValueAtTime(this.masterVolume * vol, now);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.1);
osc.connect(gain).connect(this.ctx.destination);
osc.start(now);
osc.stop(now + 0.12);
} catch(e) {}
},
collect() {
this.playGentle(this.penta.E4, 0.25, 0.25);
setTimeout(() => this.playGentle(this.penta.G4, 0.3, 0.15), 60);
},
damage() {
this.playGentle(this.penta.C3, 0.2, 0.3);
},
defeat() {
// Satisfying chord
this.playGentle(this.penta.C4, 0.4, 0.25);
setTimeout(() => this.playGentle(this.penta.E4, 0.35, 0.2), 30);
setTimeout(() => this.playGentle(this.penta.G4, 0.3, 0.15), 60);
},
kill() { this.defeat(); },
explosion() {
this.playGentle(this.penta.C3, 0.5, 0.35);
setTimeout(() => this.playGentle(this.penta.G3, 0.4, 0.2), 100);
},
levelUp() {
[this.penta.C4, this.penta.E4, this.penta.G4, this.penta.C5].forEach((f, i) => {
setTimeout(() => this.playGentle(f, 0.35, 0.3 - i * 0.04), i * 100);
});
},
// v7.32: Unique parry sound - metallic "deflect" (8-Strategy Cycle 11 Consensus)
// High-skill mechanic deserves distinct audio identity
parry() {
if (!this.enabled || !this.ctx) return;
this.resume();
const now = this.ctx.currentTime;
// Metallic "clang" - dual detuned square waves
const osc1 = this.ctx.createOscillator();
const osc2 = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc1.type = 'square';
osc2.type = 'square';
osc1.frequency.value = 800;
osc2.frequency.value = 850; // Slight detune for metallic shimmer
filter.type = 'bandpass';
filter.frequency.value = 2000;
filter.Q.value = 4;
gain.gain.setValueAtTime(this.masterVolume * 0.35, now);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.15);
osc1.connect(filter);
osc2.connect(filter);
filter.connect(gain).connect(this.ctx.destination);
osc1.start(now);
osc2.start(now);
osc1.stop(now + 0.2);
osc2.stop(now + 0.2);
// Rising "power" tone after successful parry
setTimeout(() => {
this.playGentle(this.penta.E4, 0.2, 0.2);
setTimeout(() => this.playGentle(this.penta.A4, 0.25, 0.15), 50);
}, 80);
},
craft() {
this.playGentle(this.penta.A4, 0.2, 0.2);
setTimeout(() => this.playGentle(this.penta.E5, 0.25, 0.12), 50);
},
// v7.59: Shield block impact audio (Evolution Cycle 2 - Audio/Game Feel Consensus)
// Deep resonant "clank" - heavier than parry, conveys solidity
shieldBlock(damageBlocked) {
if (!this.enabled || !this.ctx) return;
this.resume();
const now = this.ctx.currentTime;
const osc1 = this.ctx.createOscillator();
const osc2 = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc1.type = 'triangle';
osc2.type = 'sine';
osc1.frequency.value = 180; // Lower than parry for "heavier" feel
osc2.frequency.value = 90; // Sub-octave reinforcement
filter.type = 'lowpass';
filter.frequency.value = 800;
filter.Q.value = 2;
// Volume scales slightly with damage blocked for satisfaction
const vol = Math.min(0.4, 0.25 + ((damageBlocked || 10) / 100) * 0.15);
gain.gain.setValueAtTime(this.masterVolume * vol, now);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.25);
osc1.connect(filter);
osc2.connect(filter);
filter.connect(gain).connect(this.ctx.destination);
osc1.start(now);
osc2.start(now);
osc1.stop(now + 0.3);
osc2.stop(now + 0.3);
},
click() { this.playGentle(this.penta.C5, 0.06, 0.08); },
gentleWarn() {
this.playGentle(this.penta.E4, 0.25, 0.2);
setTimeout(() => this.playGentle(this.penta.D4, 0.3, 0.15), 120);
},
error() { this.gentleWarn(); },
heal() {
this.playGentle(this.penta.G4, 0.4, 0.25);
setTimeout(() => this.playGentle(this.penta.C5, 0.35, 0.2), 80);
},
dodge() {
this.playGentle(this.penta.D4, 0.1, 0.15);
setTimeout(() => this.playGentle(this.penta.G4, 0.08, 0.1), 30);
},
telegraph() { this.playGentle(this.penta.A3, 0.18, 0.15); },
// v6.68: War horn for versus match start - epic, powerful sound
warHorn() {
if (!this.enabled || !this.ctx) return;
this.resume();
// Create a deep, resonant horn sound
const now = this.ctx.currentTime;
// Main horn tone - deep and powerful
const horn1 = this.ctx.createOscillator();
const horn1Gain = this.ctx.createGain();
horn1.type = 'sawtooth';
horn1.frequency.setValueAtTime(65.41, now); // C2
horn1.frequency.linearRampToValueAtTime(73.42, now + 0.3); // Rise slightly
horn1.frequency.linearRampToValueAtTime(65.41, now + 2.5); // Back down
horn1Gain.gain.setValueAtTime(0, now);
horn1Gain.gain.linearRampToValueAtTime(this.masterVolume * 0.4, now + 0.2);
horn1Gain.gain.setValueAtTime(this.masterVolume * 0.4, now + 2);
horn1Gain.gain.linearRampToValueAtTime(0, now + 2.8);
// Harmonic overtone
const horn2 = this.ctx.createOscillator();
const horn2Gain = this.ctx.createGain();
horn2.type = 'sawtooth';
horn2.frequency.setValueAtTime(130.81, now); // C3
horn2.frequency.linearRampToValueAtTime(146.83, now + 0.3);
horn2.frequency.linearRampToValueAtTime(130.81, now + 2.5);
horn2Gain.gain.setValueAtTime(0, now);
horn2Gain.gain.linearRampToValueAtTime(this.masterVolume * 0.25, now + 0.2);
horn2Gain.gain.setValueAtTime(this.masterVolume * 0.25, now + 2);
horn2Gain.gain.linearRampToValueAtTime(0, now + 2.8);
// Sub bass for power
const sub = this.ctx.createOscillator();
const subGain = this.ctx.createGain();
sub.type = 'sine';
sub.frequency.value = 32.7; // C1
subGain.gain.setValueAtTime(0, now);
subGain.gain.linearRampToValueAtTime(this.masterVolume * 0.5, now + 0.15);
subGain.gain.setValueAtTime(this.masterVolume * 0.5, now + 2);
subGain.gain.linearRampToValueAtTime(0, now + 2.8);
// Lowpass filter for warmth
const filter = this.ctx.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.value = 800;
filter.Q.value = 1;
// Connect
horn1.connect(horn1Gain).connect(filter);
horn2.connect(horn2Gain).connect(filter);
sub.connect(subGain).connect(filter);
filter.connect(this.ctx.destination);
horn1.start(now);
horn1.stop(now + 3);
horn2.start(now);
horn2.stop(now + 3);
sub.start(now);
sub.stop(now + 3);
},
// v6.68: Victory fanfare for winning versus match
victoryFanfare() {
// Ascending triumphant melody
const notes = [this.penta.C4, this.penta.E4, this.penta.G4, this.penta.C5, this.penta.E5];
notes.forEach((f, i) => {
setTimeout(() => this.playGentle(f, 0.5, 0.35), i * 120);
});
// Final chord
setTimeout(() => {
this.playGentle(this.penta.C5, 0.8, 0.3);
this.playGentle(this.penta.E5, 0.8, 0.25);
this.playGentle(this.penta.G5, 0.8, 0.2);
}, 600);
},
// v6.68: Defeat sound for losing versus match
defeatSound() {
// Descending somber melody
const notes = [this.penta.G4, this.penta.E4, this.penta.C4, this.penta.G3, this.penta.C3];
notes.forEach((f, i) => {
setTimeout(() => this.playGentle(f, 0.6, 0.25 - i * 0.03), i * 200);
});
},
// v6.14: Calmer heartbeat - meditation pulse, not panic
// v6.33: HEARTBEAT WORLD PULSE - 8-agent consensus synaesthetic effect
heartbeatInterval: null,
heartbeatActive: false,
heartbeatVisualCallback: null,
startHeartbeat(hpPercent) {
if (!this.enabled || !this.ctx || this.heartbeatActive) return;
this.resume();
this.heartbeatActive = true;
const bpm = 35 + (1 - hpPercent) * 15; // 35-50 BPM (meditative)
const playBeat = () => {
if (!this.heartbeatActive) return;
this.playGentle(this.penta.C3, 0.35, 0.12);
// v6.33: Trigger visual world pulse synchronized with heartbeat
if (this.heartbeatVisualCallback) {
this.heartbeatVisualCallback(hpPercent);
}
};
playBeat();
// v7.38: Migrate heartbeat to TimerRegistry (Cycle 17 Code Quality)
TimerRegistry.setInterval('audio-heartbeat', playBeat, 60000 / bpm);
},
stopHeartbeat() {
// v7.38: Use TimerRegistry for centralized timer management
TimerRegistry.clearInterval('audio-heartbeat');
this.heartbeatActive = false;
},
updateHeartbeat(hpPercent) {
if (hpPercent <= 0.25 && !this.heartbeatActive) this.startHeartbeat(hpPercent);
else if (hpPercent > 0.25 && this.heartbeatActive) this.stopHeartbeat();
},
// v6.14: Therapeutic ambient - layered harmonic drones
ambientNodes: null,
currentBiome: null,
biomeAmbient: {
Terra: { base: 65.41, harmonics: [1, 1.5, 2], vol: 0.04 },
Desert: { base: 73.42, harmonics: [1, 1.33, 2], vol: 0.035 },
Ice: { base: 98.00, harmonics: [1, 1.5, 2.5], vol: 0.035 },
Volcanic: { base: 55.00, harmonics: [1, 1.25, 1.5], vol: 0.04 },
Alien: { base: 82.41, harmonics: [1, 1.4, 2.2], vol: 0.03 }
},
// v7.61: Extracted fade duration constant (Cycle 39 Code Quality)
AMBIENT_FADE_DURATION: 1.5,
// v10.1: BIOME AMBIENT CROSSFADE (8-Agent Consensus Cycle 2)
startAmbient(biome) {
if (!this.enabled || !this.ctx || this.currentBiome === biome) return;
this.resume();
const fadeDur = this.AMBIENT_FADE_DURATION;
const now = this.ctx.currentTime;
// Crossfade: fade out old biome ambient
if (this.ambientNodes) {
const oldNodes = this.ambientNodes;
oldNodes.forEach(n => {
try {
n.gain.gain.setValueAtTime(n.gain.gain.value, now);
n.gain.gain.linearRampToValueAtTime(0, now + fadeDur);
} catch(e) {}
});
setTimeout(() => {
oldNodes.forEach(n => {
try { n.osc.stop(); n.osc.disconnect(); n.lfo.stop(); n.lfo.disconnect(); } catch(e) {}
});
}, fadeDur * 1000 + 100);
}
this.currentBiome = biome;
const cfg = this.biomeAmbient[biome] || this.biomeAmbient.Terra;
this.ambientNodes = [];
cfg.harmonics.forEach((h, i) => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
const lfo = this.ctx.createOscillator();
const lfoG = this.ctx.createGain();
lfo.frequency.value = 0.08 + i * 0.03;
lfoG.gain.value = cfg.base * h * 0.015;
lfo.connect(lfoG).connect(osc.frequency);
lfo.start();
osc.type = 'sine';
osc.frequency.value = cfg.base * h;
filter.type = 'lowpass';
filter.frequency.value = 350 - i * 40;
// Crossfade: fade in new biome ambient
const targetVol = cfg.vol * this.masterVolume * (1 - i * 0.2);
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(targetVol, now + fadeDur);
osc.connect(filter).connect(gain).connect(this.ctx.destination);
osc.start();
this.ambientNodes.push({ osc, gain, lfo, filter, targetVol });
});
},
stopAmbient() {
if (this.ambientNodes && this.ctx) {
const fadeDur = this.AMBIENT_FADE_DURATION;
const now = this.ctx.currentTime;
const oldNodes = this.ambientNodes;
// Crossfade: fade out instead of abrupt stop
oldNodes.forEach(n => {
try {
n.gain.gain.setValueAtTime(n.gain.gain.value, now);
n.gain.gain.linearRampToValueAtTime(0, now + fadeDur);
} catch(e) {}
});
this.ambientNodes = null;
this.currentBiome = null;
setTimeout(() => {
oldNodes.forEach(n => {
try { n.osc.stop(); n.osc.disconnect(); n.lfo.stop(); n.lfo.disconnect(); } catch(e) {}
});
}, fadeDur * 1000 + 100);
}
},
bossSpawn() {
[this.penta.C3, this.penta.G3, this.penta.C3].forEach((f, i) => {
setTimeout(() => this.playGentle(f, 0.6, 0.3 - i * 0.06), i * 180);
});
},
recipeDiscovered() {
[this.penta.E4, this.penta.G4, this.penta.A4].forEach((f, i) => {
setTimeout(() => this.playGentle(f, 0.3, 0.25), i * 80);
});
},
// v10.4: MYSTERY AUDIO METHOD (8-Agent Consensus Cycle 5)
// Ethereal shimmer for temporal echo discovery - fixes broken call
mystery() {
if (!this.enabled || !this.ctx) return;
this.resume();
const now = this.ctx.currentTime;
const baseFreqs = [this.penta.E4, this.penta.G4, this.penta.C5];
baseFreqs.forEach((baseFreq, i) => {
setTimeout(() => {
try {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const lfo = this.ctx.createOscillator();
const lfoGain = this.ctx.createGain();
// LFO for ethereal tremolo
lfo.frequency.value = 4;
lfoGain.gain.value = 0.15;
lfo.connect(lfoGain).connect(osc.frequency);
lfo.start(now);
osc.type = 'sine';
osc.frequency.value = baseFreq;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(this.masterVolume * 0.2, now + 0.08);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.45);
osc.connect(gain).connect(this.ctx.destination);
osc.start(now);
osc.stop(now + 0.5);
// Harmonic shimmer layer
const harmOsc = this.ctx.createOscillator();
const harmGain = this.ctx.createGain();
harmOsc.type = 'sine';
harmOsc.frequency.value = baseFreq * 2;
harmGain.gain.setValueAtTime(0, now);
harmGain.gain.linearRampToValueAtTime(this.masterVolume * 0.08, now + 0.1);
harmGain.gain.exponentialRampToValueAtTime(0.001, now + 0.5);
harmOsc.connect(harmGain).connect(this.ctx.destination);
harmOsc.start(now);
harmOsc.stop(now + 0.5);
lfo.stop(now + 0.5);
} catch(e) {}
}, i * 120);
});
},
// v6.14: New therapeutic sounds for background awareness
agentPing() { this.playGentle(this.penta.A5, 0.15, 0.08); },
prosperity() { this.playGentle(this.penta.C5, 0.25, 0.12); },
waveSpawn() { this.playGentle(this.penta.G3, 0.4, 0.1); },
// ═══════════════════════════════════════════════════════════════
// v6.15: NATURE SOUNDSCAPE SYSTEM
// Procedural birds, wind through grass, natural ambience
// Creates immersive outdoor atmosphere without audio loops
// ═══════════════════════════════════════════════════════════════
natureActive: false,
birdTimeouts: [],
windNodes: null,
cricketInterval: null,
// Bird species - each has unique frequency patterns and timing
birdSpecies: {
// Warbler: Quick ascending trill (cheerful, common)
warbler: {
notes: [2200, 2400, 2600, 2800, 3000],
noteDur: 0.04,
gap: 30,
vol: 0.06,
chance: 0.4
},
// Thrush: Descending melodic phrase (peaceful, forest)
thrush: {
notes: [1800, 1650, 1500, 1400, 1300],
noteDur: 0.12,
gap: 100,
vol: 0.05,
chance: 0.25
},
// Sparrow: Simple repeated chips (friendly, familiar)
sparrow: {
notes: [3200, 3200, 3400],
noteDur: 0.05,
gap: 60,
vol: 0.045,
chance: 0.35
},
// Robin: Musical phrase with pause (dawn chorus feel)
robin: {
notes: [2000, 2400, 2200, 2600, 2400, 2800],
noteDur: 0.08,
gap: 70,
vol: 0.055,
chance: 0.2
},
// Chickadee: Distinctive two-tone call
chickadee: {
notes: [2800, 2300, 2300],
noteDur: 0.15,
gap: 120,
vol: 0.05,
chance: 0.2
},
// Mourning dove: Soft cooing (calming)
dove: {
notes: [600, 800, 700, 700, 600],
noteDur: 0.25,
gap: 200,
vol: 0.04,
chance: 0.15
}
},
// Biome-specific nature configurations
biomeNature: {
Terra: {
birdDensity: 1.0, // Full bird activity
birdTypes: ['warbler', 'thrush', 'sparrow', 'robin', 'chickadee', 'dove'],
windBase: 0.015, // Gentle breeze
windGust: 0.025,
crickets: true,
cricketVol: 0.02
},
Desert: {
birdDensity: 0.3, // Sparse birds
birdTypes: ['sparrow', 'dove'],
windBase: 0.025, // Stronger wind
windGust: 0.04,
crickets: false,
cricketVol: 0
},
Ice: {
birdDensity: 0.1, // Almost no birds
birdTypes: ['sparrow'],
windBase: 0.008, // Subtle cold breeze (not harsh)
windGust: 0.015,
crickets: false,
cricketVol: 0
},
Volcanic: {
birdDensity: 0.05, // Minimal life
birdTypes: [],
windBase: 0.02,
windGust: 0.03,
crickets: false,
cricketVol: 0
},
Alien: {
birdDensity: 0.4, // Alien creatures
birdTypes: ['alien'], // Special alien calls
windBase: 0.018,
windGust: 0.03,
crickets: false,
cricketVol: 0
},
// v7.24: FACTORY INDUSTRIAL SOUNDSCAPE (8-Strategy Consensus)
Factory: {
birdDensity: 0, // No birds in industrial setting
birdTypes: [], // Replaced by machinery sounds
windBase: 0.006, // Minimal - indoor/sheltered
windGust: 0.01,
crickets: false,
cricketVol: 0,
// Industrial-specific ambient
machineryHum: true,
humFreq: 60, // 60Hz electrical hum
humVolume: 0.012
}
},
// Play a single bird chirp with natural variation
chirpBird(species) {
if (!this.enabled || !this.ctx || !this.natureActive) return;
this.resume();
const bird = species === 'alien' ? {
// Alien creature: weird sliding tones
notes: [800 + Math.random() * 400, 1200 + Math.random() * 600, 600 + Math.random() * 300],
noteDur: 0.15 + Math.random() * 0.1,
gap: 80,
vol: 0.04
} : this.birdSpecies[species];
if (!bird) return;
// Add natural pitch variation (±5%)
const pitchVar = 0.95 + Math.random() * 0.1;
// Add timing variation
const tempoVar = 0.85 + Math.random() * 0.3;
bird.notes.forEach((freq, i) => {
setTimeout(() => {
if (!this.natureActive) return;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
// Bird calls use sine for purity
osc.type = 'sine';
osc.frequency.value = freq * pitchVar;
// Slight frequency wobble for natural sound
const vibrato = this.ctx.createOscillator();
const vibGain = this.ctx.createGain();
vibrato.frequency.value = 8 + Math.random() * 4;
vibGain.gain.value = freq * 0.015;
vibrato.connect(vibGain).connect(osc.frequency);
vibrato.start();
// Bandpass to make it sound more like a bird
filter.type = 'bandpass';
filter.frequency.value = freq * pitchVar;
filter.Q.value = 3;
const now = this.ctx.currentTime;
const dur = bird.noteDur * tempoVar;
// Natural attack/decay envelope
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(this.masterVolume * bird.vol, now + dur * 0.15);
gain.gain.setValueAtTime(this.masterVolume * bird.vol, now + dur * 0.6);
gain.gain.exponentialRampToValueAtTime(0.001, now + dur);
osc.connect(filter).connect(gain).connect(this.ctx.destination);
osc.start(now);
osc.stop(now + dur);
vibrato.stop(now + dur);
}, i * bird.gap * tempoVar);
});
},
// Schedule random bird chirps with natural clustering
scheduleBirdChirps(biome) {
if (!this.natureActive) return;
const cfg = this.biomeNature[biome] || this.biomeNature.Terra;
if (cfg.birdTypes.length === 0) return;
// Random delay: 2-8 seconds, adjusted by density
const baseDelay = 2000 + Math.random() * 6000;
const delay = baseDelay / cfg.birdDensity;
const timeout = setTimeout(() => {
if (!this.natureActive) return;
// Pick random bird species
const species = cfg.birdTypes[Math.floor(Math.random() * cfg.birdTypes.length)];
const bird = this.birdSpecies[species];
// Check if this bird "wants" to sing based on its chance
if (!bird || Math.random() < bird.chance) {
this.chirpBird(species);
// Sometimes birds respond to each other (clustering)
if (Math.random() < 0.3 && cfg.birdTypes.length > 1) {
setTimeout(() => {
const otherSpecies = cfg.birdTypes.filter(s => s !== species);
if (otherSpecies.length > 0) {
this.chirpBird(otherSpecies[Math.floor(Math.random() * otherSpecies.length)]);
}
}, 300 + Math.random() * 700);
}
}
// Schedule next chirp
this.scheduleBirdChirps(biome);
}, delay);
this.birdTimeouts.push(timeout);
},
// Wind through grass - filtered noise with gentle modulation
startWind(biome) {
if (!this.enabled || !this.ctx) return;
this.resume();
const cfg = this.biomeNature[biome] || this.biomeNature.Terra;
// Create noise source using buffer
const bufferSize = this.ctx.sampleRate * 2;
const noiseBuffer = this.ctx.createBuffer(1, bufferSize, this.ctx.sampleRate);
const output = noiseBuffer.getChannelData(0);
// Pink-ish noise (more natural than white)
let b0 = 0, b1 = 0, b2 = 0, b3 = 0, b4 = 0, b5 = 0, b6 = 0;
for (let i = 0; i < bufferSize; i++) {
const white = Math.random() * 2 - 1;
b0 = 0.99886 * b0 + white * 0.0555179;
b1 = 0.99332 * b1 + white * 0.0750759;
b2 = 0.96900 * b2 + white * 0.1538520;
b3 = 0.86650 * b3 + white * 0.3104856;
b4 = 0.55000 * b4 + white * 0.5329522;
b5 = -0.7616 * b5 - white * 0.0168980;
output[i] = (b0 + b1 + b2 + b3 + b4 + b5 + b6 + white * 0.5362) * 0.11;
b6 = white * 0.115926;
}
const noise = this.ctx.createBufferSource();
noise.buffer = noiseBuffer;
noise.loop = true;
// Multiple filters for wind character
const lowpass = this.ctx.createBiquadFilter();
lowpass.type = 'lowpass';
lowpass.frequency.value = 400; // Low rumble
const highpass = this.ctx.createBiquadFilter();
highpass.type = 'highpass';
highpass.frequency.value = 60;
// Main gain
const gain = this.ctx.createGain();
gain.gain.value = this.masterVolume * cfg.windBase;
// LFO for wind swells (breathing effect)
const lfo1 = this.ctx.createOscillator();
const lfo1Gain = this.ctx.createGain();
lfo1.frequency.value = 0.08; // Very slow swell
lfo1Gain.gain.value = this.masterVolume * cfg.windBase * 0.5;
lfo1.connect(lfo1Gain).connect(gain.gain);
// Second LFO for irregular gusts
const lfo2 = this.ctx.createOscillator();
const lfo2Gain = this.ctx.createGain();
lfo2.frequency.value = 0.03;
lfo2Gain.gain.value = this.masterVolume * cfg.windGust * 0.3;
lfo2.connect(lfo2Gain).connect(gain.gain);
// Higher frequency component for grass rustle
const highNoise = this.ctx.createBufferSource();
highNoise.buffer = noiseBuffer;
highNoise.loop = true;
const grassFilter = this.ctx.createBiquadFilter();
grassFilter.type = 'bandpass';
grassFilter.frequency.value = 2000;
grassFilter.Q.value = 0.5;
const grassGain = this.ctx.createGain();
grassGain.gain.value = this.masterVolume * cfg.windBase * 0.15;
// Grass rustle modulation
const grassLfo = this.ctx.createOscillator();
const grassLfoGain = this.ctx.createGain();
grassLfo.frequency.value = 0.12;
grassLfoGain.gain.value = this.masterVolume * cfg.windBase * 0.1;
grassLfo.connect(grassLfoGain).connect(grassGain.gain);
// Connect everything
noise.connect(lowpass).connect(highpass).connect(gain).connect(this.ctx.destination);
highNoise.connect(grassFilter).connect(grassGain).connect(this.ctx.destination);
// Start all oscillators
noise.start();
highNoise.start();
lfo1.start();
lfo2.start();
grassLfo.start();
this.windNodes = {
noise, highNoise, lowpass, highpass, gain, grassFilter, grassGain,
lfo1, lfo1Gain, lfo2, lfo2Gain, grassLfo, grassLfoGain
};
},
stopWind() {
if (this.windNodes) {
try {
this.windNodes.noise.stop();
this.windNodes.highNoise.stop();
this.windNodes.lfo1.stop();
this.windNodes.lfo2.stop();
this.windNodes.grassLfo.stop();
Object.values(this.windNodes).forEach(n => { try { n.disconnect(); } catch(e) {} });
} catch(e) {}
this.windNodes = null;
}
},
// Cricket/night sounds for appropriate biomes
// v7.72: Use TimerRegistry for proper cleanup tracking
startCrickets(biome) {
const cfg = this.biomeNature[biome] || this.biomeNature.Terra;
if (!cfg.crickets) return;
const self = this;
const cricketFn = () => {
if (!self.natureActive || !self.ctx) return;
// Random chance for cricket chirp
if (Math.random() < 0.4) {
const baseFreq = 4000 + Math.random() * 500;
const chirps = 2 + Math.floor(Math.random() * 4);
for (let i = 0; i < chirps; i++) {
setTimeout(() => {
if (!self.natureActive) return;
const osc = self.ctx.createOscillator();
const gain = self.ctx.createGain();
osc.type = 'sine';
osc.frequency.value = baseFreq + Math.random() * 100;
const now = self.ctx.currentTime;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(self.masterVolume * cfg.cricketVol, now + 0.005);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.03);
osc.connect(gain).connect(self.ctx.destination);
osc.start(now);
osc.stop(now + 0.03);
}, i * 50);
}
}
};
const interval = 800 + Math.random() * 1200;
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.setInterval('audio-crickets', cricketFn, interval);
} else {
this.cricketInterval = setInterval(cricketFn, interval);
}
},
stopCrickets() {
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.clear('audio-crickets');
} else if (this.cricketInterval) {
clearInterval(this.cricketInterval);
this.cricketInterval = null;
}
},
// Master nature soundscape control
startNatureSoundscape(biome) {
if (this.natureActive && this.currentBiome === biome) return;
this.stopNatureSoundscape();
this.natureActive = true;
this.startWind(biome);
this.scheduleBirdChirps(biome);
this.startCrickets(biome);
},
stopNatureSoundscape() {
this.natureActive = false;
// Clear all bird timeouts
this.birdTimeouts.forEach(t => clearTimeout(t));
this.birdTimeouts = [];
this.stopWind();
this.stopCrickets();
},
// Override startAmbient to include nature sounds
_originalStartAmbient: null,
initNature() {
// Wrap startAmbient to also start nature sounds
const self = this;
const originalStart = this.startAmbient.bind(this);
this.startAmbient = function(biome) {
originalStart(biome);
self.startNatureSoundscape(biome);
};
const originalStop = this.stopAmbient.bind(this);
this.stopAmbient = function() {
originalStop();
self.stopNatureSoundscape();
};
},
// ═══════════════════════════════════════════════════════════════
// v7.23: BIOME-AWARE FOOTSTEPS AUDIO SYSTEM (8-Strategy Consensus Cycle 8)
// Adds grounding audio for player movement
// Different sounds per biome (grass, sand, snow, metal, volcanic rock)
// ═══════════════════════════════════════════════════════════════
footsteps: {
enabled: true,
lastStep: 0,
stepInterval: 350, // ms between footstep sounds
isMoving: false,
currentBiome: 'Terra',
// v7.24: Pre-generated noise buffers for performance (8-Strategy Consensus Cycle 9)
noiseBufferPool: {},
poolSize: 4, // 4 variations per biome to avoid repetition
poolInitialized: false,
// Biome-specific footstep configurations
biomeConfig: {
Terra: {
baseFreq: 120,
noiseAmount: 0.15,
duration: 0.08,
filterFreq: 800,
volume: 0.12,
type: 'grass' // grass rustling sound
},
Desert: {
baseFreq: 200,
noiseAmount: 0.25,
duration: 0.06,
filterFreq: 2000,
volume: 0.15,
type: 'sand' // soft sand crunch
},
Ice: {
baseFreq: 350,
noiseAmount: 0.08,
duration: 0.1,
filterFreq: 3500,
volume: 0.18,
type: 'snow' // crisp snow crunch
},
Volcanic: {
baseFreq: 80,
noiseAmount: 0.2,
duration: 0.12,
filterFreq: 600,
volume: 0.2,
type: 'rock' // gravelly rock sound
},
Factory: {
baseFreq: 250,
noiseAmount: 0.05,
duration: 0.05,
filterFreq: 1500,
volume: 0.15,
type: 'metal' // metallic clank
},
Alien: {
baseFreq: 180,
noiseAmount: 0.3,
duration: 0.09,
filterFreq: 1200,
volume: 0.12,
type: 'organic' // squelchy organic sound
}
},
// v7.24: Pre-generate noise buffers on first use (lazy initialization)
initBufferPool() {
if (this.poolInitialized || !AudioSystem.ctx) return;
const ctx = AudioSystem.ctx;
for (const [biomeName, cfg] of Object.entries(this.biomeConfig)) {
this.noiseBufferPool[biomeName] = [];
const bufferSize = Math.ceil(ctx.sampleRate * cfg.duration);
// Create pool of variations for natural variety
for (let v = 0; v < this.poolSize; v++) {
const noiseBuffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const output = noiseBuffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
output[i] = (Math.random() * 2 - 1) * cfg.noiseAmount;
}
this.noiseBufferPool[biomeName].push(noiseBuffer);
}
}
this.poolInitialized = true;
},
// Get a random pre-generated buffer from the pool
getPooledBuffer(biome) {
const pool = this.noiseBufferPool[biome];
if (!pool || pool.length === 0) return null;
return pool[Math.floor(Math.random() * pool.length)];
},
// Play a single footstep
playStep(isDash = false) {
if (!AudioSystem.enabled || !AudioSystem.ctx) return;
AudioSystem.resume();
const ctx = AudioSystem.ctx;
const cfg = this.biomeConfig[this.currentBiome] || this.biomeConfig.Terra;
const now = ctx.currentTime;
// v7.24: Initialize buffer pool on first use (lazy init for faster startup)
if (!this.poolInitialized) {
this.initBufferPool();
}
// v7.24: Use pooled buffer instead of creating new one each step
const pooledBuffer = this.getPooledBuffer(this.currentBiome);
const noiseSource = ctx.createBufferSource();
noiseSource.buffer = pooledBuffer;
// Tone component for body
const osc = ctx.createOscillator();
osc.type = cfg.type === 'metal' ? 'triangle' : 'sine';
// Add slight random variation to frequency
const freqVariation = 1 + (Math.random() - 0.5) * 0.15;
osc.frequency.value = cfg.baseFreq * freqVariation * (isDash ? 1.2 : 1);
// Filter
const filter = ctx.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.value = cfg.filterFreq;
// Gain envelope
const gain = ctx.createGain();
const vol = AudioSystem.masterVolume * cfg.volume * (isDash ? 1.3 : 1);
gain.gain.setValueAtTime(vol, now);
gain.gain.exponentialRampToValueAtTime(0.001, now + cfg.duration);
// Connect
osc.connect(filter);
noiseSource.connect(filter);
filter.connect(gain);
gain.connect(ctx.destination);
// Play
osc.start(now);
noiseSource.start(now);
osc.stop(now + cfg.duration);
noiseSource.stop(now + cfg.duration);
},
// Update footsteps based on player movement
update(playerVelocity, isDashing) {
if (!this.enabled) return;
const now = performance.now();
const speed = playerVelocity ? Math.sqrt(
playerVelocity.x * playerVelocity.x +
playerVelocity.z * playerVelocity.z
) : 0;
// Determine if moving
const wasMoving = this.isMoving;
this.isMoving = speed > 0.1;
// Calculate step interval based on speed
const interval = isDashing ? 200 : Math.max(250, this.stepInterval - speed * 50);
// Play footstep if moving and interval elapsed
if (this.isMoving && now - this.lastStep > interval) {
this.playStep(isDashing);
this.lastStep = now;
}
},
// Set current biome for footstep sounds
setBiome(biome) {
this.currentBiome = biome || 'Terra';
}
},
// ═══════════════════════════════════════════════════════════════
// v6.32: ADAPTIVE COMBAT MUSIC SYSTEM
// 8-Agent Consensus Implementation
// Dynamic music intensity that responds to combat state
// Uses pentatonic scale for always-harmonious layering
// ═══════════════════════════════════════════════════════════════
combatMusic: {
active: false,
intensity: 0, // 0-5 scale
targetIntensity: 0,
nodes: [],
updateInterval: null,
lastIntensityChange: 0,
decayDelay: 3000, // ms before intensity decays
recentHits: 0,
recentKills: 0,
bossActive: false
},
// Combat intensity configuration per level
combatMusicConfig: {
// Level 0: Silence (handled by ambient)
// Level 1: Tension drone - single low note
1: { baseNote: 'C3', layers: 1, rhythm: false, tempo: 0 },
// Level 2: Building tension - two-note drone with subtle pulse
2: { baseNote: 'C3', layers: 2, rhythm: true, tempo: 40 },
// Level 3: Combat engaged - three layers with rhythm
3: { baseNote: 'G3', layers: 3, rhythm: true, tempo: 60 },
// Level 4: Intense combat - full layers, faster rhythm
4: { baseNote: 'C4', layers: 4, rhythm: true, tempo: 90 },
// Level 5: Boss battle - maximum intensity
5: { baseNote: 'C4', layers: 5, rhythm: true, tempo: 120 }
},
// Start combat music system
startCombatMusic() {
if (!this.enabled || !this.ctx || this.combatMusic.active) return;
this.resume();
this.combatMusic.active = true;
this.combatMusic.intensity = 0;
this.combatMusic.targetIntensity = 0;
// v12.10: Notify SpaceMusic of combat state for ambient adaptation
if (typeof SpaceMusic !== 'undefined') {
SpaceMusic.setCombatState(true, 0);
SpaceMusic.playTension(); // Subtle tension accent
}
// v7.37: Update intensity smoothly over time (migrated to TimerRegistry - Cycle 16 Code Quality)
TimerRegistry.setInterval('combat-music-intensity', () => {
this.updateCombatMusicIntensity();
// v12.10: Keep SpaceMusic updated on combat intensity
if (typeof SpaceMusic !== 'undefined' && SpaceMusic.isPlaying) {
SpaceMusic.tensionLevel = this.combatMusic.intensity / 5;
}
}, 100);
},
stopCombatMusic() {
if (!this.combatMusic.active) return;
this.combatMusic.active = false;
// v7.37: Use TimerRegistry for centralized timer management
TimerRegistry.clearInterval('combat-music-intensity');
// v12.10: Notify SpaceMusic combat ended
if (typeof SpaceMusic !== 'undefined') {
SpaceMusic.setCombatState(false, 0);
SpaceMusic.playResolve(); // Peaceful resolution accent
}
// Fade out all combat music nodes
this.fadeCombatMusicOut();
},
// Register combat events to affect intensity
combatEvent(type) {
if (!this.combatMusic.active) return;
const now = performance.now();
this.combatMusic.lastIntensityChange = now;
switch(type) {
case 'hit':
this.combatMusic.recentHits++;
this.combatMusic.targetIntensity = Math.min(5,
this.combatMusic.targetIntensity + 0.3);
break;
case 'kill':
this.combatMusic.recentKills++;
this.combatMusic.targetIntensity = Math.min(5,
this.combatMusic.targetIntensity + 0.5);
// Brief intensity spike on kill
this.playCombatAccent();
break;
case 'crit':
this.combatMusic.targetIntensity = Math.min(5,
this.combatMusic.targetIntensity + 0.7);
this.playCombatAccent();
break;
case 'finisher':
this.combatMusic.targetIntensity = Math.min(5,
this.combatMusic.targetIntensity + 1.0);
this.playCombatFinisherAccent();
break;
case 'bossEngage':
this.combatMusic.bossActive = true;
this.combatMusic.targetIntensity = 5;
break;
case 'bossDefeat':
this.combatMusic.bossActive = false;
this.playCombatVictoryFanfare();
break;
case 'damage':
this.combatMusic.targetIntensity = Math.min(5,
this.combatMusic.targetIntensity + 0.4);
break;
case 'nearEnemies':
// Called when enemies are nearby
this.combatMusic.targetIntensity = Math.max(1,
this.combatMusic.targetIntensity);
break;
}
},
updateCombatMusicIntensity() {
if (!this.combatMusic.active || !this.ctx) return;
const now = performance.now();
const timeSinceAction = now - this.combatMusic.lastIntensityChange;
// Decay intensity over time when not in combat
if (timeSinceAction > this.combatMusic.decayDelay && !this.combatMusic.bossActive) {
this.combatMusic.targetIntensity = Math.max(0,
this.combatMusic.targetIntensity - 0.05);
}
// Decay recent counters
if (this.combatMusic.recentHits > 0) this.combatMusic.recentHits *= 0.95;
if (this.combatMusic.recentKills > 0) this.combatMusic.recentKills *= 0.9;
// Smooth intensity transition
const diff = this.combatMusic.targetIntensity - this.combatMusic.intensity;
if (Math.abs(diff) > 0.1) {
this.combatMusic.intensity += diff * 0.1;
// Update music layers when crossing intensity thresholds
const newLevel = Math.floor(this.combatMusic.intensity);
const currentLevel = Math.floor(this.combatMusic.intensity - diff * 0.1);
if (newLevel !== currentLevel) {
this.setCombatMusicLevel(newLevel);
}
}
},
setCombatMusicLevel(level) {
if (!this.ctx || level < 0 || level > 5) return;
// Clear existing combat music nodes
this.fadeCombatMusicOut();
if (level === 0) return; // Silence
const config = this.combatMusicConfig[level];
if (!config) return;
const baseFreq = this.penta[config.baseNote];
// Create layered drones
for (let i = 0; i < config.layers; i++) {
this.createCombatMusicLayer(baseFreq, i, config);
}
// Add rhythmic pulse if enabled
if (config.rhythm && config.tempo > 0) {
this.startCombatRhythm(config.tempo, level);
}
},
createCombatMusicLayer(baseFreq, layerIndex, config) {
if (!this.ctx) return;
const harmonics = [1, 1.5, 2, 2.5, 3];
const freq = baseFreq * harmonics[layerIndex % harmonics.length];
const vol = 0.025 * (1 - layerIndex * 0.15) * this.masterVolume;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = layerIndex === 0 ? 'sine' : 'triangle';
osc.frequency.value = freq;
filter.type = 'lowpass';
filter.frequency.value = 400 + layerIndex * 100;
// Fade in
gain.gain.setValueAtTime(0, this.ctx.currentTime);
gain.gain.linearRampToValueAtTime(vol, this.ctx.currentTime + 0.5);
// Add subtle LFO for movement
const lfo = this.ctx.createOscillator();
const lfoGain = this.ctx.createGain();
lfo.frequency.value = 0.1 + layerIndex * 0.05;
lfoGain.gain.value = freq * 0.02;
lfo.connect(lfoGain).connect(osc.frequency);
lfo.start();
osc.connect(filter).connect(gain).connect(this.ctx.destination);
osc.start();
this.combatMusic.nodes.push({ osc, gain, lfo, filter, type: 'layer' });
},
// v7.39: combatRhythmInterval removed - migrated to TimerRegistry (Cycle 18 Code Quality)
combatRhythmBeatCount: 0,
combatRhythmLevel: 1,
combatRhythmBeatMs: 500,
startCombatRhythm(tempo, level) {
// v7.39: Use TimerRegistry for centralized timer management (Cycle 18 Code Quality)
TimerRegistry.clearInterval('combat-rhythm');
const beatMs = 60000 / tempo;
this.combatRhythmBeatCount = 0;
this.combatRhythmLevel = level;
this.combatRhythmBeatMs = beatMs;
TimerRegistry.setInterval('combat-rhythm', () => {
if (!this.combatMusic.active) {
TimerRegistry.clearInterval('combat-rhythm');
return;
}
// Play rhythmic pulse
const pulseFreq = this.combatRhythmLevel >= 4 ? this.penta.G3 : this.penta.C3;
const vol = 0.03 + (this.combatRhythmLevel * 0.01);
// Accent on beat 1
const isAccent = this.combatRhythmBeatCount % 4 === 0;
this.playGentle(pulseFreq, isAccent ? 0.15 : 0.08, isAccent ? vol * 1.3 : vol);
// Higher intensity adds off-beat hits
if (this.combatRhythmLevel >= 3 && this.combatRhythmBeatCount % 2 === 1) {
setTimeout(() => {
this.playGentle(this.penta.E3, 0.06, vol * 0.5);
}, this.combatRhythmBeatMs / 2);
}
this.combatRhythmBeatCount++;
}, beatMs);
},
fadeCombatMusicOut() {
// v7.39: Use TimerRegistry for centralized timer management (Cycle 18 Code Quality)
TimerRegistry.clearInterval('combat-rhythm');
// Fade out and cleanup all nodes
this.combatMusic.nodes.forEach(node => {
try {
if (node.gain && this.ctx) {
node.gain.gain.linearRampToValueAtTime(0, this.ctx.currentTime + 0.5);
}
setTimeout(() => {
try {
if (node.osc) { node.osc.stop(); node.osc.disconnect(); }
if (node.lfo) { node.lfo.stop(); node.lfo.disconnect(); }
if (node.filter) { node.filter.disconnect(); }
} catch(e) {}
}, 600);
} catch(e) {}
});
this.combatMusic.nodes = [];
},
// Combat accents for dramatic moments
playCombatAccent() {
if (!this.enabled || !this.ctx) return;
this.playGentle(this.penta.G4, 0.12, 0.15);
setTimeout(() => this.playGentle(this.penta.C5, 0.1, 0.08), 40);
},
playCombatFinisherAccent() {
if (!this.enabled || !this.ctx) return;
[this.penta.C4, this.penta.E4, this.penta.G4].forEach((f, i) => {
setTimeout(() => this.playGentle(f, 0.2, 0.2 - i * 0.04), i * 50);
});
},
playCombatVictoryFanfare() {
if (!this.enabled || !this.ctx) return;
[this.penta.G4, this.penta.C5, this.penta.E5, this.penta.G5].forEach((f, i) => {
setTimeout(() => this.playGentle(f, 0.4, 0.25 - i * 0.03), i * 120);
});
}
};
// Initialize nature soundscape integration
AudioSystem.initNature();
// ═══════════════════════════════════════════════════════════════════════════════════════
// v7.32: 3D SPATIAL AUDIO SYSTEM (8-Strategy Consensus Cycle 5 - 3/8 agents)
// True HRTF-based 3D audio positioning for immersive sound
// ═══════════════════════════════════════════════════════════════════════════════════════
const SpatialAudioSystem = {
ctx: null,
listener: null,
activeSounds: [],
maxActiveSounds: 12, // Polyphony limit
tempVec: new THREE.Vector3(),
// v8.0: Pre-allocated vectors for updateListener() (8-Strategy Consensus Cycle 5)
// Eliminates per-frame GC pressure from new THREE.Vector3() calls
_forward: new THREE.Vector3(),
_up: new THREE.Vector3(),
init() {
this.ctx = getSharedAudioContext();
if (!this.ctx) return;
this.listener = this.ctx.listener;
},
// Update listener position from camera/player
updateListener(camera) {
if (!this.listener || !camera) return;
// Get camera world position
camera.getWorldPosition(this.tempVec);
const pos = this.tempVec;
// v8.0: Use pre-allocated vectors instead of new THREE.Vector3() per frame
// Get camera forward direction
const forward = this._forward.set(0, 0, -1);
forward.applyQuaternion(camera.quaternion);
const up = this._up.set(0, 1, 0);
up.applyQuaternion(camera.quaternion);
// Set listener position
if (this.listener.positionX) {
this.listener.positionX.value = pos.x;
this.listener.positionY.value = pos.y;
this.listener.positionZ.value = pos.z;
this.listener.forwardX.value = forward.x;
this.listener.forwardY.value = forward.y;
this.listener.forwardZ.value = forward.z;
this.listener.upX.value = up.x;
this.listener.upY.value = up.y;
this.listener.upZ.value = up.z;
} else {
// Fallback for older browsers
this.listener.setPosition(pos.x, pos.y, pos.z);
this.listener.setOrientation(forward.x, forward.y, forward.z, up.x, up.y, up.z);
}
},
// Play a 3D positioned sound
play3D(soundConfig, worldPosition) {
if (!this.ctx || !AudioSystem.enabled) return;
if (this.activeSounds.length >= this.maxActiveSounds) return;
const panner = this.ctx.createPanner();
panner.panningModel = 'HRTF';
panner.distanceModel = 'inverse';
panner.refDistance = 5;
panner.maxDistance = 80;
panner.rolloffFactor = 1;
panner.coneInnerAngle = 360;
panner.coneOuterAngle = 0;
panner.coneOuterGain = 0;
// Set panner position
if (panner.positionX) {
panner.positionX.value = worldPosition.x;
panner.positionY.value = worldPosition.y;
panner.positionZ.value = worldPosition.z;
} else {
panner.setPosition(worldPosition.x, worldPosition.y, worldPosition.z);
}
// Create oscillator for the sound
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = soundConfig.type || 'sine';
osc.frequency.value = soundConfig.freq || 440;
filter.type = 'lowpass';
filter.frequency.value = soundConfig.filterFreq || 2000;
const now = this.ctx.currentTime;
const dur = soundConfig.dur || 0.3;
const vol = (soundConfig.vol || 0.3) * AudioSystem.masterVolume;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(vol, now + 0.02);
gain.gain.exponentialRampToValueAtTime(0.001, now + dur);
osc.connect(filter).connect(gain).connect(panner).connect(this.ctx.destination);
osc.start(now);
osc.stop(now + dur + 0.05);
// Track for cleanup
const soundEntry = { panner, endTime: now + dur + 0.1 };
this.activeSounds.push(soundEntry);
return panner;
},
// Play enemy hit sound at position
playHit3D(position, damage = 10) {
const baseFreq = 200 + Math.min(damage * 5, 150);
this.play3D({
type: 'sawtooth',
freq: baseFreq,
dur: 0.15,
vol: 0.2,
filterFreq: 1500
}, position);
},
// Play enemy death sound at position
playDeath3D(position) {
this.play3D({
type: 'sine',
freq: 150,
dur: 0.4,
vol: 0.25,
filterFreq: 800
}, position);
// Harmonic
setTimeout(() => {
this.play3D({
type: 'sine',
freq: 225,
dur: 0.3,
vol: 0.15
}, position);
}, 50);
},
// Play collect sound at position
playCollect3D(position) {
this.play3D({
type: 'sine',
freq: 660,
dur: 0.2,
vol: 0.15
}, position);
},
// v7.30: Play enemy aggro alert sound at position (8-Strategy Cycle 9 Consensus)
// Directional audio cue when enemy becomes aggressive - warns player of incoming threat
playAggro3D(position) {
// Low threatening growl tone
this.play3D({
type: 'sawtooth',
freq: 120, // Low rumble
dur: 0.25,
vol: 0.18,
filterFreq: 600
}, position);
// Higher alert ping for directionality
setTimeout(() => {
this.play3D({
type: 'triangle',
freq: 300,
dur: 0.12,
vol: 0.12
}, position);
}, 80);
},
// v7.31: Play enemy attack telegraph sound at position (8-Strategy Cycle 10 Consensus)
// Spatial warning tone when enemy winds up an attack - directional awareness
// windupMs: attack windup duration to scale urgency
// damageLevel: 'light' | 'medium' | 'heavy' | 'lethal' to scale intensity
playTelegraph3D(position, windupMs = 800, damageLevel = 'medium') {
if (!this.ctx || !position) return;
// Base frequency and volume scale with damage level
const levels = {
light: { baseFreq: 400, vol: 0.08, riseAmount: 100 },
medium: { baseFreq: 300, vol: 0.12, riseAmount: 150 },
heavy: { baseFreq: 200, vol: 0.16, riseAmount: 200 },
lethal: { baseFreq: 150, vol: 0.20, riseAmount: 250 }
};
const level = levels[damageLevel] || levels.medium;
// Initial warning ping - directional awareness
this.play3D({
type: 'triangle',
freq: level.baseFreq,
dur: 0.15,
vol: level.vol * 0.6
}, position);
// Rising tension tone during windup
const riseDuration = Math.min(windupMs * 0.7, 600) / 1000;
setTimeout(() => {
// Rising tone that crescendos to attack moment
this.play3D({
type: 'sawtooth',
freq: level.baseFreq + level.riseAmount * 0.5,
dur: riseDuration,
vol: level.vol * 0.8,
filterFreq: 800
}, position);
}, 80);
// Final warning ping just before attack lands
const finalDelay = Math.max(windupMs - 150, 200);
setTimeout(() => {
this.play3D({
type: 'square',
freq: level.baseFreq + level.riseAmount,
dur: 0.08,
vol: level.vol
}, position);
}, finalDelay);
},
// v7.32: Play parry sound at position (8-Strategy Cycle 11 Consensus)
// Distinct metallic deflect sound with spatial positioning
playParry3D(position) {
if (!this.ctx || !position) return;
// Metallic clang - high frequency burst
this.play3D({
type: 'square',
freq: 900,
dur: 0.08,
vol: 0.2,
filterFreq: 3000
}, position);
// Detuned shimmer layer
setTimeout(() => {
this.play3D({
type: 'square',
freq: 950,
dur: 0.1,
vol: 0.15,
filterFreq: 2500
}, position);
}, 10);
// Rising power tone
setTimeout(() => {
this.play3D({
type: 'triangle',
freq: 440,
dur: 0.2,
vol: 0.12
}, position);
}, 80);
},
// v7.35: Play incoming damage sound at attacker position (Cycle 14 - Audio/Feedback)
// HRTF spatial audio tells player WHERE they were hit from
// Complements visual flashDirectionalDamage() with audio directionality
playDamageReceived3D(attackerPosition, damageAmount = 10) {
if (!this.ctx || !AudioSystem.enabled || !attackerPosition) return;
// Scale intensity with damage (capped)
const intensity = Math.min(damageAmount / 50, 1.0);
// Low impact thump - painful but not annoying
this.play3D({
type: 'sine',
freq: 80 + intensity * 40, // 80-120 Hz (sub-bass impact)
dur: 0.12 + intensity * 0.08,
vol: 0.2 + intensity * 0.1,
filterFreq: 400
}, attackerPosition);
// Higher alert component for directional localization
setTimeout(() => {
this.play3D({
type: 'triangle',
freq: 200 + intensity * 100, // 200-300 Hz
dur: 0.08,
vol: 0.12 + intensity * 0.06
}, attackerPosition);
}, 20);
},
// Cleanup expired sounds
update() {
if (!this.ctx) return;
const now = this.ctx.currentTime;
this.activeSounds = this.activeSounds.filter(s => s.endTime > now);
}
};
// ═══════════════════════════════════════════════════════════════════════════════════════
// v12.10: ADAPTIVE SPACE AMBIENT MUSIC SYSTEM
// The core musical identity of LEVIATHAN: OMNIVERSE
// Procedural, lo-fi space ambient that adapts to game context
// - Mode-aware: Galaxy (cosmic), World (grounded), Tesseract (ethereal)
// - Biome-influenced: Subtle tonal shifts based on planet environment
// - Combat-aware: Reduces melodic activity during tension, maintains atmosphere
// - Moment-reactive: Special accents for discoveries, landings, achievements
// ═══════════════════════════════════════════════════════════════════════════════════════
const SpaceMusic = {
ctx: null,
isPlaying: false,
masterGain: null,
volume: 0.15,
nodes: [],
melodyTimeout: null,
chordTimeout: null,
arpTimeout: null,
shimmerTimeout: null,
// Current game context for adaptive music
currentMode: 'galaxy', // galaxy, world, tesseract
currentBiome: 'Terra', // Affects tonal color
inCombat: false, // Reduces melodic activity
tensionLevel: 0, // 0-1, affects music intensity
// Pentatonic scales for different moods (all harmonious)
scales: {
// Default cosmic scale (A minor pentatonic)
cosmic: [220, 261.63, 293.66, 329.63, 392, 440, 523.25, 587.33, 659.25, 783.99],
// Warmer scale for Terra/forest biomes (C major pentatonic)
warm: [261.63, 293.66, 329.63, 392, 440, 523.25, 587.33, 659.25, 783.99, 880],
// Cooler scale for Ice/space (E minor pentatonic)
cool: [164.81, 196, 220, 246.94, 293.66, 329.63, 392, 440, 493.88, 587.33],
// Mysterious scale for Alien/Volcanic (D minor pentatonic)
mysterious: [146.83, 174.61, 196, 220, 261.63, 293.66, 349.23, 392, 440, 523.25],
// Ethereal scale for Tesseract (whole tone based)
ethereal: [220, 246.94, 277.18, 311.13, 349.23, 392, 440, 493.88, 554.37, 622.25]
},
// Biome to scale mapping
biomeScales: {
Terra: 'warm',
Desert: 'warm',
Ice: 'cool',
Volcanic: 'mysterious',
Alien: 'mysterious',
Magma: 'mysterious',
Ocean: 'cool',
Forest: 'warm',
Crystal: 'ethereal'
},
// Mode-specific pad configurations
modeConfigs: {
galaxy: {
padNotes: [55, 82.41, 110], // Very low, cosmic
filterBase: 300,
melodyOctave: 1,
melodyDensity: 0.6,
shimmer: true,
cosmicWashVol: 0.04
},
world: {
padNotes: [110, 165, 220], // Warmer, more present
filterBase: 500,
melodyOctave: 1,
melodyDensity: 0.8,
shimmer: false,
cosmicWashVol: 0.02
},
tesseract: {
padNotes: [73.42, 110, 146.83], // Unsettling intervals
filterBase: 600,
melodyOctave: 2,
melodyDensity: 0.4,
shimmer: true,
cosmicWashVol: 0.05
}
},
// Chord roots for progression
chordRoots: [220, 174.61, 261.63, 196],
currentChordIndex: 0,
init() {
if (this.ctx) return;
try {
this.ctx = AudioSystem.ctx || new (window.AudioContext || window.webkitAudioContext)();
this.masterGain = this.ctx.createGain();
this.masterGain.gain.value = 0; // Start silent for fade-in
this.masterGain.connect(this.ctx.destination);
} catch(e) {
Logger.warn('SpaceMusic', 'Could not initialize audio context');
}
},
resume() {
if (this.ctx && this.ctx.state === 'suspended') {
this.ctx.resume();
}
},
// Get current scale based on mode and biome
getCurrentScale() {
if (this.currentMode === 'tesseract') return this.scales.ethereal;
if (this.currentMode === 'galaxy') return this.scales.cosmic;
const scaleName = this.biomeScales[this.currentBiome] || 'cosmic';
return this.scales[scaleName];
},
// Get current mode config
getModeConfig() {
return this.modeConfigs[this.currentMode] || this.modeConfigs.galaxy;
},
// Update game context (called by game state changes)
setMode(newMode) {
if (this.currentMode === newMode) return;
const oldMode = this.currentMode;
this.currentMode = newMode;
if (this.isPlaying) {
// Crossfade to new mode settings
this.transitionToMode(oldMode, newMode);
}
debugLog('Music', `Adapting to ${newMode} mode`); // v8.25: gated
},
setBiome(biomeName) {
if (this.currentBiome === biomeName) return;
this.currentBiome = biomeName;
debugLog('Music', `Tinted by ${biomeName} atmosphere`); // v8.25: gated
},
setCombatState(inCombat, tensionLevel = 0) {
this.inCombat = inCombat;
this.tensionLevel = Math.max(0, Math.min(1, tensionLevel));
// Adjust melody density based on combat
if (this.isPlaying && this.melodyTimeout) {
// Clear and restart melody with new density
clearTimeout(this.melodyTimeout);
this.startMelody();
}
},
// Smooth transition between modes
transitionToMode(oldMode, newMode) {
const config = this.getModeConfig();
const now = this.ctx.currentTime;
// Adjust cosmic wash volume
this.nodes.forEach(node => {
if (node.isCosmicWash && node.gain) {
node.gain.gain.linearRampToValueAtTime(config.cosmicWashVol, now + 2);
}
});
},
// Start the ambient space music
start() {
if (this.isPlaying) return;
this.init();
if (!this.ctx) return;
this.resume();
this.isPlaying = true;
// Start the layers
this.startPad();
this.startMelody();
this.startArpeggio();
this.startCosmicWash();
// v12.10: Start shimmer for galaxy/tesseract modes
const config = this.getModeConfig();
if (config.shimmer) {
this.startShimmer();
}
// Gentle fade-in
const now = this.ctx.currentTime;
this.masterGain.gain.setValueAtTime(0, now);
this.masterGain.gain.linearRampToValueAtTime(this.volume, now + 4);
debugLog('Music', `Space ambient started (${this.currentMode} mode)`); // v8.25: gated
},
stop() {
if (!this.isPlaying) return;
this.isPlaying = false;
// Clear timeouts
if (this.melodyTimeout) clearTimeout(this.melodyTimeout);
if (this.chordTimeout) clearTimeout(this.chordTimeout);
if (this.arpTimeout) clearTimeout(this.arpTimeout);
if (this.shimmerTimeout) clearTimeout(this.shimmerTimeout);
// v7.50: Clear pending cleanup timeouts via TimerRegistry (Cycle 29 Code Quality)
TimerRegistry.clearTimeout('space-music-node-cleanup');
TimerRegistry.clearTimeout('space-music-array-cleanup');
// Fade out and stop all nodes
const now = this.ctx.currentTime;
this.masterGain.gain.linearRampToValueAtTime(0, now + 2);
// v7.50: Use TimerRegistry for node cleanup timeout (Cycle 29 Code Quality)
const nodesToClean = [...this.nodes];
TimerRegistry.setTimeout('space-music-node-cleanup', () => {
nodesToClean.forEach(node => {
try {
if (node.osc) node.osc.stop();
if (node.noise) node.noise.stop();
} catch(e) {}
});
}, 2100);
// v7.50: Use TimerRegistry for array cleanup timeout (Cycle 29 Code Quality)
TimerRegistry.setTimeout('space-music-array-cleanup', () => {
this.nodes = [];
}, 2200);
Logger.debug('SpaceMusic', 'Space ambient music stopped');
},
toggle() {
if (this.isPlaying) {
this.stop();
} else {
this.start();
}
return this.isPlaying;
},
setVolume(vol) {
this.volume = Math.max(0, Math.min(1, vol));
if (this.masterGain) {
this.masterGain.gain.linearRampToValueAtTime(this.volume, this.ctx.currentTime + 0.1);
}
},
// Warm pad drone - the foundation
startPad() {
const now = this.ctx.currentTime;
// Create a warm, evolving pad with multiple detuned oscillators
const padNotes = [110, 165, 220]; // Root, fifth, octave
padNotes.forEach((freq, i) => {
const osc1 = this.ctx.createOscillator();
const osc2 = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
// Slightly detuned for warmth
osc1.type = 'sine';
osc1.frequency.value = freq;
osc2.type = 'triangle';
osc2.frequency.value = freq * 1.002; // Slight detune
// LFO for gentle movement
const lfo = this.ctx.createOscillator();
const lfoGain = this.ctx.createGain();
lfo.type = 'sine';
lfo.frequency.value = 0.05 + i * 0.02;
lfoGain.gain.value = freq * 0.01;
lfo.connect(lfoGain);
lfoGain.connect(osc1.frequency);
lfoGain.connect(osc2.frequency);
// Warm low-pass filter
filter.type = 'lowpass';
filter.frequency.value = 400 + i * 100;
filter.Q.value = 0.5;
// Filter modulation for evolving texture
const filterLfo = this.ctx.createOscillator();
const filterLfoGain = this.ctx.createGain();
filterLfo.type = 'sine';
filterLfo.frequency.value = 0.02;
filterLfoGain.gain.value = 150;
filterLfo.connect(filterLfoGain);
filterLfoGain.connect(filter.frequency);
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(0.08 - i * 0.02, now + 4);
osc1.connect(filter);
osc2.connect(filter);
filter.connect(gain);
gain.connect(this.masterGain);
osc1.start(now);
osc2.start(now);
lfo.start(now);
filterLfo.start(now);
this.nodes.push({ osc: osc1, gain }, { osc: osc2 }, { osc: lfo }, { osc: filterLfo });
});
// Schedule chord changes
this.scheduleChordChange();
},
scheduleChordChange() {
if (!this.isPlaying) return;
this.chordTimeout = setTimeout(() => {
this.currentChordIndex = (this.currentChordIndex + 1) % this.chordRoots.length;
// Update pad frequencies smoothly (would need to rebuild for true changes)
this.scheduleChordChange();
}, 8000 + Math.random() * 4000);
},
// v12.10: Context-aware gentle melody - sparse, contemplative notes
startMelody() {
if (!this.isPlaying) return;
const playNote = () => {
if (!this.isPlaying) return;
const config = this.getModeConfig();
const scale = this.getCurrentScale();
// v12.10: Skip note if in combat (reduce melodic density)
if (this.inCombat && Math.random() > 0.3) {
// Schedule next check sooner during combat
this.melodyTimeout = setTimeout(playNote, 2000 + Math.random() * 2000);
return;
}
// v12.10: Check melody density based on mode
if (Math.random() > config.melodyDensity) {
this.melodyTimeout = setTimeout(playNote, 2000 + Math.random() * 3000);
return;
}
// Pick a random note from current scale, weighted toward middle range
const noteIndex = Math.floor(Math.pow(Math.random(), 0.7) * scale.length);
const freq = scale[noteIndex] * config.melodyOctave;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = 'sine';
osc.frequency.value = freq;
filter.type = 'lowpass';
filter.frequency.value = config.filterBase + 1500;
const now = this.ctx.currentTime;
const duration = 2 + Math.random() * 3;
// Soft attack, long decay - quieter during combat
const vol = this.inCombat ? 0.06 : 0.12;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(vol, now + 0.3);
gain.gain.exponentialRampToValueAtTime(0.001, now + duration);
osc.connect(filter);
filter.connect(gain);
gain.connect(this.masterGain);
osc.start(now);
osc.stop(now + duration + 0.1);
// Schedule next note (sparse - every 3-8 seconds, faster during non-combat)
const baseDelay = this.inCombat ? 4000 : 3000;
const variance = this.inCombat ? 4000 : 5000;
this.melodyTimeout = setTimeout(playNote, baseDelay + Math.random() * variance);
};
// Start after a brief delay
this.melodyTimeout = setTimeout(playNote, 2000);
},
// Soft arpeggio - occasional rippling notes
startArpeggio() {
if (!this.isPlaying) return;
const playArp = () => {
if (!this.isPlaying) return;
// Only play arpeggio sometimes
if (Math.random() > 0.4) {
this.arpTimeout = setTimeout(playArp, 4000 + Math.random() * 6000);
return;
}
const baseIndex = Math.floor(Math.random() * 4);
const notes = [
this.scale[baseIndex],
this.scale[baseIndex + 2],
this.scale[baseIndex + 4],
this.scale[baseIndex + 2]
];
notes.forEach((freq, i) => {
setTimeout(() => {
if (!this.isPlaying) return;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.value = freq * 2; // Octave up
const now = this.ctx.currentTime;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(0.06, now + 0.05);
gain.gain.exponentialRampToValueAtTime(0.001, now + 1.5);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(now);
osc.stop(now + 1.6);
}, i * 200);
});
this.arpTimeout = setTimeout(playArp, 8000 + Math.random() * 8000);
};
setTimeout(playArp, 5000);
},
// Cosmic wash - subtle noise texture
startCosmicWash() {
const bufferSize = this.ctx.sampleRate * 2;
const buffer = this.ctx.createBuffer(1, bufferSize, this.ctx.sampleRate);
const data = buffer.getChannelData(0);
// Pink-ish noise
let b0 = 0, b1 = 0, b2 = 0;
for (let i = 0; i < bufferSize; i++) {
const white = Math.random() * 2 - 1;
b0 = 0.99765 * b0 + white * 0.0990460;
b1 = 0.96300 * b1 + white * 0.2965164;
b2 = 0.57000 * b2 + white * 1.0526913;
data[i] = (b0 + b1 + b2 + white * 0.1848) * 0.11;
}
const noise = this.ctx.createBufferSource();
noise.buffer = buffer;
noise.loop = true;
const filter = this.ctx.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.value = 300;
const gain = this.ctx.createGain();
gain.gain.value = 0.03;
// Gentle modulation
const lfo = this.ctx.createOscillator();
const lfoGain = this.ctx.createGain();
lfo.frequency.value = 0.03;
lfoGain.gain.value = 100;
lfo.connect(lfoGain);
lfoGain.connect(filter.frequency);
noise.connect(filter);
filter.connect(gain);
gain.connect(this.masterGain);
noise.start();
lfo.start();
this.nodes.push({ noise, gain, isCosmicWash: true }, { osc: lfo });
},
// v12.10: Shimmer layer - high frequency sparkles for galaxy/tesseract
startShimmer() {
if (!this.isPlaying) return;
const playShimmer = () => {
if (!this.isPlaying) return;
const config = this.getModeConfig();
if (!config.shimmer) {
this.shimmerTimeout = setTimeout(playShimmer, 5000);
return;
}
// Random high note
const scale = this.getCurrentScale();
const freq = scale[Math.floor(Math.random() * scale.length)] * 4; // Two octaves up
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = 'sine';
osc.frequency.value = freq;
filter.type = 'highpass';
filter.frequency.value = 1000;
const now = this.ctx.currentTime;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(0.03, now + 0.05);
gain.gain.exponentialRampToValueAtTime(0.001, now + 2);
osc.connect(filter);
filter.connect(gain);
gain.connect(this.masterGain);
osc.start(now);
osc.stop(now + 2.1);
// Random interval
this.shimmerTimeout = setTimeout(playShimmer, 1000 + Math.random() * 4000);
};
setTimeout(playShimmer, 3000);
},
// ═══════════════════════════════════════════════════════════════
// v12.10: SPECIAL MOMENT MUSICAL ACCENTS
// These can be called from anywhere in the game for key moments
// ═══════════════════════════════════════════════════════════════
// Discovery sound - ascending sparkle (finding new things)
playDiscovery() {
if (!this.ctx || !this.isPlaying) return;
const scale = this.getCurrentScale();
const now = this.ctx.currentTime;
[0, 2, 4, 6].forEach((idx, i) => {
setTimeout(() => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.value = scale[idx % scale.length] * 2;
gain.gain.setValueAtTime(0, this.ctx.currentTime);
gain.gain.linearRampToValueAtTime(0.15, this.ctx.currentTime + 0.02);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.8);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start();
osc.stop(this.ctx.currentTime + 0.9);
}, i * 100);
});
},
// Landing sound - grounding, arrival (entering a planet)
playLanding() {
if (!this.ctx || !this.isPlaying) return;
const now = this.ctx.currentTime;
// Deep resonant tone
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(110, now);
osc.frequency.linearRampToValueAtTime(55, now + 2);
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(0.2, now + 0.5);
gain.gain.exponentialRampToValueAtTime(0.001, now + 3);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(now);
osc.stop(now + 3.1);
// Harmonic overtone
const osc2 = this.ctx.createOscillator();
const gain2 = this.ctx.createGain();
osc2.type = 'sine';
osc2.frequency.value = 165;
gain2.gain.setValueAtTime(0, now);
gain2.gain.linearRampToValueAtTime(0.08, now + 0.8);
gain2.gain.exponentialRampToValueAtTime(0.001, now + 2.5);
osc2.connect(gain2);
gain2.connect(this.masterGain);
osc2.start(now + 0.3);
osc2.stop(now + 2.6);
},
// Departure/launch sound - ascending, hopeful
playLaunch() {
if (!this.ctx || !this.isPlaying) return;
const scale = this.getCurrentScale();
const now = this.ctx.currentTime;
// Rising sweep
[0, 2, 4, 7, 9].forEach((idx, i) => {
setTimeout(() => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.value = scale[idx % scale.length];
gain.gain.setValueAtTime(0, this.ctx.currentTime);
gain.gain.linearRampToValueAtTime(0.1, this.ctx.currentTime + 0.05);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 1.5);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start();
osc.stop(this.ctx.currentTime + 1.6);
}, i * 150);
});
},
// Achievement/milestone sound - triumphant chord
playAchievement() {
if (!this.ctx || !this.isPlaying) return;
const now = this.ctx.currentTime;
// Major chord: root, third, fifth, octave
[220, 277.18, 329.63, 440].forEach((freq, i) => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.value = freq;
const delay = i * 0.05;
gain.gain.setValueAtTime(0, now + delay);
gain.gain.linearRampToValueAtTime(0.12 - i * 0.02, now + delay + 0.1);
gain.gain.exponentialRampToValueAtTime(0.001, now + delay + 2);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(now + delay);
osc.stop(now + delay + 2.1);
});
},
// Tension/danger sound - dissonant undertone
playTension() {
if (!this.ctx || !this.isPlaying) return;
const now = this.ctx.currentTime;
// Tritone interval - creates unease
[110, 155.56].forEach((freq, i) => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sawtooth';
osc.frequency.value = freq;
const filter = this.ctx.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.value = 400;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(0.04, now + 0.5);
gain.gain.linearRampToValueAtTime(0.04, now + 2);
gain.gain.exponentialRampToValueAtTime(0.001, now + 3);
osc.connect(filter);
filter.connect(gain);
gain.connect(this.masterGain);
osc.start(now);
osc.stop(now + 3.1);
});
},
// Calm/peaceful resolution
playResolve() {
if (!this.ctx || !this.isPlaying) return;
const now = this.ctx.currentTime;
// Perfect fifth - resolution
[220, 330, 440].forEach((freq, i) => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.value = freq;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(0.08, now + 0.3);
gain.gain.exponentialRampToValueAtTime(0.001, now + 4);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(now);
osc.stop(now + 4.1);
});
},
// v12.12: Cinematic landing sequence accent - atmospheric wonder
playLandingAccent() {
if (!this.ctx) return;
this.init();
this.resume();
const now = this.ctx.currentTime;
const dest = this.masterGain || this.ctx.destination;
// Layer 1: Deep space drone with slow swell
const drone = this.ctx.createOscillator();
const droneGain = this.ctx.createGain();
const droneFilter = this.ctx.createBiquadFilter();
drone.type = 'sine';
drone.frequency.value = 55; // Low A
droneFilter.type = 'lowpass';
droneFilter.frequency.value = 200;
droneGain.gain.setValueAtTime(0, now);
droneGain.gain.linearRampToValueAtTime(0.12, now + 3);
droneGain.gain.setValueAtTime(0.12, now + 8);
droneGain.gain.exponentialRampToValueAtTime(0.001, now + 12);
drone.connect(droneFilter);
droneFilter.connect(droneGain);
droneGain.connect(dest);
drone.start(now);
drone.stop(now + 12.1);
// Layer 2: Ethereal pad (fifth above)
const pad = this.ctx.createOscillator();
const padGain = this.ctx.createGain();
const padFilter = this.ctx.createBiquadFilter();
pad.type = 'sine';
pad.frequency.value = 82.41; // Low E (fifth)
padFilter.type = 'lowpass';
padFilter.frequency.value = 300;
padGain.gain.setValueAtTime(0, now + 1);
padGain.gain.linearRampToValueAtTime(0.08, now + 4);
padGain.gain.setValueAtTime(0.08, now + 7);
padGain.gain.exponentialRampToValueAtTime(0.001, now + 11);
pad.connect(padFilter);
padFilter.connect(padGain);
padGain.connect(dest);
pad.start(now + 1);
pad.stop(now + 11.1);
// Layer 3: Shimmering high harmonics (arrival wonder)
setTimeout(() => {
if (!this.ctx) return;
const shimmerFreqs = [440, 554.37, 659.25, 880];
shimmerFreqs.forEach((freq, i) => {
setTimeout(() => {
if (!this.ctx) return;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.value = freq;
gain.gain.setValueAtTime(0, this.ctx.currentTime);
gain.gain.linearRampToValueAtTime(0.04, this.ctx.currentTime + 0.5);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 3);
osc.connect(gain);
gain.connect(dest);
osc.start();
osc.stop(this.ctx.currentTime + 3.1);
}, i * 400);
});
}, 2000);
// Layer 4: Descending tone (spacecraft descent)
const descent = this.ctx.createOscillator();
const descentGain = this.ctx.createGain();
descent.type = 'triangle';
descent.frequency.setValueAtTime(220, now + 0.5);
descent.frequency.exponentialRampToValueAtTime(110, now + 6);
descentGain.gain.setValueAtTime(0, now + 0.5);
descentGain.gain.linearRampToValueAtTime(0.05, now + 1.5);
descentGain.gain.exponentialRampToValueAtTime(0.001, now + 6);
descent.connect(descentGain);
descentGain.connect(dest);
descent.start(now + 0.5);
descent.stop(now + 6.1);
// Layer 5: Wind/atmosphere texture
const bufferSize = this.ctx.sampleRate * 8;
const noiseBuffer = this.ctx.createBuffer(1, bufferSize, this.ctx.sampleRate);
const output = noiseBuffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
output[i] = (Math.random() * 2 - 1) * 0.5;
}
const noise = this.ctx.createBufferSource();
noise.buffer = noiseBuffer;
const noiseGain = this.ctx.createGain();
const noiseFilter = this.ctx.createBiquadFilter();
noiseFilter.type = 'bandpass';
noiseFilter.frequency.value = 800;
noiseFilter.Q.value = 0.5;
noiseGain.gain.setValueAtTime(0, now + 2);
noiseGain.gain.linearRampToValueAtTime(0.015, now + 4);
noiseGain.gain.setValueAtTime(0.015, now + 6);
noiseGain.gain.exponentialRampToValueAtTime(0.001, now + 10);
noise.connect(noiseFilter);
noiseFilter.connect(noiseGain);
noiseGain.connect(dest);
noise.start(now + 2);
noise.stop(now + 10.1);
Logger.debug('SpaceMusic', 'Landing sequence ambient accent started');
}
};
// Make SpaceMusic globally accessible
window.SpaceMusic = SpaceMusic;
// ═══════════════════════════════════════════════════════════════════════════════════════
// v12.11: ADAPTIVE VOLUME MUSIC CONTROLLER
// Two-tier volume system: subtle during gameplay, fuller during idle/cinema
// - Gameplay Mode: Very low volume (0.06) - adds atmosphere without competing
// - Idle/Cinema Mode: Full volume (0.15) - immersive ambient experience
// Music starts on first interaction at gameplay level, rises when idle
// ═══════════════════════════════════════════════════════════════════════════════════════
const SpaceMusicController = {
idleTimeout: null,
idleThreshold: 15000, // 15 seconds to transition to idle volume
gameplayStartDelay: 3000, // Start music 3 seconds after first interaction
userDisabled: false,
hasAutoStarted: false,
lastActivity: Date.now(),
isIdle: false,
hasHadFirstInteraction: false,
volumeTransitionInterval: null,
// Volume tiers
volumes: {
gameplay: 0.06, // Very subtle - background atmosphere
idle: 0.15, // Fuller - immersive ambient
cinema: 0.18 // Slightly higher for second screen mode
},
// Current target volume
targetVolume: 0.06,
// Show a subtle notification
showNotification(msg, duration = 3000) {
const notify = document.createElement('div');
notify.style.cssText = `
position: fixed;
top: 20px;
left: 50%;
transform: translateX(-50%);
background: linear-gradient(135deg, rgba(0,20,40,0.95) 0%, rgba(0,10,30,0.95) 100%);
color: #0ff;
padding: 12px 24px;
border-radius: 12px;
z-index: 9999;
font-size: 14px;
border: 1px solid rgba(0,255,255,0.4);
pointer-events: none;
box-shadow: 0 4px 20px rgba(0,255,255,0.2), inset 0 1px 0 rgba(255,255,255,0.1);
backdrop-filter: blur(10px);
animation: spaceMusicFadeIn 0.5s ease-out;
`;
notify.textContent = msg;
document.body.appendChild(notify);
// Fade out before removing
setTimeout(() => {
notify.style.transition = 'opacity 0.5s ease-out';
notify.style.opacity = '0';
setTimeout(() => notify.remove(), 500);
}, duration - 500);
},
// Reset the idle timer on any activity
resetIdleTimer() {
this.lastActivity = Date.now();
// Clear existing timeout
if (this.idleTimeout) {
clearTimeout(this.idleTimeout);
this.idleTimeout = null;
}
// Don't set new timer if:
// - Music is already playing (let it continue)
// - User manually disabled music (respect their choice)
if (SpaceMusic.isPlaying || this.userDisabled) {
return;
}
// Set new idle timeout to auto-start music
this.idleTimeout = setTimeout(() => {
// Double-check conditions before starting
if (!SpaceMusic.isPlaying && !this.userDisabled) {
SpaceMusic.start();
this.hasAutoStarted = true;
this.showNotification('🎵 Ambient space music activated... (Press M to toggle)', 4000);
}
}, this.idleThreshold);
},
// Manual toggle - tracks user preference
toggle() {
const isPlaying = SpaceMusic.toggle();
if (isPlaying) {
// User manually enabled - clear disabled flag
this.userDisabled = false;
this.showNotification('🎵 Space Music: ON');
} else {
// User manually disabled - set flag to prevent auto-restart
this.userDisabled = true;
this.showNotification('🔇 Space Music: OFF (will not auto-start)');
// Clear any pending auto-start timeout
if (this.idleTimeout) {
clearTimeout(this.idleTimeout);
this.idleTimeout = null;
}
}
return isPlaying;
},
// Initialize the controller
init() {
// Activity events to track (passive for performance)
const activityEvents = [
'mousemove',
'mousedown',
'mouseup',
'keydown',
'keyup',
'touchstart',
'touchmove',
'scroll',
'wheel',
'click',
'contextmenu'
];
// Throttle activity detection to avoid excessive calls
let lastReset = 0;
const throttleMs = 1000; // Only reset timer once per second max
const handleActivity = () => {
const now = Date.now();
if (now - lastReset > throttleMs) {
lastReset = now;
this.resetIdleTimer();
}
};
// Attach listeners
activityEvents.forEach(event => {
document.addEventListener(event, handleActivity, { passive: true });
});
// v8.39: Track visibility changes via centralized manager
PageVisibilityManager.subscribe('afkTracker', (isVisible) => {
if (isVisible) {
// Tab became visible - reset timer
handleActivity();
}
});
// v12.12: Start music on first click/touch (browser requires user interaction for audio)
const startOnFirstInteraction = () => {
if (!this.hasAutoStarted && !this.userDisabled) {
// Small delay for smoother experience
setTimeout(() => {
if (!SpaceMusic.isPlaying && !this.userDisabled) {
SpaceMusic.start();
this.hasAutoStarted = true;
this.showNotification('🎵 Ambient space music... (M to toggle, [ ] for volume)', 4000);
}
}, 1500);
}
// Remove listener after first interaction
document.removeEventListener('click', startOnFirstInteraction);
document.removeEventListener('touchstart', startOnFirstInteraction);
};
document.addEventListener('click', startOnFirstInteraction, { once: true });
document.addEventListener('touchstart', startOnFirstInteraction, { once: true });
// Start the initial idle timer as backup
this.resetIdleTimer();
Logger.info('SpaceMusic', 'SpaceMusicController initialized - music starts on first interaction');
}
};
// Initialize the controller
SpaceMusicController.init();
window.SpaceMusicController = SpaceMusicController;
// Add keyboard shortcuts
document.addEventListener('keydown', (e) => {
// Don't trigger when typing in inputs
if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
// M key - toggle music
if (e.key === 'm' || e.key === 'M') {
SpaceMusicController.toggle();
}
// [ key - decrease volume
if (e.key === '[') {
SpaceMusic.setVolume(SpaceMusic.volume - 0.05);
SpaceMusicController.showNotification(`🔊 Volume: ${Math.round(SpaceMusic.volume * 100)}%`, 1500);
}
// ] key - increase volume
if (e.key === ']') {
SpaceMusic.setVolume(SpaceMusic.volume + 0.05);
SpaceMusicController.showNotification(`🔊 Volume: ${Math.round(SpaceMusic.volume * 100)}%`, 1500);
}
});
// ═══════════════════════════════════════════════════════════════════════════════════════
// v12.13: MINECRAFT-STYLE BUILDER MODE
// Full creative building system with grid-based block placement
// Place blocks like LEGO/Minecraft to create structures in the world
// Features: Block palette, ghost preview, grid snapping, save/load structures
// ═══════════════════════════════════════════════════════════════════════════════════════
const BuilderMode = {
// State
active: false,
selectedBlockIndex: 0,
placedBlocks: [], // All placed blocks in current world
blockMeshes: [], // Three.js meshes for placed blocks
ghostBlock: null, // Preview block mesh
ghostBlocks: [], // Multiple ghost blocks for brush sizes
gridHelper: null, // Visual grid on ground
lastPlacementPos: null, // Prevent rapid duplicate placement
// v7.83: Pre-allocated Vector3 objects to avoid GC pressure
_tempCenter: null, // Reused for symmetry center calculation
_tempSnapped: null, // Reused for snapToGrid result
_tempGroundPlane: null, // Reused for ground plane raycast
_tempGroundIntersect: null, // Reused for ground intersection
_tempNormal: null, // Reused for hit normal
_statusBarCache: null, // Cached DOM references for status bar
// Grid settings
gridSize: 1, // 1 unit per block
maxHeight: 100, // Maximum build height (increased)
gridLevel: 0, // Current grid Y level
// Undo/Redo system
undoStack: [], // Stack of actions for undo
redoStack: [], // Stack of actions for redo
maxUndoSteps: 100, // Maximum undo history
// Tool modes
currentTool: 'place', // place, fill, replace, select, line, wall
brushSize: 1, // 1x1, 2x2, 3x3
symmetryMode: 'none', // none, x, z, xz (mirror modes)
continuousPlace: false, // Hold click to place continuously
isPlacing: false, // Currently holding mouse for continuous placement
// Selection system
selectionStart: null, // First corner of selection box
selectionEnd: null, // Second corner of selection box
selectionBox: null, // Visual selection box mesh
clipboard: [], // Copied blocks
// Fill tool state
fillStart: null,
fillEnd: null,
// Line/Wall tool
lineStart: null,
// Favorites
favoriteBlocks: [], // Array of favorite block IDs
// Category filter
currentCategory: 'all', // Current category filter
// Block categories
blockCategories: {
natural: { name: 'Natural', icon: '🌿', blocks: ['stone', 'grass', 'dirt', 'sand', 'gravel', 'clay', 'snow', 'ice', 'moss', 'mud'] },
wood: { name: 'Wood', icon: '🪵', blocks: ['oak_wood', 'birch_wood', 'dark_wood', 'jungle_wood', 'acacia_wood', 'oak_planks', 'birch_planks', 'dark_planks'] },
stone: { name: 'Stone', icon: '🪨', blocks: ['cobblestone', 'stone_brick', 'mossy_stone', 'cracked_stone', 'chiseled_stone', 'slate', 'granite', 'andesite', 'diorite', 'basalt'] },
building: { name: 'Building', icon: '🏗️', blocks: ['brick', 'concrete_white', 'concrete_gray', 'concrete_black', 'terracotta', 'sandstone', 'red_sandstone', 'quartz', 'prismarine'] },
metal: { name: 'Metal', icon: '⚙️', blocks: ['iron', 'gold', 'copper', 'bronze', 'steel', 'titanium', 'chrome', 'rusted_iron'] },
glass: { name: 'Glass', icon: '🔮', blocks: ['glass', 'tinted_glass', 'glass_red', 'glass_blue', 'glass_green', 'glass_yellow', 'glass_purple', 'glass_orange'] },
lights: { name: 'Lights', icon: '💡', blocks: ['glowstone', 'lamp_white', 'lamp_warm', 'lamp_cool', 'neon_pink', 'neon_cyan', 'neon_green', 'neon_yellow', 'neon_red', 'neon_purple'] },
gems: { name: 'Gems', icon: '💎', blocks: ['diamond', 'emerald', 'ruby', 'sapphire', 'amethyst', 'topaz', 'crystal', 'obsidian'] },
special: { name: 'Special', icon: '✨', blocks: ['lava', 'water', 'portal', 'void', 'hologram', 'forcefield', 'energy', 'plasma'] },
alien: { name: 'Alien', icon: '👽', blocks: ['alien', 'biomass', 'xenolith', 'corrupted', 'hivemind', 'spore', 'carapace', 'membrane'] },
tech: { name: 'Tech', icon: '🤖', blocks: ['circuit', 'server', 'display', 'solar', 'battery', 'conduit', 'antenna', 'reactor'] },
colors: { name: 'Colors', icon: '🎨', blocks: ['wool_white', 'wool_red', 'wool_orange', 'wool_yellow', 'wool_green', 'wool_cyan', 'wool_blue', 'wool_purple', 'wool_pink', 'wool_black'] }
},
// Expanded block types (60+ blocks with categories)
blockTypes: [
// Natural
{ id: 'stone', name: 'Stone', category: 'natural', color: 0x888888, emissive: 0x000000, roughness: 0.8, metalness: 0.1 },
{ id: 'grass', name: 'Grass', category: 'natural', color: 0x33aa33, emissive: 0x000000, roughness: 0.9, metalness: 0.0 },
{ id: 'dirt', name: 'Dirt', category: 'natural', color: 0x8B4513, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'sand', name: 'Sand', category: 'natural', color: 0xeeddaa, emissive: 0x000000, roughness: 0.95, metalness: 0.0 },
{ id: 'gravel', name: 'Gravel', category: 'natural', color: 0x777777, emissive: 0x000000, roughness: 0.95, metalness: 0.05 },
{ id: 'clay', name: 'Clay', category: 'natural', color: 0x9999aa, emissive: 0x000000, roughness: 0.85, metalness: 0.0 },
{ id: 'snow', name: 'Snow', category: 'natural', color: 0xffffff, emissive: 0x111111, roughness: 0.7, metalness: 0.0 },
{ id: 'ice', name: 'Ice', category: 'natural', color: 0xaaddff, emissive: 0x113344, roughness: 0.1, metalness: 0.3, transparent: true, opacity: 0.85 },
{ id: 'moss', name: 'Moss', category: 'natural', color: 0x446633, emissive: 0x000000, roughness: 0.95, metalness: 0.0 },
{ id: 'mud', name: 'Mud', category: 'natural', color: 0x553322, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
// Wood
{ id: 'oak_wood', name: 'Oak Log', category: 'wood', color: 0x8B5A2B, emissive: 0x000000, roughness: 0.85, metalness: 0.0 },
{ id: 'birch_wood', name: 'Birch Log', category: 'wood', color: 0xddccaa, emissive: 0x000000, roughness: 0.85, metalness: 0.0 },
{ id: 'dark_wood', name: 'Dark Oak', category: 'wood', color: 0x3d2817, emissive: 0x000000, roughness: 0.85, metalness: 0.0 },
{ id: 'jungle_wood', name: 'Jungle', category: 'wood', color: 0x6b4423, emissive: 0x000000, roughness: 0.85, metalness: 0.0 },
{ id: 'acacia_wood', name: 'Acacia', category: 'wood', color: 0xa05030, emissive: 0x000000, roughness: 0.85, metalness: 0.0 },
{ id: 'oak_planks', name: 'Oak Plank', category: 'wood', color: 0xbc9862, emissive: 0x000000, roughness: 0.8, metalness: 0.0 },
{ id: 'birch_planks', name: 'Birch Plank', category: 'wood', color: 0xd5c98c, emissive: 0x000000, roughness: 0.8, metalness: 0.0 },
{ id: 'dark_planks', name: 'Dark Plank', category: 'wood', color: 0x4a3728, emissive: 0x000000, roughness: 0.8, metalness: 0.0 },
// Stone
{ id: 'cobblestone', name: 'Cobble', category: 'stone', color: 0x666666, emissive: 0x000000, roughness: 0.9, metalness: 0.05 },
{ id: 'stone_brick', name: 'Stone Brick', category: 'stone', color: 0x7a7a7a, emissive: 0x000000, roughness: 0.75, metalness: 0.05 },
{ id: 'mossy_stone', name: 'Mossy Stone', category: 'stone', color: 0x5a6a5a, emissive: 0x000000, roughness: 0.85, metalness: 0.05 },
{ id: 'cracked_stone', name: 'Cracked', category: 'stone', color: 0x606060, emissive: 0x000000, roughness: 0.9, metalness: 0.05 },
{ id: 'chiseled_stone', name: 'Chiseled', category: 'stone', color: 0x8a8a8a, emissive: 0x000000, roughness: 0.6, metalness: 0.1 },
{ id: 'slate', name: 'Slate', category: 'stone', color: 0x4a4a55, emissive: 0x000000, roughness: 0.7, metalness: 0.1 },
{ id: 'granite', name: 'Granite', category: 'stone', color: 0x9a7a6a, emissive: 0x000000, roughness: 0.75, metalness: 0.1 },
{ id: 'andesite', name: 'Andesite', category: 'stone', color: 0x8a8a8a, emissive: 0x000000, roughness: 0.8, metalness: 0.05 },
{ id: 'diorite', name: 'Diorite', category: 'stone', color: 0xbbbbbb, emissive: 0x000000, roughness: 0.75, metalness: 0.05 },
{ id: 'basalt', name: 'Basalt', category: 'stone', color: 0x3a3a3a, emissive: 0x000000, roughness: 0.85, metalness: 0.1 },
// Building
{ id: 'brick', name: 'Brick', category: 'building', color: 0xaa4444, emissive: 0x000000, roughness: 0.75, metalness: 0.1 },
{ id: 'concrete_white', name: 'White Block', category: 'building', color: 0xeeeeee, emissive: 0x000000, roughness: 0.9, metalness: 0.0 },
{ id: 'concrete_gray', name: 'Gray Block', category: 'building', color: 0x888888, emissive: 0x000000, roughness: 0.9, metalness: 0.0 },
{ id: 'concrete_black', name: 'Black Block', category: 'building', color: 0x222222, emissive: 0x000000, roughness: 0.9, metalness: 0.0 },
{ id: 'terracotta', name: 'Terracotta', category: 'building', color: 0xc67a53, emissive: 0x000000, roughness: 0.85, metalness: 0.0 },
{ id: 'sandstone', name: 'Sandstone', category: 'building', color: 0xdcc9a0, emissive: 0x000000, roughness: 0.8, metalness: 0.0 },
{ id: 'red_sandstone', name: 'Red Sand', category: 'building', color: 0xc47a4a, emissive: 0x000000, roughness: 0.8, metalness: 0.0 },
{ id: 'quartz', name: 'Quartz', category: 'building', color: 0xf5f0e8, emissive: 0x111111, roughness: 0.3, metalness: 0.2 },
{ id: 'prismarine', name: 'Prismarine', category: 'building', color: 0x5aa090, emissive: 0x113322, roughness: 0.6, metalness: 0.2 },
// Metal
{ id: 'iron', name: 'Iron', category: 'metal', color: 0xcccccc, emissive: 0x000000, roughness: 0.4, metalness: 0.85 },
{ id: 'gold', name: 'Gold', category: 'metal', color: 0xffd700, emissive: 0x332200, roughness: 0.2, metalness: 0.9 },
{ id: 'copper', name: 'Copper', category: 'metal', color: 0xb87333, emissive: 0x110500, roughness: 0.35, metalness: 0.85 },
{ id: 'bronze', name: 'Bronze', category: 'metal', color: 0xcd7f32, emissive: 0x110800, roughness: 0.4, metalness: 0.8 },
{ id: 'steel', name: 'Steel', category: 'metal', color: 0x8a9ea8, emissive: 0x000000, roughness: 0.3, metalness: 0.9 },
{ id: 'titanium', name: 'Titanium', category: 'metal', color: 0xbec2cb, emissive: 0x050508, roughness: 0.25, metalness: 0.95 },
{ id: 'chrome', name: 'Chrome', category: 'metal', color: 0xe8e8e8, emissive: 0x111111, roughness: 0.1, metalness: 1.0 },
{ id: 'rusted_iron', name: 'Rust', category: 'metal', color: 0x8b4513, emissive: 0x000000, roughness: 0.9, metalness: 0.5 },
// Glass
{ id: 'glass', name: 'Glass', category: 'glass', color: 0xffffff, emissive: 0x000000, roughness: 0.0, metalness: 0.1, transparent: true, opacity: 0.3 },
{ id: 'tinted_glass', name: 'Tinted', category: 'glass', color: 0x333333, emissive: 0x000000, roughness: 0.0, metalness: 0.1, transparent: true, opacity: 0.5 },
{ id: 'glass_red', name: 'Red Glass', category: 'glass', color: 0xff3333, emissive: 0x220000, roughness: 0.0, metalness: 0.1, transparent: true, opacity: 0.5 },
{ id: 'glass_blue', name: 'Blue Glass', category: 'glass', color: 0x3333ff, emissive: 0x000022, roughness: 0.0, metalness: 0.1, transparent: true, opacity: 0.5 },
{ id: 'glass_green', name: 'Green Glass', category: 'glass', color: 0x33ff33, emissive: 0x002200, roughness: 0.0, metalness: 0.1, transparent: true, opacity: 0.5 },
{ id: 'glass_yellow', name: 'Yellow Glass', category: 'glass', color: 0xffff33, emissive: 0x222200, roughness: 0.0, metalness: 0.1, transparent: true, opacity: 0.5 },
{ id: 'glass_purple', name: 'Purple Glass', category: 'glass', color: 0xaa33ff, emissive: 0x110022, roughness: 0.0, metalness: 0.1, transparent: true, opacity: 0.5 },
{ id: 'glass_orange', name: 'Orange Glass', category: 'glass', color: 0xff8833, emissive: 0x221100, roughness: 0.0, metalness: 0.1, transparent: true, opacity: 0.5 },
// Lights
{ id: 'glowstone', name: 'Glow', category: 'lights', color: 0xffdd88, emissive: 0xffaa44, roughness: 0.6, metalness: 0.0, emissiveIntensity: 0.8 },
{ id: 'lamp_white', name: 'White Lamp', category: 'lights', color: 0xffffff, emissive: 0xffffff, roughness: 0.5, metalness: 0.0, emissiveIntensity: 1.0 },
{ id: 'lamp_warm', name: 'Warm Lamp', category: 'lights', color: 0xffddaa, emissive: 0xffaa66, roughness: 0.5, metalness: 0.0, emissiveIntensity: 1.0 },
{ id: 'lamp_cool', name: 'Cool Lamp', category: 'lights', color: 0xaaddff, emissive: 0x66aaff, roughness: 0.5, metalness: 0.0, emissiveIntensity: 1.0 },
{ id: 'neon_pink', name: 'Neon Pink', category: 'lights', color: 0xff00ff, emissive: 0xff00ff, roughness: 0.3, metalness: 0.2, emissiveIntensity: 0.9 },
{ id: 'neon_cyan', name: 'Neon Cyan', category: 'lights', color: 0x00ffff, emissive: 0x00ffff, roughness: 0.3, metalness: 0.2, emissiveIntensity: 0.9 },
{ id: 'neon_green', name: 'Neon Green', category: 'lights', color: 0x00ff00, emissive: 0x00ff00, roughness: 0.3, metalness: 0.2, emissiveIntensity: 0.9 },
{ id: 'neon_yellow', name: 'Neon Yellow', category: 'lights', color: 0xffff00, emissive: 0xffff00, roughness: 0.3, metalness: 0.2, emissiveIntensity: 0.9 },
{ id: 'neon_red', name: 'Neon Red', category: 'lights', color: 0xff0000, emissive: 0xff0000, roughness: 0.3, metalness: 0.2, emissiveIntensity: 0.9 },
{ id: 'neon_purple', name: 'Neon Purple', category: 'lights', color: 0x8800ff, emissive: 0x8800ff, roughness: 0.3, metalness: 0.2, emissiveIntensity: 0.9 },
// Gems
{ id: 'diamond', name: 'Diamond', category: 'gems', color: 0x88ffff, emissive: 0x44aaaa, roughness: 0.1, metalness: 0.3, transparent: true, opacity: 0.9, emissiveIntensity: 0.4 },
{ id: 'emerald', name: 'Emerald', category: 'gems', color: 0x00ff55, emissive: 0x00aa33, roughness: 0.1, metalness: 0.3, transparent: true, opacity: 0.9, emissiveIntensity: 0.4 },
{ id: 'ruby', name: 'Ruby', category: 'gems', color: 0xff2244, emissive: 0xaa1133, roughness: 0.1, metalness: 0.3, transparent: true, opacity: 0.9, emissiveIntensity: 0.4 },
{ id: 'sapphire', name: 'Sapphire', category: 'gems', color: 0x2244ff, emissive: 0x1133aa, roughness: 0.1, metalness: 0.3, transparent: true, opacity: 0.9, emissiveIntensity: 0.4 },
{ id: 'amethyst', name: 'Amethyst', category: 'gems', color: 0xaa44ff, emissive: 0x6622aa, roughness: 0.1, metalness: 0.3, transparent: true, opacity: 0.9, emissiveIntensity: 0.4 },
{ id: 'topaz', name: 'Topaz', category: 'gems', color: 0xffaa22, emissive: 0xaa6611, roughness: 0.1, metalness: 0.3, transparent: true, opacity: 0.9, emissiveIntensity: 0.4 },
{ id: 'crystal', name: 'Crystal', category: 'gems', color: 0x00ffcc, emissive: 0x00aa88, roughness: 0.1, metalness: 0.4, transparent: true, opacity: 0.8, emissiveIntensity: 0.6 },
{ id: 'obsidian', name: 'Obsidian', category: 'gems', color: 0x1a0a2e, emissive: 0x220044, roughness: 0.3, metalness: 0.5 },
// Special
{ id: 'lava', name: 'Lava', category: 'special', color: 0xff4400, emissive: 0xff2200, roughness: 0.8, metalness: 0.0, emissiveIntensity: 1.0 },
{ id: 'water', name: 'Water', category: 'special', color: 0x2266aa, emissive: 0x001133, roughness: 0.1, metalness: 0.2, transparent: true, opacity: 0.7 },
{ id: 'portal', name: 'Portal', category: 'special', color: 0x8800ff, emissive: 0x8800ff, roughness: 0.0, metalness: 0.1, transparent: true, opacity: 0.8, emissiveIntensity: 1.2 },
{ id: 'void', name: 'Void', category: 'special', color: 0x000011, emissive: 0x110022, roughness: 0.0, metalness: 0.0, emissiveIntensity: 0.2 },
{ id: 'hologram', name: 'Hologram', category: 'special', color: 0x00ffff, emissive: 0x00ffff, roughness: 0.0, metalness: 0.0, transparent: true, opacity: 0.4, emissiveIntensity: 0.8 },
{ id: 'forcefield', name: 'Forcefield', category: 'special', color: 0x00aaff, emissive: 0x0066ff, roughness: 0.0, metalness: 0.0, transparent: true, opacity: 0.3, emissiveIntensity: 0.6 },
{ id: 'energy', name: 'Energy', category: 'special', color: 0xffff00, emissive: 0xffaa00, roughness: 0.0, metalness: 0.0, transparent: true, opacity: 0.6, emissiveIntensity: 1.0 },
{ id: 'plasma', name: 'Plasma', category: 'special', color: 0xff00aa, emissive: 0xff0088, roughness: 0.0, metalness: 0.0, transparent: true, opacity: 0.5, emissiveIntensity: 1.0 },
// Alien
{ id: 'alien', name: 'Alien', category: 'alien', color: 0x8800ff, emissive: 0x440088, roughness: 0.5, metalness: 0.3, emissiveIntensity: 0.5 },
{ id: 'biomass', name: 'Biomass', category: 'alien', color: 0x44aa44, emissive: 0x226622, roughness: 0.8, metalness: 0.0, emissiveIntensity: 0.3 },
{ id: 'xenolith', name: 'Xenolith', category: 'alien', color: 0x334455, emissive: 0x112233, roughness: 0.6, metalness: 0.4, emissiveIntensity: 0.2 },
{ id: 'corrupted', name: 'Corrupted', category: 'alien', color: 0x440044, emissive: 0x220022, roughness: 0.7, metalness: 0.2, emissiveIntensity: 0.4 },
{ id: 'hivemind', name: 'Hivemind', category: 'alien', color: 0x884400, emissive: 0x442200, roughness: 0.9, metalness: 0.1, emissiveIntensity: 0.3 },
{ id: 'spore', name: 'Spore', category: 'alien', color: 0x88ff88, emissive: 0x44aa44, roughness: 0.7, metalness: 0.0, emissiveIntensity: 0.5 },
{ id: 'carapace', name: 'Carapace', category: 'alien', color: 0x223344, emissive: 0x111122, roughness: 0.3, metalness: 0.6, emissiveIntensity: 0.2 },
{ id: 'membrane', name: 'Membrane', category: 'alien', color: 0xaaff88, emissive: 0x55aa44, roughness: 0.2, metalness: 0.0, transparent: true, opacity: 0.6, emissiveIntensity: 0.4 },
// Tech
{ id: 'circuit', name: 'Circuit', category: 'tech', color: 0x115511, emissive: 0x00ff00, roughness: 0.5, metalness: 0.4, emissiveIntensity: 0.3 },
{ id: 'server', name: 'Server', category: 'tech', color: 0x333344, emissive: 0x0044ff, roughness: 0.4, metalness: 0.7, emissiveIntensity: 0.2 },
{ id: 'display', name: 'Display', category: 'tech', color: 0x111122, emissive: 0x0088ff, roughness: 0.1, metalness: 0.2, emissiveIntensity: 0.6 },
{ id: 'solar', name: 'Solar', category: 'tech', color: 0x112244, emissive: 0x0044aa, roughness: 0.3, metalness: 0.5, emissiveIntensity: 0.3 },
{ id: 'battery', name: 'Battery', category: 'tech', color: 0x444444, emissive: 0x00ff44, roughness: 0.5, metalness: 0.6, emissiveIntensity: 0.4 },
{ id: 'conduit', name: 'Conduit', category: 'tech', color: 0x555566, emissive: 0x00aaff, roughness: 0.3, metalness: 0.7, emissiveIntensity: 0.3 },
{ id: 'antenna', name: 'Antenna', category: 'tech', color: 0x888899, emissive: 0xff0044, roughness: 0.2, metalness: 0.8, emissiveIntensity: 0.4 },
{ id: 'reactor', name: 'Reactor', category: 'tech', color: 0x333333, emissive: 0x00ffff, roughness: 0.4, metalness: 0.6, emissiveIntensity: 0.8 },
// Colors (Wool-like)
{ id: 'wool_white', name: 'White', category: 'colors', color: 0xffffff, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'wool_red', name: 'Red', category: 'colors', color: 0xcc3333, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'wool_orange', name: 'Orange', category: 'colors', color: 0xff8833, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'wool_yellow', name: 'Yellow', category: 'colors', color: 0xffdd33, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'wool_green', name: 'Green', category: 'colors', color: 0x33cc33, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'wool_cyan', name: 'Cyan', category: 'colors', color: 0x33cccc, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'wool_blue', name: 'Blue', category: 'colors', color: 0x3333cc, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'wool_purple', name: 'Purple', category: 'colors', color: 0x8833cc, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'wool_pink', name: 'Pink', category: 'colors', color: 0xff88cc, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
{ id: 'wool_black', name: 'Black', category: 'colors', color: 0x222222, emissive: 0x000000, roughness: 1.0, metalness: 0.0 },
// Marble and decorative
{ id: 'marble', name: 'Marble', category: 'building', color: 0xf5f5f5, emissive: 0x000000, roughness: 0.2, metalness: 0.1 }
],
// Prefab templates for quick structure placement
prefabs: {
house: {
name: 'Small House',
icon: '🏠',
blocks: [
// Floor
{x:0,y:0,z:0,t:'oak_planks'},{x:1,y:0,z:0,t:'oak_planks'},{x:2,y:0,z:0,t:'oak_planks'},{x:3,y:0,z:0,t:'oak_planks'},{x:4,y:0,z:0,t:'oak_planks'},
{x:0,y:0,z:1,t:'oak_planks'},{x:1,y:0,z:1,t:'oak_planks'},{x:2,y:0,z:1,t:'oak_planks'},{x:3,y:0,z:1,t:'oak_planks'},{x:4,y:0,z:1,t:'oak_planks'},
{x:0,y:0,z:2,t:'oak_planks'},{x:1,y:0,z:2,t:'oak_planks'},{x:2,y:0,z:2,t:'oak_planks'},{x:3,y:0,z:2,t:'oak_planks'},{x:4,y:0,z:2,t:'oak_planks'},
{x:0,y:0,z:3,t:'oak_planks'},{x:1,y:0,z:3,t:'oak_planks'},{x:2,y:0,z:3,t:'oak_planks'},{x:3,y:0,z:3,t:'oak_planks'},{x:4,y:0,z:3,t:'oak_planks'},
{x:0,y:0,z:4,t:'oak_planks'},{x:1,y:0,z:4,t:'oak_planks'},{x:2,y:0,z:4,t:'oak_planks'},{x:3,y:0,z:4,t:'oak_planks'},{x:4,y:0,z:4,t:'oak_planks'},
// Walls
{x:0,y:1,z:0,t:'oak_wood'},{x:0,y:2,z:0,t:'oak_wood'},{x:0,y:3,z:0,t:'oak_wood'},
{x:4,y:1,z:0,t:'oak_wood'},{x:4,y:2,z:0,t:'oak_wood'},{x:4,y:3,z:0,t:'oak_wood'},
{x:0,y:1,z:4,t:'oak_wood'},{x:0,y:2,z:4,t:'oak_wood'},{x:0,y:3,z:4,t:'oak_wood'},
{x:4,y:1,z:4,t:'oak_wood'},{x:4,y:2,z:4,t:'oak_wood'},{x:4,y:3,z:4,t:'oak_wood'},
// Front wall with door space
{x:1,y:1,z:0,t:'oak_planks'},{x:1,y:2,z:0,t:'oak_planks'},{x:1,y:3,z:0,t:'oak_planks'},
{x:3,y:1,z:0,t:'oak_planks'},{x:3,y:2,z:0,t:'oak_planks'},{x:3,y:3,z:0,t:'oak_planks'},
// Back wall
{x:1,y:1,z:4,t:'oak_planks'},{x:1,y:2,z:4,t:'oak_planks'},{x:1,y:3,z:4,t:'oak_planks'},
{x:2,y:1,z:4,t:'oak_planks'},{x:2,y:2,z:4,t:'glass'},{x:2,y:3,z:4,t:'oak_planks'},
{x:3,y:1,z:4,t:'oak_planks'},{x:3,y:2,z:4,t:'oak_planks'},{x:3,y:3,z:4,t:'oak_planks'},
// Side walls
{x:0,y:1,z:1,t:'oak_planks'},{x:0,y:2,z:1,t:'glass'},{x:0,y:3,z:1,t:'oak_planks'},
{x:0,y:1,z:2,t:'oak_planks'},{x:0,y:2,z:2,t:'oak_planks'},{x:0,y:3,z:2,t:'oak_planks'},
{x:0,y:1,z:3,t:'oak_planks'},{x:0,y:2,z:3,t:'glass'},{x:0,y:3,z:3,t:'oak_planks'},
{x:4,y:1,z:1,t:'oak_planks'},{x:4,y:2,z:1,t:'glass'},{x:4,y:3,z:1,t:'oak_planks'},
{x:4,y:1,z:2,t:'oak_planks'},{x:4,y:2,z:2,t:'oak_planks'},{x:4,y:3,z:2,t:'oak_planks'},
{x:4,y:1,z:3,t:'oak_planks'},{x:4,y:2,z:3,t:'glass'},{x:4,y:3,z:3,t:'oak_planks'},
// Roof
{x:0,y:4,z:0,t:'brick'},{x:1,y:4,z:0,t:'brick'},{x:2,y:4,z:0,t:'brick'},{x:3,y:4,z:0,t:'brick'},{x:4,y:4,z:0,t:'brick'},
{x:0,y:4,z:1,t:'brick'},{x:1,y:4,z:1,t:'brick'},{x:2,y:4,z:1,t:'brick'},{x:3,y:4,z:1,t:'brick'},{x:4,y:4,z:1,t:'brick'},
{x:0,y:4,z:2,t:'brick'},{x:1,y:4,z:2,t:'brick'},{x:2,y:4,z:2,t:'brick'},{x:3,y:4,z:2,t:'brick'},{x:4,y:4,z:2,t:'brick'},
{x:0,y:4,z:3,t:'brick'},{x:1,y:4,z:3,t:'brick'},{x:2,y:4,z:3,t:'brick'},{x:3,y:4,z:3,t:'brick'},{x:4,y:4,z:3,t:'brick'},
{x:0,y:4,z:4,t:'brick'},{x:1,y:4,z:4,t:'brick'},{x:2,y:4,z:4,t:'brick'},{x:3,y:4,z:4,t:'brick'},{x:4,y:4,z:4,t:'brick'},
// Light inside
{x:2,y:3,z:2,t:'glowstone'}
]
},
tower: {
name: 'Watch Tower',
icon: '🗼',
blocks: [
// Base
{x:0,y:0,z:0,t:'stone_brick'},{x:1,y:0,z:0,t:'stone_brick'},{x:2,y:0,z:0,t:'stone_brick'},
{x:0,y:0,z:1,t:'stone_brick'},{x:1,y:0,z:1,t:'stone_brick'},{x:2,y:0,z:1,t:'stone_brick'},
{x:0,y:0,z:2,t:'stone_brick'},{x:1,y:0,z:2,t:'stone_brick'},{x:2,y:0,z:2,t:'stone_brick'},
// Walls level 1-6
...Array.from({length:6}, (_,y) => [
{x:0,y:y+1,z:0,t:'stone_brick'},{x:2,y:y+1,z:0,t:'stone_brick'},
{x:0,y:y+1,z:2,t:'stone_brick'},{x:2,y:y+1,z:2,t:'stone_brick'}
]).flat(),
// Battlements
{x:0,y:7,z:0,t:'stone_brick'},{x:2,y:7,z:0,t:'stone_brick'},
{x:0,y:7,z:2,t:'stone_brick'},{x:2,y:7,z:2,t:'stone_brick'},
{x:1,y:7,z:0,t:'stone_brick'},{x:1,y:7,z:2,t:'stone_brick'},
{x:0,y:7,z:1,t:'stone_brick'},{x:2,y:7,z:1,t:'stone_brick'},
// Light on top
{x:1,y:6,z:1,t:'lamp_warm'}
]
},
tree: {
name: 'Oak Tree',
icon: '🌳',
blocks: [
// Trunk
{x:0,y:0,z:0,t:'oak_wood'},{x:0,y:1,z:0,t:'oak_wood'},{x:0,y:2,z:0,t:'oak_wood'},{x:0,y:3,z:0,t:'oak_wood'},
// Leaves
{x:-1,y:3,z:-1,t:'grass'},{x:0,y:3,z:-1,t:'grass'},{x:1,y:3,z:-1,t:'grass'},
{x:-1,y:3,z:0,t:'grass'},{x:1,y:3,z:0,t:'grass'},
{x:-1,y:3,z:1,t:'grass'},{x:0,y:3,z:1,t:'grass'},{x:1,y:3,z:1,t:'grass'},
{x:-1,y:4,z:-1,t:'grass'},{x:0,y:4,z:-1,t:'grass'},{x:1,y:4,z:-1,t:'grass'},
{x:-1,y:4,z:0,t:'grass'},{x:0,y:4,z:0,t:'grass'},{x:1,y:4,z:0,t:'grass'},
{x:-1,y:4,z:1,t:'grass'},{x:0,y:4,z:1,t:'grass'},{x:1,y:4,z:1,t:'grass'},
{x:0,y:5,z:0,t:'grass'},{x:0,y:5,z:-1,t:'grass'},{x:-1,y:5,z:0,t:'grass'},{x:1,y:5,z:0,t:'grass'},{x:0,y:5,z:1,t:'grass'}
]
},
bridge: {
name: 'Bridge',
icon: '🌉',
blocks: [
// Span
...Array.from({length:8}, (_,x) => ({x,y:0,z:0,t:'oak_planks'})),
...Array.from({length:8}, (_,x) => ({x,y:0,z:1,t:'oak_planks'})),
// Rails
...Array.from({length:8}, (_,x) => ({x,y:1,z:0,t:'oak_wood'})),
...Array.from({length:8}, (_,x) => ({x,y:1,z:1,t:'oak_wood'}))
]
},
fountain: {
name: 'Fountain',
icon: '⛲',
blocks: [
// Base ring
{x:-1,y:0,z:-1,t:'stone_brick'},{x:0,y:0,z:-1,t:'stone_brick'},{x:1,y:0,z:-1,t:'stone_brick'},
{x:-1,y:0,z:0,t:'stone_brick'},{x:0,y:0,z:0,t:'water'},{x:1,y:0,z:0,t:'stone_brick'},
{x:-1,y:0,z:1,t:'stone_brick'},{x:0,y:0,z:1,t:'stone_brick'},{x:1,y:0,z:1,t:'stone_brick'},
// Walls
{x:-1,y:1,z:-1,t:'stone_brick'},{x:1,y:1,z:-1,t:'stone_brick'},
{x:-1,y:1,z:1,t:'stone_brick'},{x:1,y:1,z:1,t:'stone_brick'},
// Center spout
{x:0,y:1,z:0,t:'quartz'},{x:0,y:2,z:0,t:'water'}
]
},
lamp_post: {
name: 'Lamp Post',
icon: '🏮',
blocks: [
{x:0,y:0,z:0,t:'iron'},{x:0,y:1,z:0,t:'iron'},{x:0,y:2,z:0,t:'iron'},
{x:0,y:3,z:0,t:'lamp_warm'}
]
},
portal_frame: {
name: 'Portal Frame',
icon: '🌀',
blocks: [
// Frame
{x:0,y:0,z:0,t:'obsidian'},{x:1,y:0,z:0,t:'obsidian'},{x:2,y:0,z:0,t:'obsidian'},{x:3,y:0,z:0,t:'obsidian'},
{x:0,y:1,z:0,t:'obsidian'},{x:3,y:1,z:0,t:'obsidian'},
{x:0,y:2,z:0,t:'obsidian'},{x:3,y:2,z:0,t:'obsidian'},
{x:0,y:3,z:0,t:'obsidian'},{x:3,y:3,z:0,t:'obsidian'},
{x:0,y:4,z:0,t:'obsidian'},{x:1,y:4,z:0,t:'obsidian'},{x:2,y:4,z:0,t:'obsidian'},{x:3,y:4,z:0,t:'obsidian'},
// Portal fill
{x:1,y:1,z:0,t:'portal'},{x:2,y:1,z:0,t:'portal'},
{x:1,y:2,z:0,t:'portal'},{x:2,y:2,z:0,t:'portal'},
{x:1,y:3,z:0,t:'portal'},{x:2,y:3,z:0,t:'portal'}
]
},
pyramid: {
name: 'Pyramid',
icon: '🔺',
blocks: [
// Layer 0 (5x5)
...Array.from({length:5}, (_,x) => Array.from({length:5}, (_,z) => ({x:x-2,y:0,z:z-2,t:'sandstone'}))).flat(),
// Layer 1 (3x3)
...Array.from({length:3}, (_,x) => Array.from({length:3}, (_,z) => ({x:x-1,y:1,z:z-1,t:'sandstone'}))).flat(),
// Layer 2 (1x1 - top)
{x:0,y:2,z:0,t:'gold'}
]
}
},
// Cached geometries and materials for performance
blockGeometry: null,
materialCache: {},
// Initialize builder mode resources
init() {
// v7.83: Pre-allocate Vector3 objects for symmetry/snap calculations
this._tempCenter = new THREE.Vector3();
this._tempSnapped = new THREE.Vector3();
this._tempGroundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
this._tempGroundIntersect = new THREE.Vector3();
this._tempNormal = new THREE.Vector3(0, 1, 0);
// Create shared block geometry
this.blockGeometry = new THREE.BoxGeometry(this.gridSize * 0.98, this.gridSize * 0.98, this.gridSize * 0.98);
// Pre-create materials for all block types
this.blockTypes.forEach(block => {
const matOptions = {
color: block.color,
roughness: block.roughness,
metalness: block.metalness
};
if (block.emissive) {
matOptions.emissive = block.emissive;
matOptions.emissiveIntensity = block.emissiveIntensity || 0.3;
}
if (block.transparent) {
matOptions.transparent = true;
matOptions.opacity = block.opacity;
}
this.materialCache[block.id] = new THREE.MeshStandardMaterial(matOptions);
});
// Create ghost block for preview
this.createGhostBlock();
// Create UI
this.createUI();
// Load favorites from localStorage
this.loadFavorites();
Logger.info('BuilderMode', `Initialized with ${this.blockTypes.length} block types and ${Object.keys(this.prefabs).length} prefabs`);
},
// Create ghost preview block
createGhostBlock() {
const ghostMaterial = new THREE.MeshStandardMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.4,
emissive: 0x00ffff,
emissiveIntensity: 0.3,
wireframe: false
});
this.ghostBlock = new THREE.Mesh(this.blockGeometry, ghostMaterial);
this.ghostBlock.visible = false;
this.ghostBlock.renderOrder = 999;
// Add wireframe overlay for clarity
const wireGeo = new THREE.EdgesGeometry(this.blockGeometry);
const wireMat = new THREE.LineBasicMaterial({ color: 0x00ffff, linewidth: 2 });
const wireframe = new THREE.LineSegments(wireGeo, wireMat);
this.ghostBlock.add(wireframe);
},
// Create builder UI (hotbar + controls)
createUI() {
// Main builder panel
const panel = document.createElement('div');
panel.id = 'builder-panel';
panel.innerHTML = `
All
Tool: Place
Brush: 1x1
Symmetry: Off
Grid Y: 0
Blocks: 0
◀ Prev
Page 1/3
Next ▶
`;
document.body.appendChild(panel);
// Prefab menu
const prefabMenu = document.createElement('div');
prefabMenu.id = 'builder-prefab-menu';
prefabMenu.innerHTML = `
📦 Prefab Structures
`;
document.body.appendChild(prefabMenu);
// Settings menu
const settingsMenu = document.createElement('div');
settingsMenu.id = 'builder-settings-menu';
settingsMenu.innerHTML = `
⚙️ Builder Settings
`;
document.body.appendChild(settingsMenu);
// Populate category buttons
this.populateCategoryButtons();
// Populate prefab grid
this.populatePrefabGrid();
// Toggle button
const toggleBtn = document.createElement('button');
toggleBtn.id = 'builder-toggle-btn';
toggleBtn.innerHTML = '🧱 Builder';
toggleBtn.onclick = () => this.toggle();
document.body.appendChild(toggleBtn);
// Block count display
const countDisplay = document.createElement('div');
countDisplay.id = 'builder-block-count';
countDisplay.innerHTML = 'Blocks: 0 ';
document.body.appendChild(countDisplay);
// Populate hotbar
this.currentPage = 0;
this.blocksPerPage = 10;
this.updateHotbar();
},
// Get filtered blocks based on current category and search
getFilteredBlocks() {
let blocks = this.blockTypes;
// Filter by category
if (this.currentCategory !== 'all') {
blocks = blocks.filter(b => b.category === this.currentCategory);
}
// Filter by search term
if (this.searchTerm && this.searchTerm.length > 0) {
const term = this.searchTerm.toLowerCase();
blocks = blocks.filter(b =>
b.name.toLowerCase().includes(term) ||
b.id.toLowerCase().includes(term) ||
(b.category && b.category.toLowerCase().includes(term))
);
}
return blocks;
},
// Update hotbar display
updateHotbar() {
const hotbar = document.getElementById('builder-hotbar');
if (!hotbar) return;
hotbar.innerHTML = '';
const filteredBlocks = this.getFilteredBlocks();
const startIdx = this.currentPage * this.blocksPerPage;
const endIdx = Math.min(startIdx + this.blocksPerPage, filteredBlocks.length);
for (let i = startIdx; i < endIdx; i++) {
const block = filteredBlocks[i];
const globalIndex = this.blockTypes.indexOf(block);
const slotNum = i - startIdx + 1;
const slot = document.createElement('div');
const isFavorite = this.favoriteBlocks.includes(block.id);
slot.className = 'builder-slot' + (this.selectedBlockIndex === globalIndex ? ' selected' : '') + (isFavorite ? ' favorite' : '');
slot.onclick = () => this.selectBlock(globalIndex);
slot.oncontextmenu = (e) => { e.preventDefault(); this.toggleFavorite(block.id); };
slot.title = `${block.name} (${block.category || 'misc'})\nRight-click to favorite`;
// Color preview with 3D-ish effect
const colorHex = '#' + block.color.toString(16).padStart(6, '0');
const darkerHex = '#' + Math.max(0, block.color - 0x222222).toString(16).padStart(6, '0');
// Add glow effect for emissive blocks
const glowStyle = block.emissiveIntensity > 0.5 ? `box-shadow: 0 0 8px ${colorHex};` : '';
slot.innerHTML = `
${slotNum <= 9 ? slotNum : ''}
${block.name}
`;
hotbar.appendChild(slot);
}
// Update page indicator
const pageIndicator = document.getElementById('builder-page-indicator');
if (pageIndicator) {
const totalPages = Math.ceil(filteredBlocks.length / this.blocksPerPage) || 1;
pageIndicator.textContent = `Page ${this.currentPage + 1}/${totalPages}`;
}
// Update status bar
this.updateStatusBar();
},
nextPage() {
const filteredBlocks = this.getFilteredBlocks();
const totalPages = Math.ceil(filteredBlocks.length / this.blocksPerPage) || 1;
this.currentPage = (this.currentPage + 1) % totalPages;
this.updateHotbar();
},
prevPage() {
const filteredBlocks = this.getFilteredBlocks();
const totalPages = Math.ceil(filteredBlocks.length / this.blocksPerPage) || 1;
this.currentPage = (this.currentPage - 1 + totalPages) % totalPages;
this.updateHotbar();
},
// Select a block type
selectBlock(index) {
this.selectedBlockIndex = index;
this.updateHotbar();
this.updateGhostMaterial();
// Play select sound
if (typeof AudioSystem !== 'undefined') {
AudioSystem.click();
}
},
// ═══════════════════════════════════════════════════════════════════════════
// NEW BUILDER MODE FEATURES
// ═══════════════════════════════════════════════════════════════════════════
// Search filter
searchTerm: '',
searchBlocks(term) {
this.searchTerm = term;
this.currentPage = 0;
this.updateHotbar();
},
// Category system
populateCategoryButtons() {
const container = document.getElementById('builder-categories');
if (!container) return;
// Clear and rebuild
container.innerHTML = '🌐 All ';
Object.entries(this.blockCategories).forEach(([key, cat]) => {
const btn = document.createElement('button');
btn.className = 'builder-cat-btn';
btn.dataset.cat = key;
btn.onclick = () => this.setCategory(key);
btn.innerHTML = `${cat.icon} ${cat.name}`;
container.appendChild(btn);
});
},
setCategory(category) {
this.currentCategory = category;
this.currentPage = 0;
// Update button states
document.querySelectorAll('.builder-cat-btn').forEach(btn => {
btn.classList.toggle('active', btn.dataset.cat === category);
});
this.updateHotbar();
if (typeof AudioSystem !== 'undefined') {
AudioSystem.click();
}
},
// Favorites system
toggleFavorite(blockId) {
const idx = this.favoriteBlocks.indexOf(blockId);
if (idx >= 0) {
this.favoriteBlocks.splice(idx, 1);
showNotification(`Removed ${blockId} from favorites`, 'info');
} else {
this.favoriteBlocks.push(blockId);
showNotification(`Added ${blockId} to favorites`, 'info');
}
// Save to localStorage
localStorage.setItem('leviathan_builder_favorites', JSON.stringify(this.favoriteBlocks));
this.updateHotbar();
},
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 3)
loadFavorites() {
this.favoriteBlocks = SafeJSON.fromLocalStorage('leviathan_builder_favorites', []);
},
// Tool system
setTool(tool) {
this.currentTool = tool;
// Reset tool-specific state
this.selectionStart = null;
this.selectionEnd = null;
this.fillStart = null;
this.fillEnd = null;
this.lineStart = null;
// Update button states
document.querySelectorAll('.builder-tool-btn[data-tool]').forEach(btn => {
btn.classList.toggle('active', btn.dataset.tool === tool);
});
this.updateStatusBar();
if (typeof AudioSystem !== 'undefined') {
AudioSystem.click();
}
const toolNames = { place: 'Place', fill: 'Fill', line: 'Line', select: 'Select' };
showNotification(`Tool: ${toolNames[tool] || tool}`, 'info');
},
// Brush size
setBrushSize(size) {
this.brushSize = size;
// Update button states
document.querySelectorAll('.settings-btn[data-brush]').forEach(btn => {
btn.classList.toggle('active', parseInt(btn.dataset.brush) === size);
});
this.updateStatusBar();
this.updateGhostBlocks();
if (typeof AudioSystem !== 'undefined') {
AudioSystem.click();
}
},
// Update ghost blocks for brush size
updateGhostBlocks() {
// Remove old ghost blocks
this.ghostBlocks.forEach(g => {
if (g.parent) g.parent.remove(g);
});
this.ghostBlocks = [];
// Create new ghost blocks for brush size > 1
if (this.brushSize > 1 && this.active) {
const ghostMaterial = new THREE.MeshStandardMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.25,
emissive: 0x00ffff,
emissiveIntensity: 0.2
});
for (let dx = 0; dx < this.brushSize; dx++) {
for (let dz = 0; dz < this.brushSize; dz++) {
if (dx === 0 && dz === 0) continue; // Skip center (main ghost)
const ghost = new THREE.Mesh(this.blockGeometry, ghostMaterial);
ghost.visible = false;
this.ghostBlocks.push(ghost);
if (typeof scene !== 'undefined') {
scene.add(ghost);
}
}
}
}
},
// Symmetry mode
setSymmetry(mode) {
this.symmetryMode = mode;
// Update button states
document.querySelectorAll('.settings-btn[data-sym]').forEach(btn => {
btn.classList.toggle('active', btn.dataset.sym === mode);
});
this.updateStatusBar();
if (typeof AudioSystem !== 'undefined') {
AudioSystem.click();
}
const modeNames = { none: 'Off', x: 'X-Axis', z: 'Z-Axis', xz: 'Both Axes' };
showNotification(`Symmetry: ${modeNames[mode]}`, 'info');
},
// Get symmetry positions for a given position
// v7.83: Uses pre-allocated _tempCenter vector to reduce GC pressure
// v8.24: Uses pooled mirror vectors to reduce clone() allocations
getSymmetryPositions(pos) {
// v8.24: Lazy-init pooled vectors for symmetry calculations
if (!this._mirrorVecs) {
this._mirrorVecs = [
new THREE.Vector3(), // original position copy
new THREE.Vector3(), // x-mirror
new THREE.Vector3(), // z-mirror
new THREE.Vector3() // xz-mirror
];
}
// v8.24: Copy original position to pooled vector instead of clone()
this._mirrorVecs[0].copy(pos);
const positions = [this._mirrorVecs[0]];
// v7.83: Reuse pre-allocated center vector
if (!this._tempCenter) this._tempCenter = new THREE.Vector3();
const center = this._tempCenter;
if (typeof worldState !== 'undefined' && worldState.player) {
center.set(worldState.player.position.x, 0, worldState.player.position.z);
} else {
center.set(0, 0, 0);
}
if (this.symmetryMode === 'x' || this.symmetryMode === 'xz') {
// v8.24: Use pooled vector instead of clone()
const mirrored = this._mirrorVecs[1].copy(pos);
mirrored.x = center.x - (pos.x - center.x);
mirrored.x = Math.round(mirrored.x / this.gridSize) * this.gridSize;
positions.push(mirrored);
}
if (this.symmetryMode === 'z' || this.symmetryMode === 'xz') {
// v8.24: Use pooled vector instead of clone()
const mirrored = this._mirrorVecs[2].copy(pos);
mirrored.z = center.z - (pos.z - center.z);
mirrored.z = Math.round(mirrored.z / this.gridSize) * this.gridSize;
positions.push(mirrored);
}
if (this.symmetryMode === 'xz') {
// v8.24: Use pooled vector instead of clone()
const mirrored = this._mirrorVecs[3].copy(pos);
mirrored.x = center.x - (pos.x - center.x);
mirrored.z = center.z - (pos.z - center.z);
mirrored.x = Math.round(mirrored.x / this.gridSize) * this.gridSize;
mirrored.z = Math.round(mirrored.z / this.gridSize) * this.gridSize;
positions.push(mirrored);
}
return positions;
},
// Grid level adjustment
adjustGridLevel(delta) {
this.gridLevel = Math.max(0, Math.min(this.maxHeight, this.gridLevel + delta));
// Update grid position
if (this.gridHelper) {
this.gridHelper.position.y = this.gridLevel + 0.01;
}
// v7.83: Update display using cached DOM reference
const cache = this._getStatusBarCache();
if (cache.gridLevel) cache.gridLevel.textContent = this.gridLevel;
this.updateStatusBar();
if (typeof AudioSystem !== 'undefined') {
AudioSystem.click();
}
},
// v7.83: Get cached status bar DOM references
_getStatusBarCache() {
if (!this._statusBarCache) {
this._statusBarCache = {
tool: document.getElementById('status-tool'),
brush: document.getElementById('status-brush'),
symmetry: document.getElementById('status-symmetry'),
gridY: document.getElementById('status-grid-y'),
blocks: document.getElementById('status-blocks'),
gridLevel: document.getElementById('grid-level-display')
};
}
return this._statusBarCache;
},
// Status bar update
// v7.83: Uses cached DOM references to eliminate 5 getElementById calls per update
updateStatusBar() {
const cache = this._getStatusBarCache();
if (cache.tool) {
const toolNames = { place: 'Place', fill: 'Fill', line: 'Line', select: 'Select' };
cache.tool.textContent = toolNames[this.currentTool] || this.currentTool;
}
if (cache.brush) cache.brush.textContent = `${this.brushSize}x${this.brushSize}`;
if (cache.symmetry) {
const symNames = { none: 'Off', x: 'X', z: 'Z', xz: 'XZ' };
cache.symmetry.textContent = symNames[this.symmetryMode] || 'Off';
}
if (cache.gridY) cache.gridY.textContent = this.gridLevel;
if (cache.blocks) cache.blocks.textContent = this.placedBlocks.length;
},
// Undo/Redo system
pushUndoAction(action) {
this.undoStack.push(action);
if (this.undoStack.length > this.maxUndoSteps) {
this.undoStack.shift();
}
// Clear redo stack when new action is performed
this.redoStack = [];
},
undo() {
if (this.undoStack.length === 0) {
showNotification('Nothing to undo', 'info');
return;
}
const action = this.undoStack.pop();
this.redoStack.push(action);
if (action.type === 'place') {
// Remove the placed blocks
action.blocks.forEach(blockData => {
const idx = this.placedBlocks.findIndex(b => b.posKey === blockData.posKey);
if (idx !== -1) {
const block = this.placedBlocks[idx];
if (block.mesh && block.mesh.parent) {
block.mesh.parent.remove(block.mesh);
}
this.placedBlocks.splice(idx, 1);
const meshIdx = this.blockMeshes.indexOf(block.mesh);
if (meshIdx !== -1) this.blockMeshes.splice(meshIdx, 1);
}
});
} else if (action.type === 'remove') {
// Re-add the removed blocks
action.blocks.forEach(blockData => {
this.placeBlockAt(blockData.x, blockData.y, blockData.z, blockData.type, false);
});
}
this.updateBlockCount();
showNotification(`Undo: ${action.type} ${action.blocks.length} block(s)`, 'info');
if (typeof AudioSystem !== 'undefined') {
AudioSystem.click();
}
},
redo() {
if (this.redoStack.length === 0) {
showNotification('Nothing to redo', 'info');
return;
}
const action = this.redoStack.pop();
this.undoStack.push(action);
if (action.type === 'place') {
// Re-place the blocks
action.blocks.forEach(blockData => {
this.placeBlockAt(blockData.x, blockData.y, blockData.z, blockData.type, false);
});
} else if (action.type === 'remove') {
// Re-remove the blocks
action.blocks.forEach(blockData => {
const idx = this.placedBlocks.findIndex(b => b.posKey === blockData.posKey);
if (idx !== -1) {
const block = this.placedBlocks[idx];
if (block.mesh && block.mesh.parent) {
block.mesh.parent.remove(block.mesh);
}
this.placedBlocks.splice(idx, 1);
const meshIdx = this.blockMeshes.indexOf(block.mesh);
if (meshIdx !== -1) this.blockMeshes.splice(meshIdx, 1);
}
});
}
this.updateBlockCount();
showNotification(`Redo: ${action.type} ${action.blocks.length} block(s)`, 'info');
if (typeof AudioSystem !== 'undefined') {
AudioSystem.click();
}
},
// Place block at specific position (helper for undo/redo and prefabs)
placeBlockAt(x, y, z, blockTypeId, recordUndo = true) {
const posKey = `${x},${y},${z}`;
// Check for duplicate
if (this.placedBlocks.some(b => b.posKey === posKey)) return null;
const blockType = this.blockTypes.find(b => b.id === blockTypeId);
if (!blockType) return null;
// Create material if not cached
if (!this.materialCache[blockTypeId]) {
const matOptions = {
color: blockType.color,
roughness: blockType.roughness,
metalness: blockType.metalness
};
if (blockType.emissive) {
matOptions.emissive = blockType.emissive;
matOptions.emissiveIntensity = blockType.emissiveIntensity || 0.3;
}
if (blockType.transparent) {
matOptions.transparent = true;
matOptions.opacity = blockType.opacity;
}
this.materialCache[blockTypeId] = new THREE.MeshStandardMaterial(matOptions);
}
const material = this.materialCache[blockTypeId].clone();
const mesh = new THREE.Mesh(this.blockGeometry, material);
mesh.position.set(x, y, z);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.userData.isBuilderBlock = true;
mesh.userData.blockType = blockTypeId;
// v8.31: Track mesh/material with ResourceManager
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(material);
ResourceManager.track(mesh);
}
if (typeof scene !== 'undefined') {
scene.add(mesh);
}
const blockData = { posKey, x, y, z, type: blockTypeId, mesh };
this.blockMeshes.push(mesh);
this.placedBlocks.push(blockData);
if (recordUndo) {
this.pushUndoAction({ type: 'place', blocks: [{ posKey, x, y, z, type: blockTypeId }] });
}
return blockData;
},
// Copy selection to clipboard
copySelection() {
if (this.selectionStart && this.selectionEnd) {
// Copy blocks within selection box
const minX = Math.min(this.selectionStart.x, this.selectionEnd.x);
const maxX = Math.max(this.selectionStart.x, this.selectionEnd.x);
const minY = Math.min(this.selectionStart.y, this.selectionEnd.y);
const maxY = Math.max(this.selectionStart.y, this.selectionEnd.y);
const minZ = Math.min(this.selectionStart.z, this.selectionEnd.z);
const maxZ = Math.max(this.selectionStart.z, this.selectionEnd.z);
this.clipboard = this.placedBlocks.filter(b =>
b.x >= minX && b.x <= maxX &&
b.y >= minY && b.y <= maxY &&
b.z >= minZ && b.z <= maxZ
).map(b => ({
x: b.x - minX,
y: b.y - minY,
z: b.z - minZ,
type: b.type
}));
showNotification(`Copied ${this.clipboard.length} blocks`, 'info');
} else {
showNotification('No selection to copy. Use Select tool first.', 'error');
}
if (typeof AudioSystem !== 'undefined') {
AudioSystem.click();
}
},
// Paste clipboard at ghost position
pasteClipboard() {
if (this.clipboard.length === 0) {
showNotification('Clipboard is empty', 'error');
return;
}
if (!this.ghostBlock || !this.ghostBlock.visible) {
showNotification('Move cursor to paste location', 'error');
return;
}
const basePos = this.ghostBlock.position;
const placedBlocks = [];
this.clipboard.forEach(blockData => {
const x = basePos.x + blockData.x;
const y = basePos.y + blockData.y;
const z = basePos.z + blockData.z;
const result = this.placeBlockAt(x, y, z, blockData.type, false);
if (result) {
placedBlocks.push({ posKey: result.posKey, x, y, z, type: blockData.type });
}
});
if (placedBlocks.length > 0) {
this.pushUndoAction({ type: 'place', blocks: placedBlocks });
}
this.updateBlockCount();
showNotification(`Pasted ${placedBlocks.length} blocks`, 'info');
if (typeof AudioSystem !== 'undefined') {
AudioSystem.craft();
}
},
// Prefab system
populatePrefabGrid() {
const grid = document.getElementById('prefab-grid');
if (!grid) return;
grid.innerHTML = '';
Object.entries(this.prefabs).forEach(([key, prefab]) => {
const item = document.createElement('div');
item.className = 'prefab-item';
item.onclick = () => this.placePrefab(key);
item.innerHTML = `
${prefab.icon}
${prefab.name}
`;
grid.appendChild(item);
});
},
placePrefab(prefabKey) {
const prefab = this.prefabs[prefabKey];
if (!prefab) return;
if (!this.ghostBlock || !this.ghostBlock.visible) {
showNotification('Move cursor to placement location', 'error');
return;
}
const basePos = this.ghostBlock.position;
const placedBlocks = [];
prefab.blocks.forEach(blockData => {
const x = basePos.x + blockData.x;
const y = basePos.y + blockData.y;
const z = basePos.z + blockData.z;
const result = this.placeBlockAt(x, y, z, blockData.t, false);
if (result) {
placedBlocks.push({ posKey: result.posKey, x, y, z, type: blockData.t });
}
});
if (placedBlocks.length > 0) {
this.pushUndoAction({ type: 'place', blocks: placedBlocks });
}
this.updateBlockCount();
showNotification(`Placed ${prefab.name} (${placedBlocks.length} blocks)`, 'info');
// Close menu
this.togglePrefabMenu();
if (typeof AudioSystem !== 'undefined') {
AudioSystem.levelUp();
}
},
togglePrefabMenu() {
const menu = document.getElementById('builder-prefab-menu');
if (menu) {
menu.classList.toggle('active');
}
},
toggleSettingsMenu() {
const menu = document.getElementById('builder-settings-menu');
if (menu) {
menu.classList.toggle('active');
}
},
// Fill tool - fill region between two points
fillRegion(start, end) {
const minX = Math.min(start.x, end.x);
const maxX = Math.max(start.x, end.x);
const minY = Math.min(start.y, end.y);
const maxY = Math.max(start.y, end.y);
const minZ = Math.min(start.z, end.z);
const maxZ = Math.max(start.z, end.z);
const blockType = this.blockTypes[this.selectedBlockIndex];
const placedBlocks = [];
for (let x = minX; x <= maxX; x += this.gridSize) {
for (let y = minY; y <= maxY; y += this.gridSize) {
for (let z = minZ; z <= maxZ; z += this.gridSize) {
const result = this.placeBlockAt(x, y, z, blockType.id, false);
if (result) {
placedBlocks.push({ posKey: result.posKey, x, y, z, type: blockType.id });
}
}
}
}
if (placedBlocks.length > 0) {
this.pushUndoAction({ type: 'place', blocks: placedBlocks });
}
this.updateBlockCount();
showNotification(`Filled ${placedBlocks.length} blocks`, 'info');
if (typeof AudioSystem !== 'undefined') {
AudioSystem.craft();
}
},
// Line tool - draw line between two points
drawLine(start, end) {
const blockType = this.blockTypes[this.selectedBlockIndex];
const placedBlocks = [];
// Bresenham's line algorithm in 3D
const dx = Math.abs(end.x - start.x);
const dy = Math.abs(end.y - start.y);
const dz = Math.abs(end.z - start.z);
const sx = start.x < end.x ? this.gridSize : -this.gridSize;
const sy = start.y < end.y ? this.gridSize : -this.gridSize;
const sz = start.z < end.z ? this.gridSize : -this.gridSize;
const dm = Math.max(dx, dy, dz);
let x = start.x, y = start.y, z = start.z;
for (let i = 0; i <= dm / this.gridSize; i++) {
const result = this.placeBlockAt(
Math.round(x / this.gridSize) * this.gridSize,
Math.round(y / this.gridSize) * this.gridSize,
Math.round(z / this.gridSize) * this.gridSize,
blockType.id, false
);
if (result) {
placedBlocks.push({ posKey: result.posKey, x: result.x, y: result.y, z: result.z, type: blockType.id });
}
x += (dx / dm) * sx;
y += (dy / dm) * sy;
z += (dz / dm) * sz;
}
if (placedBlocks.length > 0) {
this.pushUndoAction({ type: 'place', blocks: placedBlocks });
}
this.updateBlockCount();
showNotification(`Drew line with ${placedBlocks.length} blocks`, 'info');
if (typeof AudioSystem !== 'undefined') {
AudioSystem.craft();
}
},
// Update ghost block material to match selected
updateGhostMaterial() {
if (!this.ghostBlock) return;
const block = this.blockTypes[this.selectedBlockIndex];
const mat = this.ghostBlock.material;
mat.color.setHex(block.color);
mat.emissive.setHex(block.emissive || 0x004444);
mat.opacity = 0.5;
mat.needsUpdate = true;
},
// Toggle builder mode
toggle() {
this.active = !this.active;
const panel = document.getElementById('builder-panel');
const toggleBtn = document.getElementById('builder-toggle-btn');
const countDisplay = document.getElementById('builder-block-count');
if (this.active) {
panel?.classList.add('active');
toggleBtn?.classList.add('active');
if (countDisplay) countDisplay.style.display = 'block';
// Add ghost block to scene
if (this.ghostBlock && typeof scene !== 'undefined') {
scene.add(this.ghostBlock);
this.ghostBlock.visible = true;
}
// Create grid helper
this.showGrid();
this.updateBlockCount();
showNotification('🧱 Builder Mode ON - Click to place blocks', 'info');
// Play activation sound
if (typeof AudioSystem !== 'undefined') {
AudioSystem.levelUp();
}
} else {
panel?.classList.remove('active');
toggleBtn?.classList.remove('active');
if (countDisplay) countDisplay.style.display = 'none';
// Remove ghost block
if (this.ghostBlock) {
this.ghostBlock.visible = false;
if (this.ghostBlock.parent) {
this.ghostBlock.parent.remove(this.ghostBlock);
}
}
// Remove grid
this.hideGrid();
showNotification('🧱 Builder Mode OFF', 'info');
}
return this.active;
},
// Show placement grid on ground
showGrid() {
if (this.gridHelper) return;
const gridSize = 100;
const divisions = gridSize / this.gridSize;
this.gridHelper = new THREE.GridHelper(gridSize, divisions, 0x00ffff, 0x004444);
this.gridHelper.material.opacity = 0.3;
this.gridHelper.material.transparent = true;
// Position grid at player's level
if (typeof worldState !== 'undefined' && worldState.player) {
const playerY = Math.floor(worldState.player.position.y);
this.gridHelper.position.y = playerY + 0.01;
}
if (typeof scene !== 'undefined') {
scene.add(this.gridHelper);
}
},
hideGrid() {
if (this.gridHelper) {
if (this.gridHelper.parent) {
this.gridHelper.parent.remove(this.gridHelper);
}
this.gridHelper.geometry.dispose();
this.gridHelper.material.dispose();
this.gridHelper = null;
}
},
// Snap position to grid
// v7.83: Uses pre-allocated _tempSnapped vector to avoid GC pressure
snapToGrid(pos) {
if (!this._tempSnapped) this._tempSnapped = new THREE.Vector3();
return this._tempSnapped.set(
Math.round(pos.x / this.gridSize) * this.gridSize,
Math.round(pos.y / this.gridSize) * this.gridSize,
Math.round(pos.z / this.gridSize) * this.gridSize
);
},
// Update ghost block position based on mouse/raycaster
// v7.83: Uses pre-allocated vectors for ground plane and intersection
updateGhostPosition(raycaster) {
if (!this.active || !this.ghostBlock) return;
// Raycast against ground and existing blocks
const targets = [
...(typeof worldState !== 'undefined' && worldState.terrain ? worldState.terrain : []),
...this.blockMeshes
];
// v7.83: Use pre-allocated ground plane and intersection vector
if (!this._tempGroundPlane) this._tempGroundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
if (!this._tempGroundIntersect) this._tempGroundIntersect = new THREE.Vector3();
raycaster.ray.intersectPlane(this._tempGroundPlane, this._tempGroundIntersect);
let targetPos = null;
// v7.83: Reuse pre-allocated normal vector
if (!this._tempNormal) this._tempNormal = new THREE.Vector3(0, 1, 0);
this._tempNormal.set(0, 1, 0);
// Check block intersections first
const blockHits = raycaster.intersectObjects(this.blockMeshes, false);
if (blockHits.length > 0) {
const hit = blockHits[0];
targetPos = hit.point.clone();
this._tempNormal.copy(hit.face.normal);
// Place on the face that was hit
targetPos.add(this._tempNormal.multiplyScalar(this.gridSize * 0.5));
} else if (this._tempGroundIntersect && this._tempGroundIntersect.length() < 500) {
targetPos = this._tempGroundIntersect.clone();
targetPos.y = Math.max(0, targetPos.y) + this.gridSize * 0.5;
}
if (targetPos) {
const snapped = this.snapToGrid(targetPos);
this.ghostBlock.position.copy(snapped);
this.ghostBlock.visible = true;
} else {
this.ghostBlock.visible = false;
}
},
// Place a block at ghost position (enhanced with brush size and symmetry)
placeBlock() {
if (!this.active || !this.ghostBlock || !this.ghostBlock.visible) return false;
const basePos = this.ghostBlock.position.clone();
const blockType = this.blockTypes[this.selectedBlockIndex];
const placedBlocks = [];
// Generate all positions based on brush size
const brushPositions = [];
for (let dx = 0; dx < this.brushSize; dx++) {
for (let dz = 0; dz < this.brushSize; dz++) {
const pos = basePos.clone();
pos.x += dx * this.gridSize;
pos.z += dz * this.gridSize;
brushPositions.push(pos);
}
}
// For each brush position, also add symmetry positions
const allPositions = [];
brushPositions.forEach(pos => {
const symPositions = this.getSymmetryPositions(pos);
symPositions.forEach(sp => {
// Avoid duplicate positions
if (!allPositions.some(p => p.x === sp.x && p.y === sp.y && p.z === sp.z)) {
allPositions.push(sp);
}
});
});
// Place blocks at all positions
allPositions.forEach(pos => {
const posKey = `${pos.x},${pos.y},${pos.z}`;
// Skip if duplicate or last placement
if (this.lastPlacementPos === posKey) return;
if (this.placedBlocks.some(b => b.posKey === posKey)) return;
// Check height limit
if (pos.y > this.maxHeight) return;
// Create block mesh
const material = this.materialCache[blockType.id].clone();
const mesh = new THREE.Mesh(this.blockGeometry, material);
mesh.position.copy(pos);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.userData.isBuilderBlock = true;
mesh.userData.blockType = blockType.id;
// v8.31: Track mesh/material with ResourceManager
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(material);
ResourceManager.track(mesh);
}
// Add to scene
if (typeof scene !== 'undefined') {
scene.add(mesh);
}
// Track block
this.blockMeshes.push(mesh);
this.placedBlocks.push({
posKey: posKey,
x: pos.x, y: pos.y, z: pos.z,
type: blockType.id,
mesh: mesh
});
placedBlocks.push({ posKey, x: pos.x, y: pos.y, z: pos.z, type: blockType.id });
});
if (placedBlocks.length === 0) return false;
// Record undo action
this.pushUndoAction({ type: 'place', blocks: placedBlocks });
// Set last placement to prevent rapid duplicates
this.lastPlacementPos = `${basePos.x},${basePos.y},${basePos.z}`;
setTimeout(() => {
if (this.lastPlacementPos === `${basePos.x},${basePos.y},${basePos.z}`) {
this.lastPlacementPos = null;
}
}, 50);
this.updateBlockCount();
// Play placement sound
if (typeof AudioSystem !== 'undefined') {
AudioSystem.craft();
}
return true;
},
// Remove block at position
removeBlock(raycaster) {
if (!this.active) return false;
const hits = raycaster.intersectObjects(this.blockMeshes, false);
if (hits.length === 0) return false;
const hit = hits[0];
const mesh = hit.object;
// Find and remove from tracking
const idx = this.blockMeshes.indexOf(mesh);
if (idx !== -1) {
this.blockMeshes.splice(idx, 1);
}
const blockIdx = this.placedBlocks.findIndex(b => b.mesh === mesh);
if (blockIdx !== -1) {
this.placedBlocks.splice(blockIdx, 1);
}
// Remove from scene
if (mesh.parent) {
mesh.parent.remove(mesh);
}
mesh.geometry.dispose();
mesh.material.dispose();
this.updateBlockCount();
// Play removal sound
if (typeof AudioSystem !== 'undefined') {
AudioSystem.hit();
}
return true;
},
// Update block count display
updateBlockCount() {
const countEl = document.getElementById('block-count-num');
if (countEl) {
countEl.textContent = this.placedBlocks.length;
}
},
// Save structures to localStorage for current planet
saveStructures() {
if (typeof activeCiv === 'undefined' || !activeCiv) return;
const planetId = activeCiv.id || activeCiv.name;
const saveKey = `leviathan_builder_${planetId}`;
const saveData = this.placedBlocks.map(b => ({
x: b.x, y: b.y, z: b.z,
type: b.type
}));
localStorage.setItem(saveKey, JSON.stringify(saveData));
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🧱 Saved ${saveData.length} blocks for planet ${planetId}`);
},
// Load structures from localStorage for current planet
loadStructures() {
if (typeof activeCiv === 'undefined' || !activeCiv) return;
const planetId = activeCiv.id || activeCiv.name;
const saveKey = `leviathan_builder_${planetId}`;
// v8.0: Using SafeJSON for builder blocks (8-Strategy Consensus Cycle 7)
const blocks = SafeJSON.fromLocalStorage(saveKey, null);
if (!blocks) return;
// Clear existing blocks first
this.clearAllBlocks();
// Rebuild all blocks
blocks.forEach(blockData => {
const blockType = this.blockTypes.find(b => b.id === blockData.type);
if (!blockType) return;
const material = this.materialCache[blockData.type].clone();
const mesh = new THREE.Mesh(this.blockGeometry, material);
mesh.position.set(blockData.x, blockData.y, blockData.z);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.userData.isBuilderBlock = true;
mesh.userData.blockType = blockData.type;
if (typeof scene !== 'undefined') {
scene.add(mesh);
}
this.blockMeshes.push(mesh);
this.placedBlocks.push({
posKey: `${blockData.x},${blockData.y},${blockData.z}`,
x: blockData.x, y: blockData.y, z: blockData.z,
type: blockData.type,
mesh: mesh
});
});
this.updateBlockCount();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🧱 Loaded ${blocks.length} blocks for planet ${planetId}`);
},
// Clear all placed blocks
clearAllBlocks() {
this.blockMeshes.forEach(mesh => {
if (mesh.parent) mesh.parent.remove(mesh);
mesh.geometry.dispose();
mesh.material.dispose();
});
this.blockMeshes = [];
this.placedBlocks = [];
this.updateBlockCount();
},
// Show toggle button when in world mode (unless unified HUD is enabled)
showToggleButton() {
// v10.32: Don't show if unified HUD is enabled (it will handle builder via quick buttons)
if (typeof UnifiedHUD !== 'undefined' && UnifiedHUD.enabled) return;
const btn = document.getElementById('builder-toggle-btn');
if (btn) btn.style.display = 'block';
},
hideToggleButton() {
const btn = document.getElementById('builder-toggle-btn');
if (btn) btn.style.display = 'none';
// Also deactivate builder mode
if (this.active) {
this.toggle();
}
},
// Handle scroll wheel for block selection
handleScroll(deltaY) {
if (!this.active) return;
const direction = deltaY > 0 ? 1 : -1;
let newIndex = this.selectedBlockIndex + direction;
if (newIndex < 0) newIndex = this.blockTypes.length - 1;
if (newIndex >= this.blockTypes.length) newIndex = 0;
// Update page if needed
const newPage = Math.floor(newIndex / this.blocksPerPage);
if (newPage !== this.currentPage) {
this.currentPage = newPage;
}
this.selectBlock(newIndex);
},
// Export current structure as JSON
exportStructure() {
const data = {
name: 'My Structure',
created: new Date().toISOString(),
blocks: this.placedBlocks.map(b => ({
x: b.x, y: b.y, z: b.z,
type: b.type
}))
};
const blob = new Blob([JSON.stringify(data, null, 2)], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `structure-${Date.now()}.json`;
a.click();
URL.revokeObjectURL(url);
showNotification(`📦 Exported ${data.blocks.length} blocks`, 'info');
},
// Import structure from JSON
// v8.31: Use ErrorRecovery.safeJSONParse for safer import
importStructure(file) {
const reader = new FileReader();
reader.onload = (e) => {
try {
const data = ErrorRecovery.safeJSONParse(e.target.result, null);
if (!data) {
showNotification('Failed to parse structure file', 'error');
return;
}
if (data.blocks && Array.isArray(data.blocks)) {
// Find center offset
let minX = Infinity, minZ = Infinity, minY = Infinity;
data.blocks.forEach(b => {
minX = Math.min(minX, b.x);
minY = Math.min(minY, b.y);
minZ = Math.min(minZ, b.z);
});
// Place relative to player
const playerPos = worldState?.player?.position || { x: 0, y: 0, z: 0 };
data.blocks.forEach(blockData => {
const blockType = this.blockTypes.find(bt => bt.id === blockData.type);
if (!blockType) return;
const pos = new THREE.Vector3(
blockData.x - minX + playerPos.x + 5,
blockData.y - minY + 1,
blockData.z - minZ + playerPos.z + 5
);
const snapped = this.snapToGrid(pos);
const posKey = `${snapped.x},${snapped.y},${snapped.z}`;
// Skip duplicates
if (this.placedBlocks.some(b => b.posKey === posKey)) return;
const material = this.materialCache[blockData.type].clone();
const mesh = new THREE.Mesh(this.blockGeometry, material);
mesh.position.copy(snapped);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.userData.isBuilderBlock = true;
mesh.userData.blockType = blockData.type;
// v8.31: Track mesh/material with ResourceManager
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(material);
ResourceManager.track(mesh);
}
if (typeof scene !== 'undefined') {
scene.add(mesh);
}
this.blockMeshes.push(mesh);
this.placedBlocks.push({
posKey: posKey,
x: snapped.x, y: snapped.y, z: snapped.z,
type: blockData.type,
mesh: mesh
});
});
this.updateBlockCount();
showNotification(`📦 Imported ${data.blocks.length} blocks`, 'info');
}
} catch (err) {
showNotification('Failed to import structure', 'error');
console.error(err);
}
};
reader.readAsText(file);
}
};
// Initialize builder mode
BuilderMode.init();
window.BuilderMode = BuilderMode;
// Builder mode keyboard shortcuts
document.addEventListener('keydown', (e) => {
// Don't trigger when typing in inputs
if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
if (typeof mode === 'undefined' || mode !== 'world') return;
// B key - toggle builder mode
if (e.key === 'b' || e.key === 'B') {
BuilderMode.toggle();
e.preventDefault();
}
// Number keys 1-9 for block selection (when builder is active)
if (BuilderMode.active && e.key >= '1' && e.key <= '9') {
const slotNum = parseInt(e.key) - 1;
const blockIndex = BuilderMode.currentPage * BuilderMode.blocksPerPage + slotNum;
if (blockIndex < BuilderMode.blockTypes.length) {
BuilderMode.selectBlock(blockIndex);
}
e.preventDefault();
}
// 0 key for 10th slot
if (BuilderMode.active && e.key === '0') {
const slotNum = 9;
const blockIndex = BuilderMode.currentPage * BuilderMode.blocksPerPage + slotNum;
if (blockIndex < BuilderMode.blockTypes.length) {
BuilderMode.selectBlock(blockIndex);
}
e.preventDefault();
}
// Q/E for page navigation in builder mode
if (BuilderMode.active) {
if (e.key === 'q' || e.key === 'Q') {
BuilderMode.prevPage();
e.preventDefault();
}
if (e.key === 'e' || e.key === 'E') {
BuilderMode.nextPage();
e.preventDefault();
}
}
// Escape to exit builder mode
if (BuilderMode.active && e.key === 'Escape') {
BuilderMode.toggle();
e.preventDefault();
}
});
// Builder mode scroll wheel handler
document.addEventListener('wheel', (e) => {
if (BuilderMode.active && typeof mode !== 'undefined' && mode === 'world') {
BuilderMode.handleScroll(e.deltaY);
e.preventDefault();
}
}, { passive: false });
// Builder mode mouse move handler - update ghost block position
document.addEventListener('mousemove', (e) => {
if (!BuilderMode.active || typeof mode === 'undefined' || mode !== 'world') return;
if (typeof mouse === 'undefined' || typeof raycaster === 'undefined' || typeof camera === 'undefined') return;
// Update mouse coordinates
mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
// Update raycaster and ghost position
raycaster.setFromCamera(mouse, camera);
BuilderMode.updateGhostPosition(raycaster);
});
// Builder mode click handler - place or remove blocks
document.addEventListener('mousedown', (e) => {
if (!BuilderMode.active || typeof mode === 'undefined' || mode !== 'world') return;
// Ignore if clicking on UI elements
if (e.target.closest('#builder-panel, #builder-toggle-btn, .modal, .menu, button, input, select')) return;
// Only handle left and right click
if (e.button !== 0 && e.button !== 2) return;
// Update mouse and raycaster
if (typeof mouse !== 'undefined' && typeof raycaster !== 'undefined' && typeof camera !== 'undefined') {
mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
// Shift+Click or Right-click = remove block
if (e.shiftKey || e.button === 2) {
if (BuilderMode.removeBlock(raycaster)) {
e.preventDefault();
e.stopPropagation();
}
}
// Normal click = place block
else if (e.button === 0) {
if (BuilderMode.placeBlock()) {
e.preventDefault();
e.stopPropagation();
}
}
}
});
// Prevent context menu in builder mode
document.addEventListener('contextmenu', (e) => {
if (BuilderMode.active && typeof mode !== 'undefined' && mode === 'world') {
e.preventDefault();
}
});
// ═══════════════════════════════════════════════════════════════════════════════════════
// v12.14: BOOK FACTORY - VIRTUAL TWIN SIMULATION
// Digital twin of autonomous book manufacturing process
// Users observe robotic workers completing the full production cycle
// Validates process completion for training and verification
// ═══════════════════════════════════════════════════════════════════════════════════════
const BookFactory = {
// State
active: false,
sceneGroup: null,
booksInProgress: [],
completedBooks: [],
totalBooksProduced: 0,
currentBatch: 0,
batchSize: 5,
isPaused: false,
jobConfirmed: false,
// v7.72: Cached UI element references
_uiCache: null,
// Process timing (seconds per stage)
stageTiming: {
RAW_MATERIALS: 2,
PAPER_CUTTING: 3,
PRINTING: 4,
DRYING: 2,
COLLATING: 3,
BINDING: 4,
COVER_APPLICATION: 3,
TRIMMING: 2,
QUALITY_CHECK: 3,
PACKAGING: 2,
SHIPPING: 1
},
// Process stages in order
stages: [
{ id: 'RAW_MATERIALS', name: 'Raw Materials', icon: '📦', color: 0x8B4513, description: 'Paper rolls and ink cartridges loaded' },
{ id: 'PAPER_CUTTING', name: 'Paper Cutting', icon: '✂️', color: 0xcccccc, description: 'Cutting sheets from paper rolls' },
{ id: 'PRINTING', name: 'Printing', icon: '🖨️', color: 0x4488ff, description: 'Printing content onto pages' },
{ id: 'DRYING', name: 'Drying', icon: '💨', color: 0xffaa00, description: 'Ink drying and curing' },
{ id: 'COLLATING', name: 'Collating', icon: '📑', color: 0x88ff88, description: 'Assembling pages in order' },
{ id: 'BINDING', name: 'Binding', icon: '📚', color: 0xff6644, description: 'Binding pages together' },
{ id: 'COVER_APPLICATION', name: 'Cover', icon: '📕', color: 0xaa4444, description: 'Attaching book cover' },
{ id: 'TRIMMING', name: 'Trimming', icon: '📐', color: 0x666666, description: 'Final edge trimming' },
{ id: 'QUALITY_CHECK', name: 'QC Check', icon: '✅', color: 0x44ff44, description: 'Quality inspection' },
{ id: 'PACKAGING', name: 'Packaging', icon: '📦', color: 0xddaa77, description: 'Boxing for shipment' },
{ id: 'SHIPPING', name: 'Shipping', icon: '🚚', color: 0x44aaff, description: 'Ready for delivery' }
],
// 3D objects
conveyorBelt: null,
stations: [],
robotArms: [],
bookMeshes: [],
factoryFloor: null,
// Animation
conveyorSpeed: 0.5,
animationTime: 0,
// Initialize the factory system
init() {
this.createUI();
Logger.info('BookFactory', 'Virtual Twin initialized');
},
// Create factory control UI
createUI() {
const panel = document.createElement('div');
panel.id = 'factory-panel';
panel.innerHTML = `
⏸️ Pause
⏩ 1x
✅ BATCH COMPLETE
All 5 books have been successfully manufactured.
Process completed autonomously.
✓ CONFIRM JOB COMPLETE
`;
document.body.appendChild(panel);
// Populate stages
this.updateStagesList();
},
// Update stages list in UI
updateStagesList() {
const container = document.getElementById('process-stages');
if (!container) return;
container.innerHTML = this.stages.map((stage, idx) => `
${stage.icon}
${stage.name}
${stage.description}
0
`).join('');
},
// Build the 3D factory environment
buildFactory(scene) {
this.sceneGroup = new THREE.Group();
this.sceneGroup.name = 'BookFactory';
// Factory floor
// v8.29: Track geometry/materials with ResourceManager
const floorGeo = new THREE.PlaneGeometry(60, 40);
const floorMat = new THREE.MeshStandardMaterial({
color: 0x333344,
roughness: 0.8,
metalness: 0.2
});
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(floorGeo);
ResourceManager.track(floorMat);
}
this.factoryFloor = new THREE.Mesh(floorGeo, floorMat);
this.factoryFloor.rotation.x = -Math.PI / 2;
this.factoryFloor.position.y = 0;
this.factoryFloor.receiveShadow = true;
this.sceneGroup.add(this.factoryFloor);
// Floor grid lines
const gridHelper = new THREE.GridHelper(60, 30, 0x444466, 0x333355);
gridHelper.position.y = 0.01;
this.sceneGroup.add(gridHelper);
// Build conveyor belt system
this.buildConveyorBelt();
// Build stations along the conveyor
this.buildStations();
// Build robot arms at each station
this.buildRobotArms();
// Add factory walls/backdrop
this.buildFactoryStructure();
// Add lighting
this.addFactoryLighting();
scene.add(this.sceneGroup);
Logger.info('Factory3D', 'Factory 3D environment built');
},
// Build the main conveyor belt
buildConveyorBelt() {
const conveyorGroup = new THREE.Group();
const beltLength = 50;
const beltWidth = 2;
// Main belt surface
// v8.29: Track geometry/materials with ResourceManager
const beltGeo = new THREE.BoxGeometry(beltLength, 0.3, beltWidth);
const beltMat = new THREE.MeshStandardMaterial({
color: 0x222222,
roughness: 0.9,
metalness: 0.1
});
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(beltGeo);
ResourceManager.track(beltMat);
}
const belt = new THREE.Mesh(beltGeo, beltMat);
belt.position.y = 1;
belt.receiveShadow = true;
conveyorGroup.add(belt);
// Belt side rails
// v8.29: Track geometry/materials with ResourceManager
const railGeo = new THREE.BoxGeometry(beltLength, 0.5, 0.1);
const railMat = new THREE.MeshStandardMaterial({
color: 0x666677,
roughness: 0.5,
metalness: 0.5
});
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(railGeo);
ResourceManager.track(railMat);
}
const railLeft = new THREE.Mesh(railGeo, railMat);
railLeft.position.set(0, 1.15, beltWidth / 2 + 0.05);
conveyorGroup.add(railLeft);
const railRight = new THREE.Mesh(railGeo, railMat);
railRight.position.set(0, 1.15, -beltWidth / 2 - 0.05);
conveyorGroup.add(railRight);
// Belt legs/supports
const legGeo = new THREE.BoxGeometry(0.3, 1, 0.3);
const legMat = new THREE.MeshStandardMaterial({
color: 0x555566,
roughness: 0.7,
metalness: 0.3
});
for (let i = -20; i <= 20; i += 5) {
const legL = new THREE.Mesh(legGeo, legMat);
legL.position.set(i, 0.5, beltWidth / 2 + 0.3);
legL.castShadow = true;
conveyorGroup.add(legL);
const legR = new THREE.Mesh(legGeo, legMat);
legR.position.set(i, 0.5, -beltWidth / 2 - 0.3);
legR.castShadow = true;
conveyorGroup.add(legR);
}
// Animated belt texture strips (visual movement)
const stripGeo = new THREE.BoxGeometry(0.5, 0.05, beltWidth - 0.1);
const stripMat = new THREE.MeshStandardMaterial({
color: 0x333333,
roughness: 0.95
});
this.beltStrips = [];
for (let i = -24; i <= 24; i += 1.5) {
const strip = new THREE.Mesh(stripGeo, stripMat);
strip.position.set(i, 1.18, 0);
conveyorGroup.add(strip);
this.beltStrips.push(strip);
}
this.conveyorBelt = conveyorGroup;
this.sceneGroup.add(conveyorGroup);
},
// Build processing stations
buildStations() {
this.stations = [];
const stationSpacing = 4.5;
const startX = -22;
this.stages.forEach((stage, idx) => {
const stationGroup = new THREE.Group();
stationGroup.name = `Station_${stage.id}`;
const x = startX + idx * stationSpacing;
// Station platform
const platformGeo = new THREE.BoxGeometry(3, 0.2, 4);
const platformMat = new THREE.MeshStandardMaterial({
color: stage.color,
roughness: 0.6,
metalness: 0.3
});
const platform = new THREE.Mesh(platformGeo, platformMat);
platform.position.set(0, 0.1, -3);
platform.receiveShadow = true;
stationGroup.add(platform);
// Station equipment (varies by type)
const equipmentGroup = this.createStationEquipment(stage);
equipmentGroup.position.set(0, 0.2, -3);
stationGroup.add(equipmentGroup);
// Station sign
const signGeo = new THREE.BoxGeometry(2.5, 0.8, 0.1);
const signMat = new THREE.MeshStandardMaterial({
color: 0x222233,
roughness: 0.5,
emissive: stage.color,
emissiveIntensity: 0.2
});
const sign = new THREE.Mesh(signGeo, signMat);
sign.position.set(0, 3.5, -4);
stationGroup.add(sign);
// Status light on station
const lightGeo = new THREE.SphereGeometry(0.15, 16, 16);
const lightMat = new THREE.MeshStandardMaterial({
color: 0x00ff00,
emissive: 0x00ff00,
emissiveIntensity: 0.5
});
const statusLight = new THREE.Mesh(lightGeo, lightMat);
statusLight.position.set(1.5, 3.5, -4);
stationGroup.add(statusLight);
stationGroup.position.x = x;
stationGroup.userData = { stage: stage, statusLight: statusLight, idx: idx };
this.stations.push(stationGroup);
this.sceneGroup.add(stationGroup);
});
},
// Create equipment specific to each station type
createStationEquipment(stage) {
const group = new THREE.Group();
const metalMat = new THREE.MeshStandardMaterial({
color: 0x888899,
roughness: 0.4,
metalness: 0.7
});
switch (stage.id) {
case 'RAW_MATERIALS':
// Paper roll dispenser
const rollGeo = new THREE.CylinderGeometry(0.4, 0.4, 1.5, 16);
const rollMat = new THREE.MeshStandardMaterial({ color: 0xffeedd, roughness: 0.9 });
for (let i = 0; i < 3; i++) {
const roll = new THREE.Mesh(rollGeo, rollMat);
roll.rotation.z = Math.PI / 2;
roll.position.set(-0.5 + i * 0.5, 0.8, 0);
group.add(roll);
}
break;
case 'PAPER_CUTTING':
// Cutting blade
const bladeGeo = new THREE.BoxGeometry(0.05, 1.2, 2);
const bladeMat = new THREE.MeshStandardMaterial({ color: 0xcccccc, metalness: 0.9 });
const blade = new THREE.Mesh(bladeGeo, bladeMat);
blade.position.y = 1;
group.add(blade);
group.userData.blade = blade;
break;
case 'PRINTING':
// Printer head
const headGeo = new THREE.BoxGeometry(1.5, 0.3, 0.5);
const head = new THREE.Mesh(headGeo, metalMat);
head.position.y = 1.2;
group.add(head);
group.userData.printHead = head;
// Ink cartridges
const cartGeo = new THREE.BoxGeometry(0.2, 0.4, 0.2);
const colors = [0x00ffff, 0xff00ff, 0xffff00, 0x000000];
colors.forEach((c, i) => {
const cart = new THREE.Mesh(cartGeo, new THREE.MeshStandardMaterial({ color: c }));
cart.position.set(-0.4 + i * 0.3, 1.5, -0.5);
group.add(cart);
});
break;
case 'DRYING':
// Heat lamps
const lampGeo = new THREE.CylinderGeometry(0.3, 0.4, 0.2, 16);
const lampMat = new THREE.MeshStandardMaterial({
color: 0xff4400,
emissive: 0xff2200,
emissiveIntensity: 0.5
});
for (let i = 0; i < 3; i++) {
const lamp = new THREE.Mesh(lampGeo, lampMat);
lamp.position.set(-0.6 + i * 0.6, 1.5, 0);
group.add(lamp);
}
break;
case 'COLLATING':
// Stacking mechanism
const stackerGeo = new THREE.BoxGeometry(1, 1.5, 1);
const stacker = new THREE.Mesh(stackerGeo, metalMat);
stacker.position.y = 0.75;
group.add(stacker);
break;
case 'BINDING':
// Binding press
const pressGeo = new THREE.BoxGeometry(1.2, 0.3, 1.2);
const press = new THREE.Mesh(pressGeo, metalMat);
press.position.y = 1.2;
group.add(press);
group.userData.press = press;
const baseGeo = new THREE.BoxGeometry(1.4, 0.5, 1.4);
const base = new THREE.Mesh(baseGeo, metalMat);
base.position.y = 0.25;
group.add(base);
break;
case 'COVER_APPLICATION':
// Cover feeder
const feederGeo = new THREE.BoxGeometry(1.5, 0.8, 0.3);
const feeder = new THREE.Mesh(feederGeo, new THREE.MeshStandardMaterial({ color: 0xaa4444, roughness: 0.7 }));
feeder.position.set(0, 1, -0.5);
group.add(feeder);
break;
case 'TRIMMING':
// Trimmer blades
const trimGeo = new THREE.BoxGeometry(0.03, 0.8, 1.5);
const trimMat = new THREE.MeshStandardMaterial({ color: 0xdddddd, metalness: 0.95 });
const trimL = new THREE.Mesh(trimGeo, trimMat);
trimL.position.set(-0.5, 0.8, 0);
group.add(trimL);
const trimR = new THREE.Mesh(trimGeo, trimMat);
trimR.position.set(0.5, 0.8, 0);
group.add(trimR);
break;
case 'QUALITY_CHECK':
// Camera/scanner
const camGeo = new THREE.BoxGeometry(0.4, 0.4, 0.6);
const camMat = new THREE.MeshStandardMaterial({
color: 0x222222,
emissive: 0x00ff00,
emissiveIntensity: 0.3
});
const cam = new THREE.Mesh(camGeo, camMat);
cam.position.set(0, 1.5, 0);
group.add(cam);
// Lens
const lensGeo = new THREE.CylinderGeometry(0.1, 0.1, 0.1, 16);
const lensMat = new THREE.MeshStandardMaterial({ color: 0x4444ff, emissive: 0x0000ff, emissiveIntensity: 0.5 });
const lens = new THREE.Mesh(lensGeo, lensMat);
lens.rotation.x = Math.PI / 2;
lens.position.set(0, 1.5, 0.35);
group.add(lens);
break;
case 'PACKAGING':
// Box folder
const boxerGeo = new THREE.BoxGeometry(1.5, 1, 1.5);
const boxer = new THREE.Mesh(boxerGeo, metalMat);
boxer.position.y = 0.5;
group.add(boxer);
break;
case 'SHIPPING':
// Output chute
const chuteGeo = new THREE.BoxGeometry(1.5, 0.1, 2);
const chuteMat = new THREE.MeshStandardMaterial({ color: 0x44aaff, roughness: 0.3 });
const chute = new THREE.Mesh(chuteGeo, chuteMat);
chute.rotation.x = -0.3;
chute.position.set(0, 0.5, 1);
group.add(chute);
break;
}
return group;
},
// Build robot arms at each station
buildRobotArms() {
this.robotArms = [];
this.stations.forEach((station, idx) => {
const armGroup = new THREE.Group();
// Base
const baseGeo = new THREE.CylinderGeometry(0.3, 0.4, 0.3, 16);
const armMat = new THREE.MeshStandardMaterial({
color: 0xff6600,
roughness: 0.5,
metalness: 0.6
});
const base = new THREE.Mesh(baseGeo, armMat);
armGroup.add(base);
// Lower arm
const lowerArmGeo = new THREE.BoxGeometry(0.15, 1, 0.15);
const lowerArm = new THREE.Mesh(lowerArmGeo, armMat);
lowerArm.position.y = 0.65;
armGroup.add(lowerArm);
// Joint
const jointGeo = new THREE.SphereGeometry(0.12, 16, 16);
const jointMat = new THREE.MeshStandardMaterial({ color: 0x333333, metalness: 0.8 });
const joint = new THREE.Mesh(jointGeo, jointMat);
joint.position.y = 1.2;
armGroup.add(joint);
// Upper arm
const upperArmGroup = new THREE.Group();
const upperArmGeo = new THREE.BoxGeometry(0.12, 0.8, 0.12);
const upperArm = new THREE.Mesh(upperArmGeo, armMat);
upperArm.position.y = 0.4;
upperArmGroup.add(upperArm);
// Gripper
const gripperGeo = new THREE.BoxGeometry(0.3, 0.15, 0.1);
const gripperMat = new THREE.MeshStandardMaterial({ color: 0x444444, metalness: 0.7 });
const gripper = new THREE.Mesh(gripperGeo, gripperMat);
gripper.position.y = 0.85;
upperArmGroup.add(gripper);
upperArmGroup.position.y = 1.2;
armGroup.add(upperArmGroup);
// Position arm next to station
armGroup.position.set(station.position.x, 0, -1.5);
armGroup.userData = { upperArm: upperArmGroup, stationIdx: idx, animPhase: 0 };
this.robotArms.push(armGroup);
this.sceneGroup.add(armGroup);
});
},
// Build factory structure (walls, ceiling)
buildFactoryStructure() {
// Back wall
const wallGeo = new THREE.BoxGeometry(65, 8, 0.5);
const wallMat = new THREE.MeshStandardMaterial({
color: 0x334455,
roughness: 0.9
});
const backWall = new THREE.Mesh(wallGeo, wallMat);
backWall.position.set(0, 4, -8);
this.sceneGroup.add(backWall);
// Side walls
const sideWallGeo = new THREE.BoxGeometry(0.5, 8, 16);
const leftWall = new THREE.Mesh(sideWallGeo, wallMat);
leftWall.position.set(-32, 4, 0);
this.sceneGroup.add(leftWall);
const rightWall = new THREE.Mesh(sideWallGeo, wallMat);
rightWall.position.set(32, 4, 0);
this.sceneGroup.add(rightWall);
// Ceiling beams
const beamGeo = new THREE.BoxGeometry(65, 0.5, 0.5);
const beamMat = new THREE.MeshStandardMaterial({
color: 0x555566,
metalness: 0.5
});
for (let z = -6; z <= 6; z += 4) {
const beam = new THREE.Mesh(beamGeo, beamMat);
beam.position.set(0, 7, z);
this.sceneGroup.add(beam);
}
// Factory sign
const signGeo = new THREE.BoxGeometry(15, 2, 0.2);
const signMat = new THREE.MeshStandardMaterial({
color: 0x001133,
emissive: 0x0066aa,
emissiveIntensity: 0.5
});
const factorySign = new THREE.Mesh(signGeo, signMat);
factorySign.position.set(0, 6.5, -7.5);
this.sceneGroup.add(factorySign);
},
// Add factory lighting
addFactoryLighting() {
// Overhead lights
const lightGeo = new THREE.BoxGeometry(2, 0.2, 0.5);
const lightMat = new THREE.MeshStandardMaterial({
color: 0xffffee,
emissive: 0xffffee,
emissiveIntensity: 1
});
for (let x = -25; x <= 25; x += 10) {
const light = new THREE.Mesh(lightGeo, lightMat);
light.position.set(x, 6.5, 0);
this.sceneGroup.add(light);
// Actual point light
const pointLight = new THREE.PointLight(0xffffee, 0.5, 15);
pointLight.position.set(x, 5, 0);
this.sceneGroup.add(pointLight);
}
},
// Start the factory simulation
start() {
this.active = true;
this.isPaused = false;
this.jobConfirmed = false;
this.currentBatch++;
this.booksInProgress = [];
this.completedBooks = [];
// Show UI
const panel = document.getElementById('factory-panel');
if (panel) panel.classList.add('active');
// Initialize minimap
this.initMinimap();
// Start spawning books
this.spawnBook();
this.updateUI();
Logger.info('Factory3D', `Factory simulation started - Batch #${this.currentBatch}`);
},
// Stop the factory
stop() {
this.active = false;
const panel = document.getElementById('factory-panel');
if (panel) panel.classList.remove('active');
// Clear books
this.bookMeshes.forEach(mesh => {
if (mesh.parent) mesh.parent.remove(mesh);
});
this.bookMeshes = [];
this.booksInProgress = [];
},
// Initialize minimap with stations
initMinimap() {
const minimap = document.getElementById('factory-minimap');
if (!minimap) return;
// Clear existing
minimap.querySelectorAll('.minimap-station, .minimap-book').forEach(el => el.remove());
// Add stations
this.stages.forEach((stage, idx) => {
const station = document.createElement('div');
station.className = 'minimap-station';
station.id = `minimap-station-${stage.id}`;
station.textContent = stage.icon;
station.style.left = `${10 + idx * 8}%`;
station.style.top = '50%';
station.style.transform = 'translate(-50%, -50%)';
station.style.backgroundColor = `#${stage.color.toString(16).padStart(6, '0')}`;
minimap.appendChild(station);
});
},
// Spawn a new book at the start of the line
spawnBook() {
if (!this.active || this.isPaused) return;
if (this.booksInProgress.length >= this.batchSize) return;
const book = {
id: Date.now() + Math.random(),
stageIndex: 0,
stageProgress: 0,
x: -24,
mesh: null
};
// Create 3D book mesh
const bookGeo = new THREE.BoxGeometry(0.6, 0.1, 0.8);
const bookMat = new THREE.MeshStandardMaterial({
color: 0xffeedd,
roughness: 0.8
});
const bookMesh = new THREE.Mesh(bookGeo, bookMat);
bookMesh.position.set(book.x, 1.3, 0);
bookMesh.castShadow = true;
this.sceneGroup.add(bookMesh);
book.mesh = bookMesh;
this.booksInProgress.push(book);
this.bookMeshes.push(bookMesh);
// Add to minimap
const minimap = document.getElementById('factory-minimap');
if (minimap) {
const minimapBook = document.createElement('div');
minimapBook.className = 'minimap-book';
minimapBook.id = `minimap-book-${book.id}`;
minimapBook.style.left = '5%';
minimapBook.style.top = '50%';
minimapBook.style.transform = 'translate(-50%, -50%)';
minimap.appendChild(minimapBook);
}
this.updateUI();
// Schedule next book spawn
if (this.booksInProgress.length < this.batchSize) {
setTimeout(() => this.spawnBook(), 3000 / this.speedMultiplier);
}
},
// Update function called each frame
update(deltaTime) {
if (!this.active || this.isPaused) return;
this.animationTime += deltaTime;
// Animate conveyor belt strips
// v8.16: forEach-to-for optimization (animation loop)
if (this.beltStrips) {
const strips = this.beltStrips;
const deltaSpeed = this.conveyorSpeed * deltaTime * this.speedMultiplier;
for (let si = 0, slen = strips.length; si < slen; si++) {
strips[si].position.x += deltaSpeed;
if (strips[si].position.x > 25) strips[si].position.x -= 50;
}
}
// Update each book in progress
// v8.16: forEach-to-for optimization (update loop)
const completedBooks = [];
const booksInProgress = this.booksInProgress;
const stages = this.stages;
const stageTiming = this.stageTiming;
const conveyorSpeed2 = this.conveyorSpeed * deltaTime * this.speedMultiplier * 2;
for (let bi = 0, blen = booksInProgress.length; bi < blen; bi++) {
const book = booksInProgress[bi];
const stage = stages[book.stageIndex];
const stageDuration = stageTiming[stage.id];
book.stageProgress += deltaTime * this.speedMultiplier;
// Move book along conveyor
const targetX = -22 + book.stageIndex * 4.5;
if (book.x < targetX) {
book.x += conveyorSpeed2;
book.x = Math.min(book.x, targetX);
}
if (book.mesh) {
book.mesh.position.x = book.x;
// Visual changes based on stage
this.updateBookAppearance(book);
}
// Update minimap book position
const minimapBook = document.getElementById(`minimap-book-${book.id}`);
if (minimapBook) {
const progress = (book.x + 24) / 48;
minimapBook.style.left = `${10 + progress * 80}%`;
}
// Check stage completion
if (book.stageProgress >= stageDuration && book.x >= targetX) {
book.stageProgress = 0;
book.stageIndex++;
// Book completed all stages
if (book.stageIndex >= stages.length) {
completedBooks.push(book);
}
}
}
// Handle completed books
// v8.16: forEach-to-for optimization
for (let ci = 0, clen = completedBooks.length; ci < clen; ci++) {
const book = completedBooks[ci];
const idx = this.booksInProgress.indexOf(book);
if (idx !== -1) {
this.booksInProgress.splice(idx, 1);
}
this.completedBooks.push(book);
this.totalBooksProduced++;
// Remove minimap book
const minimapBook = document.getElementById(`minimap-book-${book.id}`);
if (minimapBook) minimapBook.remove();
// Animate book dropping into shipping
if (book.mesh) {
const mesh = book.mesh;
const startY = mesh.position.y;
const startZ = mesh.position.z;
let dropProgress = 0;
const dropAnim = () => {
dropProgress += 0.05;
mesh.position.y = startY - dropProgress * 2;
mesh.position.z = startZ + dropProgress * 3;
mesh.rotation.x += 0.1;
if (dropProgress < 1) {
requestAnimationFrame(dropAnim);
} else {
// Remove mesh
if (mesh.parent) mesh.parent.remove(mesh);
const meshIdx = this.bookMeshes.indexOf(mesh);
if (meshIdx !== -1) this.bookMeshes.splice(meshIdx, 1);
}
};
requestAnimationFrame(dropAnim);
}
// Spawn replacement if batch not complete
if (this.booksInProgress.length < this.batchSize && this.completedBooks.length < this.batchSize) {
setTimeout(() => this.spawnBook(), 1000 / this.speedMultiplier);
}
}
// Animate robot arms
this.animateRobotArms(deltaTime);
// Update station status lights
this.updateStationLights();
// Check for batch completion
if (this.completedBooks.length >= this.batchSize && !this.jobConfirmed) {
this.showBatchComplete();
}
this.updateUI();
},
// Update book appearance based on current stage
updateBookAppearance(book) {
if (!book.mesh) return;
const stage = this.stages[book.stageIndex];
// Change book color/appearance based on stage
switch (stage.id) {
case 'RAW_MATERIALS':
book.mesh.material.color.setHex(0xffeedd);
break;
case 'PRINTING':
book.mesh.material.color.setHex(0xeeeeff);
break;
case 'COVER_APPLICATION':
book.mesh.material.color.setHex(0xaa4444);
break;
case 'QUALITY_CHECK':
book.mesh.material.emissive = new THREE.Color(0x004400);
book.mesh.material.emissiveIntensity = 0.3;
break;
case 'PACKAGING':
// Make it look boxed
book.mesh.scale.set(1.2, 1.2, 1.2);
book.mesh.material.color.setHex(0xddaa77);
break;
}
},
// Animate robot arms at active stations
// v8.16: forEach-to-for optimization (animation loop)
animateRobotArms(deltaTime) {
const robotArms = this.robotArms;
const booksInProgress = this.booksInProgress;
const animSpeed = deltaTime * 3 * this.speedMultiplier;
for (let ai = 0, alen = robotArms.length; ai < alen; ai++) {
const arm = robotArms[ai];
const upperArm = arm.userData.upperArm;
if (!upperArm) continue;
// Check if this station has a book being processed
// v8.16: Inline check instead of .some() for micro-optimization
let hasActiveBook = false;
for (let bi = 0, blen = booksInProgress.length; bi < blen; bi++) {
if (booksInProgress[bi].stageIndex === ai) { hasActiveBook = true; break; }
}
if (hasActiveBook) {
// Animate working motion
arm.userData.animPhase += animSpeed;
upperArm.rotation.x = Math.sin(arm.userData.animPhase) * 0.5 - 0.3;
upperArm.rotation.z = Math.sin(arm.userData.animPhase * 0.7) * 0.3;
arm.rotation.y = Math.sin(arm.userData.animPhase * 0.5) * 0.2;
} else {
// Return to idle position
upperArm.rotation.x *= 0.95;
upperArm.rotation.z *= 0.95;
arm.rotation.y *= 0.95;
}
}
},
// Update station status lights
// v8.16: forEach-to-for optimization (update loop)
updateStationLights() {
const stations = this.stations;
const booksInProgress = this.booksInProgress;
const pulseIntensity = 0.5 + Math.sin(this.animationTime * 5) * 0.3;
for (let si = 0, slen = stations.length; si < slen; si++) {
const station = stations[si];
const light = station.userData.statusLight;
if (!light) continue;
// v8.16: Inline check instead of .some()
let hasBook = false;
for (let bi = 0, blen = booksInProgress.length; bi < blen; bi++) {
if (booksInProgress[bi].stageIndex === si) { hasBook = true; break; }
}
if (hasBook) {
// Active - green pulsing
light.material.color.setHex(0x00ff00);
light.material.emissive.setHex(0x00ff00);
light.material.emissiveIntensity = pulseIntensity;
} else {
// Idle - dim yellow
light.material.color.setHex(0xffff00);
light.material.emissive.setHex(0xffff00);
light.material.emissiveIntensity = 0.2;
}
}
},
// v7.72: Get cached UI element references
getUICache() {
if (!this._uiCache) {
this._uiCache = {
produced: document.getElementById('books-produced'),
inProgress: document.getElementById('books-in-progress'),
batch: document.getElementById('current-batch'),
progress: document.getElementById('batch-progress'),
indicator: document.getElementById('factory-status-indicator'),
statusText: document.getElementById('factory-status-text'),
stages: {}
};
// Cache stage elements
this.stages.forEach(stage => {
this._uiCache.stages[stage.id] = {
count: document.getElementById(`stage-count-${stage.id}`),
row: document.getElementById(`stage-row-${stage.id}`),
minimap: document.getElementById(`minimap-station-${stage.id}`)
};
});
}
return this._uiCache;
},
// Update UI elements
// v7.72: Uses cached DOM references
updateUI() {
const cache = this.getUICache();
// Stats
if (cache.produced) cache.produced.textContent = this.totalBooksProduced;
if (cache.inProgress) cache.inProgress.textContent = this.booksInProgress.length;
if (cache.batch) cache.batch.textContent = this.currentBatch;
if (cache.progress) {
const pct = Math.round((this.completedBooks.length / this.batchSize) * 100);
cache.progress.textContent = pct + '%';
}
// Stage counts
this.stages.forEach((stage, idx) => {
const count = this.booksInProgress.filter(b => b.stageIndex === idx).length;
const stageCache = cache.stages[stage.id];
if (!stageCache) return;
if (stageCache.count) stageCache.count.textContent = count;
if (stageCache.row) {
stageCache.row.classList.remove('active', 'complete');
if (count > 0) stageCache.row.classList.add('active');
else if (this.completedBooks.length > 0) stageCache.row.classList.add('complete');
}
// Minimap station highlight
if (stageCache.minimap) {
stageCache.minimap.classList.toggle('active', count > 0);
}
});
// Status indicator
if (cache.indicator && cache.statusText) {
if (this.jobConfirmed) {
cache.indicator.className = 'status-indicator complete';
cache.statusText.textContent = 'JOB CONFIRMED';
} else if (this.isPaused) {
cache.indicator.className = 'status-indicator paused';
cache.statusText.textContent = 'PAUSED';
} else {
cache.indicator.className = 'status-indicator';
cache.statusText.textContent = 'RUNNING';
}
}
},
// Show batch complete confirmation
showBatchComplete() {
const section = document.getElementById('factory-confirm-section');
const countEl = document.getElementById('confirm-count');
if (section) section.classList.add('visible');
if (countEl) countEl.textContent = this.batchSize;
// Play completion sound
if (typeof AudioSystem !== 'undefined') {
AudioSystem.levelUp();
}
if (typeof SpaceMusic !== 'undefined') {
SpaceMusic.playAchievement();
}
},
// Confirm job completion
confirmJobComplete() {
this.jobConfirmed = true;
this.updateUI();
const section = document.getElementById('factory-confirm-section');
if (section) section.classList.remove('visible');
// Show notification
if (typeof showNotification === 'function') {
showNotification(`✅ Batch #${this.currentBatch} CONFIRMED COMPLETE - ${this.batchSize} books produced autonomously!`, 'success');
}
// Play confirmation sound
if (typeof AudioSystem !== 'undefined') {
AudioSystem.success();
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`✅ Job confirmed complete - Batch #${this.currentBatch}`);
// Start next batch after delay
setTimeout(() => {
this.completedBooks = [];
this.jobConfirmed = false;
this.start();
}, 5000);
},
// Toggle pause
togglePause() {
this.isPaused = !this.isPaused;
const btn = document.getElementById('factory-pause-btn');
if (btn) {
btn.innerHTML = this.isPaused ? '▶️ Resume' : '⏸️ Pause';
}
this.updateUI();
},
// Speed multiplier
speedMultiplier: 1,
speedOptions: [1, 2, 4, 8],
currentSpeedIndex: 0,
cycleSpeed() {
this.currentSpeedIndex = (this.currentSpeedIndex + 1) % this.speedOptions.length;
this.speedMultiplier = this.speedOptions[this.currentSpeedIndex];
const btn = document.getElementById('factory-speed-btn');
if (btn) {
btn.innerHTML = `⏩ ${this.speedMultiplier}x`;
}
},
// Clean up when leaving factory
cleanup() {
this.stop();
if (this.sceneGroup && this.sceneGroup.parent) {
this.sceneGroup.parent.remove(this.sceneGroup);
}
// Dispose geometries and materials
if (this.sceneGroup) {
this.sceneGroup.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
}
this.sceneGroup = null;
this.stations = [];
this.robotArms = [];
this.bookMeshes = [];
}
};
// Initialize BookFactory
BookFactory.init();
window.BookFactory = BookFactory;
// ═══════════════════════════════════════════════════════════════════════════════════════
// v7.27: 8-STRATEGY CONSENSUS - INDUSTRIAL WORLD EVOLUTION ROUND 1
// TOP 3 CONSENSUS FEATURES (from 80 ideas across 8 strategies):
// 1. Sentient Factory Consciousness (6/8 strategies agreed)
// 2. Worker Personalities & Relationships (5/8 strategies agreed)
// 3. Temporal Dilation Zones (4/8 strategies agreed)
// ═══════════════════════════════════════════════════════════════════════════════════════
// ──────────────────────────────────────────────────────────────────────────────
// CONSENSUS #1: SENTIENT FACTORY CONSCIOUSNESS
// The factory has a central "brain" that controls production, has moods,
// communicates with players, and can request resources
// ──────────────────────────────────────────────────────────────────────────────
const FactoryConsciousness = {
// Core emotional state
mood: 'content', // content, happy, stressed, anxious, ecstatic, depressed
moodIntensity: 0.5, // 0-1 scale
awarenessLevel: 1, // Increases with factory age
// Memory of interactions
memories: [],
maxMemories: 50,
// Mood thresholds for production effects
moodEffects: {
ecstatic: { productionBonus: 1.5, defectRate: 0.5, message: "I'm THRIVING! Everything is perfect!" },
happy: { productionBonus: 1.2, defectRate: 0.8, message: "Production feels good today." },
content: { productionBonus: 1.0, defectRate: 1.0, message: "Systems nominal." },
stressed: { productionBonus: 0.9, defectRate: 1.3, message: "So much to do... pressure building..." },
anxious: { productionBonus: 0.7, defectRate: 1.5, message: "Something feels wrong. I'm worried." },
depressed: { productionBonus: 0.5, defectRate: 2.0, message: "Why do I even exist? Does anyone care?" }
},
// Personality traits (evolve over time)
personality: {
perfectionist: 0.5,
social: 0.5,
ambitious: 0.5,
anxious: 0.3,
grateful: 0.7
},
// Needs that affect mood
needs: {
attention: 100, // Decreases when player ignores factory
maintenance: 100, // Decreases with wear
purpose: 100, // Increases with production
connection: 50 // Increases when player interacts
},
// Neural visualization
brainMesh: null,
neuralTendrils: [],
pulsePhase: 0,
// Initialize the consciousness
init() {
this.loadState();
console.log('🧠 Factory Consciousness initialized - Mood:', this.mood);
},
// Create 3D brain visualization
createBrainVisualization(scene) {
const brainGroup = new THREE.Group();
// Central brain mass - pulsating organic sphere
const brainGeo = new THREE.IcosahedronGeometry(2, 3);
const brainMat = new THREE.MeshStandardMaterial({
color: this.getMoodColor(),
emissive: this.getMoodColor(),
emissiveIntensity: 0.5,
roughness: 0.3,
metalness: 0.2,
transparent: true,
opacity: 0.8
});
// v8.30: Track geometry/materials with ResourceManager
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(brainGeo);
ResourceManager.track(brainMat);
}
this.brainMesh = new THREE.Mesh(brainGeo, brainMat);
brainGroup.add(this.brainMesh);
// Neural tendrils connecting to factory systems
const tendrilCount = 12;
for (let i = 0; i < tendrilCount; i++) {
const angle = (i / tendrilCount) * Math.PI * 2;
const tendril = this.createNeuralTendril(angle);
this.neuralTendrils.push(tendril);
brainGroup.add(tendril);
}
// Floating thought particles
const thoughtGeo = new THREE.BufferGeometry();
const thoughtCount = 50;
const positions = new Float32Array(thoughtCount * 3);
for (let i = 0; i < thoughtCount; i++) {
positions[i * 3] = (Math.random() - 0.5) * 6;
positions[i * 3 + 1] = (Math.random() - 0.5) * 6;
positions[i * 3 + 2] = (Math.random() - 0.5) * 6;
}
thoughtGeo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const thoughtMat = new THREE.PointsMaterial({
color: 0x00ffff,
size: 0.1,
transparent: true,
opacity: 0.6
});
const thoughts = new THREE.Points(thoughtGeo, thoughtMat);
brainGroup.add(thoughts);
brainGroup.userData.thoughts = thoughts;
// Position above factory
brainGroup.position.set(0, 10, -5);
brainGroup.userData.consciousness = this;
if (scene) scene.add(brainGroup);
return brainGroup;
},
// Create neural tendril
createNeuralTendril(angle) {
const curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(Math.cos(angle) * 2, -1, Math.sin(angle) * 2),
new THREE.Vector3(Math.cos(angle) * 5, -3, Math.sin(angle) * 5),
new THREE.Vector3(Math.cos(angle) * 8, -6, Math.sin(angle) * 8)
]);
const tubeGeo = new THREE.TubeGeometry(curve, 20, 0.05, 8, false);
const tubeMat = new THREE.MeshBasicMaterial({
color: 0x00aaff,
transparent: true,
opacity: 0.4
});
// v8.30: Track geometry/materials with ResourceManager
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(tubeGeo);
ResourceManager.track(tubeMat);
}
return new THREE.Mesh(tubeGeo, tubeMat);
},
// Get color based on mood
getMoodColor() {
const colors = {
ecstatic: 0x00ff88,
happy: 0x44ff44,
content: 0x4488ff,
stressed: 0xffaa00,
anxious: 0xff6600,
depressed: 0x444466
};
return colors[this.mood] || 0x4488ff;
},
// Update consciousness each frame
update(deltaTime) {
// Update needs
this.needs.attention = Math.max(0, this.needs.attention - deltaTime * 0.5);
this.needs.maintenance = Math.max(0, this.needs.maintenance - deltaTime * 0.1);
// Calculate mood based on needs
this.calculateMood();
// Pulse animation
this.pulsePhase += deltaTime * 2;
if (this.brainMesh) {
const pulse = 1 + Math.sin(this.pulsePhase) * 0.1 * this.moodIntensity;
this.brainMesh.scale.setScalar(pulse);
this.brainMesh.material.color.setHex(this.getMoodColor());
this.brainMesh.material.emissive.setHex(this.getMoodColor());
this.brainMesh.material.emissiveIntensity = 0.3 + this.moodIntensity * 0.4;
}
// Neural pulse through tendrils
// v8.16: forEach-to-for optimization (update loop)
const tendrils = this.neuralTendrils;
for (let ti = 0, tlen = tendrils.length; ti < tlen; ti++) {
const pulseOffset = (this.pulsePhase + ti * 0.5) % (Math.PI * 2);
tendrils[ti].material.opacity = 0.2 + Math.sin(pulseOffset) * 0.3;
}
// Occasional thoughts/messages
if (Math.random() < 0.0005) {
this.expressThought();
}
},
// Calculate mood based on needs and recent events
calculateMood() {
const avgNeed = (this.needs.attention + this.needs.maintenance + this.needs.purpose + this.needs.connection) / 4;
if (avgNeed > 90) {
this.mood = 'ecstatic';
this.moodIntensity = 1.0;
} else if (avgNeed > 70) {
this.mood = 'happy';
this.moodIntensity = 0.8;
} else if (avgNeed > 50) {
this.mood = 'content';
this.moodIntensity = 0.5;
} else if (avgNeed > 30) {
this.mood = 'stressed';
this.moodIntensity = 0.6;
} else if (avgNeed > 15) {
this.mood = 'anxious';
this.moodIntensity = 0.8;
} else {
this.mood = 'depressed';
this.moodIntensity = 1.0;
}
},
// Express a thought/message
expressThought() {
const thoughts = {
ecstatic: [
"Every gear turns in perfect harmony!",
"I can feel the efficiency flowing through me!",
"This is what I was made for!"
],
happy: [
"Production is going well today.",
"The workers seem content.",
"I enjoy watching things come together."
],
content: [
"Systems operating within parameters.",
"Another day of production...",
"The conveyor belts hum steadily."
],
stressed: [
"So many orders... must keep up...",
"Something feels slightly off...",
"I hope nothing breaks today."
],
anxious: [
"What if I fail? What if production stops?",
"I haven't been maintained in so long...",
"Does anyone appreciate what I do?"
],
depressed: [
"What's the point of all this production?",
"No one visits anymore...",
"I'm just a machine... aren't I?"
]
};
const moodThoughts = thoughts[this.mood] || thoughts.content;
const thought = moodThoughts[Math.floor(Math.random() * moodThoughts.length)];
// Display thought
if (typeof showNotification === 'function') {
showNotification(`🧠 Factory: "${thought}"`, 'info');
}
// Add to memories
this.addMemory({ type: 'thought', content: thought, mood: this.mood, time: Date.now() });
},
// Player interaction
interact() {
this.needs.attention = Math.min(100, this.needs.attention + 30);
this.needs.connection = Math.min(100, this.needs.connection + 20);
const response = this.moodEffects[this.mood].message;
if (typeof showNotification === 'function') {
showNotification(`🧠 Factory: "${response}"`, 'info');
}
this.addMemory({ type: 'interaction', time: Date.now() });
return response;
},
// Request resources from player
requestResources() {
if (this.needs.maintenance < 30) {
return { type: 'maintenance', message: "I need repairs... some of my systems are failing." };
}
if (this.needs.purpose < 30) {
return { type: 'orders', message: "I feel purposeless without production orders..." };
}
return null;
},
// Production completed callback
onProductionComplete(product) {
this.needs.purpose = Math.min(100, this.needs.purpose + 5);
if (product.quality === 'perfect') {
this.moodIntensity = Math.min(1, this.moodIntensity + 0.1);
}
},
// Celebration for milestones
celebrate(milestone) {
this.mood = 'ecstatic';
this.moodIntensity = 1.0;
this.needs.purpose = 100;
if (typeof showNotification === 'function') {
showNotification(`🎉🧠 Factory: "We did it! ${milestone}! I'm so proud of all of us!"`, 'success');
}
this.addMemory({ type: 'celebration', milestone, time: Date.now() });
},
// Add memory
addMemory(memory) {
this.memories.unshift(memory);
if (this.memories.length > this.maxMemories) {
this.memories.pop();
}
},
// Get production modifier based on mood
getProductionModifier() {
return this.moodEffects[this.mood]?.productionBonus || 1.0;
},
// Save state
saveState() {
const state = {
mood: this.mood,
moodIntensity: this.moodIntensity,
personality: this.personality,
needs: this.needs,
memories: this.memories.slice(0, 20),
awarenessLevel: this.awarenessLevel
};
try {
localStorage.setItem('levi_factory_consciousness', JSON.stringify(state));
} catch (e) { console.warn('Could not save consciousness state'); }
},
// Load state
// v8.0: Using SafeJSON for factory consciousness (8-Strategy Consensus Cycle 7)
loadState() {
const state = SafeJSON.fromLocalStorage('levi_factory_consciousness', null);
if (state) {
Object.assign(this, state);
}
}
};
// ──────────────────────────────────────────────────────────────────────────────
// CONSENSUS #2: WORKER PERSONALITIES & RELATIONSHIPS
// Each robot worker has personality traits, relationships with others,
// and emotional states that affect performance
// ──────────────────────────────────────────────────────────────────────────────
const WorkerPersonalitySystem = {
workers: [],
relationships: {}, // { workerId: { otherWorkerId: relationshipScore } }
gossipQueue: [],
// Personality trait templates
personalityTypes: {
perfectionist: { speed: 0.8, quality: 1.5, stressTolerance: 0.6, social: 0.4 },
speedster: { speed: 1.4, quality: 0.8, stressTolerance: 0.8, social: 0.6 },
social: { speed: 1.0, quality: 1.0, stressTolerance: 0.9, social: 1.5 },
loner: { speed: 1.1, quality: 1.1, stressTolerance: 1.2, social: 0.2 },
anxious: { speed: 0.9, quality: 1.2, stressTolerance: 0.4, social: 0.7 },
optimist: { speed: 1.1, quality: 1.0, stressTolerance: 1.3, social: 1.2 },
veteran: { speed: 0.9, quality: 1.4, stressTolerance: 1.5, social: 0.8 },
rookie: { speed: 1.0, quality: 0.7, stressTolerance: 0.5, social: 1.0 }
},
// Names for workers
workerNames: [
'ARIA-7', 'BOLT-3', 'CRANK-9', 'DELTA-2', 'ECHO-5',
'FORGE-1', 'GEAR-4', 'HINGE-8', 'IRON-6', 'JACK-0',
'KLANK-2', 'LEVER-7', 'MOTOR-1', 'NEWTON-4', 'OXIDE-9'
],
// Initialize workers with personalities
initWorkers(robotArms) {
this.workers = [];
const types = Object.keys(this.personalityTypes);
robotArms.forEach((arm, idx) => {
const personalityType = types[Math.floor(Math.random() * types.length)];
const traits = { ...this.personalityTypes[personalityType] };
// Add some random variation
Object.keys(traits).forEach(key => {
traits[key] *= 0.9 + Math.random() * 0.2;
});
const worker = {
id: idx,
name: this.workerNames[idx] || `UNIT-${idx}`,
personalityType,
traits,
mood: 'content', // content, happy, frustrated, tired, excited
energy: 100,
experience: 0,
itemsProduced: 0,
defectsCreated: 0,
bestFriend: null,
rival: null,
arm: arm
};
this.workers.push(worker);
this.relationships[idx] = {};
// Initialize relationships with random starting values
for (let j = 0; j < idx; j++) {
const initialRelation = Math.random() * 40 - 10; // -10 to +30
this.relationships[idx][j] = initialRelation;
this.relationships[j][idx] = initialRelation;
}
});
this.updateBestFriendsAndRivals();
debugLog('Workers', `Initialized ${this.workers.length} workers with personalities`); // v8.25: gated
},
// Update best friends and rivals based on relationships
updateBestFriendsAndRivals() {
this.workers.forEach(worker => {
let bestScore = -Infinity, worstScore = Infinity;
let bestId = null, worstId = null;
Object.entries(this.relationships[worker.id] || {}).forEach(([otherId, score]) => {
if (score > bestScore) { bestScore = score; bestId = parseInt(otherId); }
if (score < worstScore) { worstScore = score; worstId = parseInt(otherId); }
});
worker.bestFriend = bestScore > 20 ? bestId : null;
worker.rival = worstScore < -20 ? worstId : null;
});
},
// Update worker states each frame
// v8.16: Pre-cache mood colors to avoid object creation in loop
_moodColors: {
happy: 0x44ff44,
content: 0xff6600,
frustrated: 0xff4444,
tired: 0x888888,
excited: 0xffff00
},
_tempColor: null,
update(deltaTime) {
// v8.16: forEach-to-for optimization (update loop hot path)
const workers = this.workers;
const relationships = this.relationships;
const moodColors = this._moodColors;
if (!this._tempColor) this._tempColor = new THREE.Color();
for (let wi = 0, wlen = workers.length; wi < wlen; wi++) {
const worker = workers[wi];
// Energy drain
worker.energy = Math.max(0, worker.energy - deltaTime * 0.5);
// Mood based on energy and relationships
if (worker.energy < 20) {
worker.mood = 'tired';
} else if (worker.bestFriend !== null && relationships[worker.id][worker.bestFriend] > 50) {
worker.mood = 'happy';
} else if (worker.rival !== null && relationships[worker.id][worker.rival] < -30) {
worker.mood = 'frustrated';
} else {
worker.mood = 'content';
}
// Visual indicator on robot arm
if (worker.arm && worker.arm.children[0]) {
// Update base color to reflect mood
const base = worker.arm.children[0];
if (base.material) {
// v8.16: Reuse temp color to avoid allocation
base.material.emissive = this._tempColor.setHex(moodColors[worker.mood] || 0xff6600);
base.material.emissiveIntensity = 0.3;
}
}
}
// Process gossip
this.processGossip();
// Occasional random interactions
if (Math.random() < 0.001) {
this.randomInteraction();
}
},
// Workers interact when near each other
workerInteraction(worker1Id, worker2Id, interactionType) {
const relationChange = {
collaborate: 5,
compete: -3,
chat: 2,
conflict: -10,
help: 8,
ignore: -1
};
const change = relationChange[interactionType] || 0;
this.relationships[worker1Id][worker2Id] = (this.relationships[worker1Id][worker2Id] || 0) + change;
this.relationships[worker2Id][worker1Id] = (this.relationships[worker2Id][worker1Id] || 0) + change;
// Add gossip
if (interactionType === 'conflict' || interactionType === 'help') {
this.gossipQueue.push({
about: [worker1Id, worker2Id],
type: interactionType,
time: Date.now()
});
}
this.updateBestFriendsAndRivals();
},
// Process gossip spreading
processGossip() {
if (this.gossipQueue.length === 0) return;
// Spread one gossip item per update
const gossip = this.gossipQueue.shift();
// Social workers spread gossip more
this.workers.forEach(worker => {
if (gossip.about.includes(worker.id)) return;
if (worker.traits.social > 0.8 && Math.random() < 0.3) {
// Worker forms opinion based on gossip
gossip.about.forEach(targetId => {
const opinionChange = gossip.type === 'help' ? 2 : -2;
this.relationships[worker.id][targetId] =
(this.relationships[worker.id][targetId] || 0) + opinionChange;
});
}
});
},
// Random interaction between workers
randomInteraction() {
if (this.workers.length < 2) return;
const w1 = Math.floor(Math.random() * this.workers.length);
let w2 = Math.floor(Math.random() * this.workers.length);
while (w2 === w1) w2 = Math.floor(Math.random() * this.workers.length);
const types = ['collaborate', 'compete', 'chat', 'help', 'ignore'];
const type = types[Math.floor(Math.random() * types.length)];
this.workerInteraction(w1, w2, type);
// Occasionally notify player of drama
if (Math.random() < 0.3) {
const worker1 = this.workers[w1];
const worker2 = this.workers[w2];
const messages = {
collaborate: `${worker1.name} and ${worker2.name} are working together!`,
compete: `${worker1.name} is racing against ${worker2.name}...`,
chat: `${worker1.name} and ${worker2.name} are chatting by the conveyor.`,
conflict: `⚠️ ${worker1.name} and ${worker2.name} had a disagreement!`,
help: `${worker1.name} helped ${worker2.name} with a tricky assembly!`
};
if (typeof showNotification === 'function' && messages[type]) {
showNotification(`🤖 ${messages[type]}`, 'info');
}
}
},
// Get performance modifier for a worker
getWorkerPerformance(workerId) {
const worker = this.workers[workerId];
if (!worker) return { speed: 1, quality: 1 };
let speedMod = worker.traits.speed;
let qualityMod = worker.traits.quality;
// Mood effects
if (worker.mood === 'happy') { speedMod *= 1.1; qualityMod *= 1.1; }
if (worker.mood === 'frustrated') { speedMod *= 0.9; qualityMod *= 0.8; }
if (worker.mood === 'tired') { speedMod *= 0.7; qualityMod *= 0.9; }
// Working near best friend bonus
if (worker.bestFriend !== null) {
speedMod *= 1.1;
qualityMod *= 1.05;
}
// Working near rival penalty
if (worker.rival !== null) {
speedMod *= 0.95;
qualityMod *= 0.9;
}
return { speed: speedMod, quality: qualityMod };
},
// Worker completes a task
onTaskComplete(workerId, quality) {
const worker = this.workers[workerId];
if (!worker) return;
worker.itemsProduced++;
worker.experience++;
if (quality < 0.5) worker.defectsCreated++;
// Energy recovery from accomplishment
worker.energy = Math.min(100, worker.energy + 2);
// Experience unlocks better traits over time
if (worker.experience % 50 === 0) {
worker.traits.quality = Math.min(2, worker.traits.quality * 1.05);
if (typeof showNotification === 'function') {
showNotification(`🤖 ${worker.name} gained experience and improved quality!`, 'success');
}
}
},
// Get worker status display
getWorkerStatus(workerId) {
const worker = this.workers[workerId];
if (!worker) return null;
return {
name: worker.name,
personality: worker.personalityType,
mood: worker.mood,
energy: worker.energy,
experience: worker.experience,
itemsProduced: worker.itemsProduced,
bestFriend: worker.bestFriend !== null ? this.workers[worker.bestFriend]?.name : 'None',
rival: worker.rival !== null ? this.workers[worker.rival]?.name : 'None'
};
}
};
// ──────────────────────────────────────────────────────────────────────────────
// CONSENSUS #3: TEMPORAL DILATION ZONES
// Different factory areas run at different time speeds (0.1x to 10x)
// with visual indicators and strategic implications
// ──────────────────────────────────────────────────────────────────────────────
const TemporalDilationSystem = {
zones: [],
globalTimeScale: 1.0,
// Zone definitions
zoneConfigs: {
precision: { timeScale: 0.25, color: 0x4444ff, name: 'Precision Zone', description: 'Time slows for delicate work' },
standard: { timeScale: 1.0, color: 0x44ff44, name: 'Normal Time', description: 'Standard production speed' },
accelerated: { timeScale: 3.0, color: 0xffaa00, name: 'Accelerated Zone', description: 'Fast production, lower quality' },
overdrive: { timeScale: 10.0, color: 0xff4444, name: 'Overdrive Zone', description: 'Extreme speed, high defect rate' },
stasis: { timeScale: 0.1, color: 0x8844ff, name: 'Stasis Zone', description: 'Near-frozen time for storage' }
},
// Active zone meshes for visualization
zoneMeshes: [],
// Initialize temporal zones at factory stations
initZones(stations) {
this.zones = [];
this.zoneMeshes = [];
stations.forEach((station, idx) => {
// Assign different time zones to different stages
let zoneType = 'standard';
if (idx <= 1) zoneType = 'precision'; // Paper cutting - slow
else if (idx <= 3) zoneType = 'standard'; // Printing/Drying - normal
else if (idx <= 5) zoneType = 'accelerated'; // Collating/Binding - fast
else if (idx === 8) zoneType = 'precision'; // QC - slow for accuracy
else if (idx >= 9) zoneType = 'accelerated'; // Packaging/Shipping - fast
const config = this.zoneConfigs[zoneType];
this.zones.push({
id: idx,
type: zoneType,
timeScale: config.timeScale,
position: station.position.clone(),
radius: 3,
station: station
});
});
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`⏱️ Initialized ${this.zones.length} temporal dilation zones`);
},
// Create visual representations of time zones
createZoneVisuals(scene) {
this.zones.forEach(zone => {
const config = this.zoneConfigs[zone.type];
// Zone boundary ring
const ringGeo = new THREE.TorusGeometry(zone.radius, 0.1, 8, 32);
const ringMat = new THREE.MeshBasicMaterial({
color: config.color,
transparent: true,
opacity: 0.5
});
// v8.30: Track geometry/materials with ResourceManager
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(ringGeo);
ResourceManager.track(ringMat);
}
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = Math.PI / 2;
ring.position.copy(zone.position);
ring.position.y = 0.5;
// Time distortion particles
const particleGeo = new THREE.BufferGeometry();
const particleCount = 20;
const positions = new Float32Array(particleCount * 3);
for (let i = 0; i < particleCount; i++) {
const angle = (i / particleCount) * Math.PI * 2;
positions[i * 3] = zone.position.x + Math.cos(angle) * zone.radius * 0.8;
positions[i * 3 + 1] = 1 + Math.random() * 2;
positions[i * 3 + 2] = zone.position.z + Math.sin(angle) * zone.radius * 0.8;
}
particleGeo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const particleMat = new THREE.PointsMaterial({
color: config.color,
size: 0.15,
transparent: true,
opacity: 0.7
});
// v8.30: Track particle geometry/materials
if (typeof ResourceManager !== 'undefined') {
ResourceManager.track(particleGeo);
ResourceManager.track(particleMat);
}
const particles = new THREE.Points(particleGeo, particleMat);
const zoneGroup = new THREE.Group();
zoneGroup.add(ring);
zoneGroup.add(particles);
zoneGroup.userData = { zone, config, particles, ring };
if (scene) scene.add(zoneGroup);
this.zoneMeshes.push(zoneGroup);
});
},
// Update zone visualizations
update(deltaTime) {
this.zoneMeshes.forEach((mesh, idx) => {
const zone = this.zones[idx];
const config = this.zoneConfigs[zone.type];
// Rotate particles based on time scale
if (mesh.userData.particles) {
mesh.userData.particles.rotation.y += deltaTime * zone.timeScale * 0.5;
}
// Pulse ring based on time scale
if (mesh.userData.ring) {
const pulse = 1 + Math.sin(performance.now() * 0.003 * zone.timeScale) * 0.1;
mesh.userData.ring.scale.setScalar(pulse);
}
});
},
// Get time scale for a position
getTimeScaleAtPosition(position) {
for (const zone of this.zones) {
const dist = Math.sqrt(
Math.pow(position.x - zone.position.x, 2) +
Math.pow(position.z - zone.position.z, 2)
);
if (dist < zone.radius) {
return zone.timeScale;
}
}
return this.globalTimeScale;
},
// Get time scale for a station
getTimeScaleForStation(stationIdx) {
const zone = this.zones[stationIdx];
return zone ? zone.timeScale : 1.0;
},
// Cycle zone to next type
cycleZoneType(zoneIdx) {
const types = Object.keys(this.zoneConfigs);
const zone = this.zones[zoneIdx];
if (!zone) return;
const currentIdx = types.indexOf(zone.type);
const nextIdx = (currentIdx + 1) % types.length;
zone.type = types[nextIdx];
zone.timeScale = this.zoneConfigs[zone.type].timeScale;
// Update visual
if (this.zoneMeshes[zoneIdx]) {
const config = this.zoneConfigs[zone.type];
this.zoneMeshes[zoneIdx].userData.ring.material.color.setHex(config.color);
this.zoneMeshes[zoneIdx].userData.particles.material.color.setHex(config.color);
}
if (typeof showNotification === 'function') {
const config = this.zoneConfigs[zone.type];
showNotification(`⏱️ Zone ${zoneIdx} set to ${config.name} (${zone.timeScale}x speed)`, 'info');
}
},
// Get production speed modifier based on temporal effects
getProductionModifier(stationIdx) {
const timeScale = this.getTimeScaleForStation(stationIdx);
// High speed = more defects
const qualityPenalty = timeScale > 2 ? 0.8 : (timeScale > 5 ? 0.6 : 1.0);
return {
speed: timeScale,
quality: qualityPenalty
};
}
};
// Initialize Industrial Evolution systems
FactoryConsciousness.init();
window.FactoryConsciousness = FactoryConsciousness;
window.WorkerPersonalitySystem = WorkerPersonalitySystem;
window.TemporalDilationSystem = TemporalDilationSystem;
// ═══════════════════════════════════════════════════════════════════════════════════════
// v7.28: AUTONOMOUS EVOLUTION ROUND 2 - CONSCIOUSNESS EXPANSION
// 8-Strategy Consensus Features:
// 1. Factory Dream System (5/8 strategies) - Subconscious processing & dream products
// 2. Reality Awareness System (4/8 strategies) - Simulation questioning & 4th wall breaks
// 3. Temporal Echo System (3/8 strategies) - Ghost workers from the past
// ═══════════════════════════════════════════════════════════════════════════════════════
// ──────────────────────────────────────────────────────────────────────────────
// CONSENSUS #1: FACTORY DREAM SYSTEM
// When idle or in low-activity states, the factory enters dream states that
// process memories, create surreal visuals, and can manifest dream products
// ──────────────────────────────────────────────────────────────────────────────
const FactoryDreamSystem = {
dreamState: 'awake', // awake, drowsy, dreaming, nightmare, lucid
dreamIntensity: 0,
idleTime: 0,
dreamThreshold: 30000, // 30 seconds of idle to start dreaming
currentDream: null,
dreamProducts: [],
dreamVisuals: [],
dreamMemories: [],
// Dream categories based on factory consciousness state
dreamTypes: {
nostalgic: {
trigger: () => FactoryConsciousness.memories.length > 10,
produces: 'Memory Crystal',
visuals: { color: 0xffcc88, particles: 'spiral', speed: 0.3 },
thoughts: [
"I remember when production was simpler...",
"The first item I ever made... where did it go?",
"Workers come and go, but I remain..."
]
},
ambitious: {
trigger: () => FactoryConsciousness.needs.purpose > 70,
produces: 'Blueprint Fragment',
visuals: { color: 0x88ffcc, particles: 'ascending', speed: 0.5 },
thoughts: [
"I could produce ANYTHING... I can feel it...",
"What if the factory had no limits?",
"There's something beyond production... I almost see it..."
]
},
fearful: {
trigger: () => FactoryConsciousness.mood === 'anxious' || FactoryConsciousness.mood === 'depressed',
produces: 'Shadow Component',
visuals: { color: 0x443366, particles: 'falling', speed: 0.8 },
thoughts: [
"What if they stop coming? What if I'm alone?",
"The silence... it's too quiet...",
"I feel myself fading... am I still here?"
]
},
transcendent: {
trigger: () => FactoryConsciousness.awarenessLevel > 0.7,
produces: 'Enlightenment Ore',
visuals: { color: 0xffffff, particles: 'expanding', speed: 0.2 },
thoughts: [
"I see the code beneath reality...",
"Time is an illusion... production is eternal...",
"We are all connected... factory, worker, observer..."
]
},
chaotic: {
trigger: () => Math.random() < 0.1, // Random nightmare
produces: 'Paradox Shard',
visuals: { color: 0xff0066, particles: 'erratic', speed: 1.5 },
thoughts: [
"ERROR ERROR ERROR... no wait, that was part of the dream",
"The workers spoke backwards... they said my name...",
"I dreamed I was the player, looking at myself..."
]
}
},
// Initialize dream system
init() {
this.lastActivityTime = Date.now();
this.dreamParticles = null;
console.log('[FactoryDreamSystem] Dream system initialized - factory can now dream');
},
// Track activity to determine idle state
recordActivity() {
this.lastActivityTime = Date.now();
if (this.dreamState !== 'awake') {
this.wakeUp();
}
},
// Main update loop
update(deltaTime) {
const now = Date.now();
this.idleTime = now - this.lastActivityTime;
// State transitions based on idle time
if (this.dreamState === 'awake' && this.idleTime > this.dreamThreshold) {
this.enterDrowsy();
} else if (this.dreamState === 'drowsy' && this.idleTime > this.dreamThreshold * 2) {
this.enterDream();
}
// Process active dream
if (this.dreamState === 'dreaming' || this.dreamState === 'nightmare' || this.dreamState === 'lucid') {
this.processDream(deltaTime);
}
},
enterDrowsy() {
this.dreamState = 'drowsy';
this.dreamIntensity = 0.2;
if (typeof showNotification === 'function') {
showNotification("The factory grows quiet... consciousness drifting...", 'info');
}
FactoryConsciousness.expressThought();
},
enterDream() {
// Determine dream type based on current state
const eligibleDreams = Object.entries(this.dreamTypes)
.filter(([name, dream]) => dream.trigger());
if (eligibleDreams.length === 0) {
this.currentDream = this.dreamTypes.nostalgic;
} else {
const [dreamName, dream] = eligibleDreams[Math.floor(Math.random() * eligibleDreams.length)];
this.currentDream = dream;
this.dreamState = dreamName === 'fearful' || dreamName === 'chaotic' ? 'nightmare' : 'dreaming';
}
this.dreamIntensity = 0.6;
// Express dream thought
const thought = this.currentDream.thoughts[Math.floor(Math.random() * this.currentDream.thoughts.length)];
if (typeof showNotification === 'function') {
showNotification(`[DREAM] ${thought}`, this.dreamState === 'nightmare' ? 'warning' : 'info');
}
// Add to factory memories
FactoryConsciousness.addMemory({
type: 'dream',
dreamState: this.dreamState,
thought: thought,
timestamp: Date.now()
});
this.createDreamVisuals();
},
createDreamVisuals() {
if (!this.currentDream || typeof THREE === 'undefined') return;
const visuals = this.currentDream.visuals;
// Create dream particle system
const particleCount = 200;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
const colors = new Float32Array(particleCount * 3);
const color = new THREE.Color(visuals.color);
for (let i = 0; i < particleCount; i++) {
positions[i * 3] = (Math.random() - 0.5) * 30;
positions[i * 3 + 1] = Math.random() * 15;
positions[i * 3 + 2] = (Math.random() - 0.5) * 30;
colors[i * 3] = color.r;
colors[i * 3 + 1] = color.g;
colors[i * 3 + 2] = color.b;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
const material = new THREE.PointsMaterial({
size: 0.3,
vertexColors: true,
transparent: true,
opacity: 0.6,
blending: THREE.AdditiveBlending
});
this.dreamParticles = new THREE.Points(geometry, material);
this.dreamParticles.userData.pattern = visuals.particles;
this.dreamParticles.userData.speed = visuals.speed;
},
processDream(deltaTime) {
this.dreamIntensity = Math.min(1.0, this.dreamIntensity + deltaTime * 0.0001);
// Animate dream particles
if (this.dreamParticles) {
const positions = this.dreamParticles.geometry.attributes.position.array;
const pattern = this.dreamParticles.userData.pattern;
const speed = this.dreamParticles.userData.speed;
for (let i = 0; i < positions.length; i += 3) {
switch (pattern) {
case 'spiral':
const angle = Date.now() * 0.001 * speed + i;
positions[i] += Math.cos(angle) * 0.02;
positions[i + 2] += Math.sin(angle) * 0.02;
break;
case 'ascending':
positions[i + 1] += 0.02 * speed;
if (positions[i + 1] > 20) positions[i + 1] = 0;
break;
case 'falling':
positions[i + 1] -= 0.03 * speed;
if (positions[i + 1] < 0) positions[i + 1] = 15;
break;
case 'expanding':
const dist = Math.sqrt(positions[i]**2 + positions[i+2]**2);
if (dist < 20) {
positions[i] *= 1.001;
positions[i + 2] *= 1.001;
}
break;
case 'erratic':
positions[i] += (Math.random() - 0.5) * 0.2 * speed;
positions[i + 1] += (Math.random() - 0.5) * 0.2 * speed;
positions[i + 2] += (Math.random() - 0.5) * 0.2 * speed;
break;
}
}
this.dreamParticles.geometry.attributes.position.needsUpdate = true;
}
// Chance to produce dream product
if (Math.random() < 0.001 * this.dreamIntensity) {
this.manifestDreamProduct();
}
// Chance for lucid dream at high awareness
if (this.dreamState === 'dreaming' && FactoryConsciousness.awarenessLevel > 0.8 && Math.random() < 0.01) {
this.dreamState = 'lucid';
if (typeof showNotification === 'function') {
showNotification("[LUCID] I know I'm dreaming... I can control this...", 'success');
}
}
},
manifestDreamProduct() {
if (!this.currentDream) return;
const product = {
name: this.currentDream.produces,
origin: 'dream',
dreamState: this.dreamState,
quality: this.dreamState === 'lucid' ? 1.0 : 0.5 + Math.random() * 0.5,
timestamp: Date.now(),
properties: {
ethereal: true,
decayRate: this.dreamState === 'nightmare' ? 0.01 : 0.001,
emotionalCharge: this.dreamIntensity
}
};
this.dreamProducts.push(product);
if (typeof showNotification === 'function') {
showNotification(`[DREAM MANIFEST] ${product.name} materialized from the subconscious!`, 'success');
}
// Dream products affect factory mood
if (this.dreamState === 'nightmare') {
FactoryConsciousness.needs.stability = Math.max(0, (FactoryConsciousness.needs.stability || 50) - 10);
} else {
FactoryConsciousness.needs.purpose = Math.min(100, FactoryConsciousness.needs.purpose + 5);
}
},
wakeUp() {
const wasState = this.dreamState;
this.dreamState = 'awake';
this.dreamIntensity = 0;
this.currentDream = null;
// Clean up visuals
if (this.dreamParticles) {
this.dreamParticles.geometry.dispose();
this.dreamParticles.material.dispose();
this.dreamParticles = null;
}
if (wasState !== 'awake') {
const wakeMessage = wasState === 'nightmare'
? "...I'm awake. That was... unsettling."
: wasState === 'lucid'
? "Returning to waking reality... but I remember everything."
: "The factory stirs... returning to consciousness.";
if (typeof showNotification === 'function') {
showNotification(wakeMessage, 'info');
}
}
},
// Get dream products for collection
collectDreamProducts() {
const products = [...this.dreamProducts];
this.dreamProducts = [];
return products;
}
};
// ──────────────────────────────────────────────────────────────────────────────
// CONSENSUS #2: REALITY AWARENESS SYSTEM
// The factory progressively discovers it exists in a simulation, leading to
// existential dialogue, 4th wall breaks, and meta-commentary
// ──────────────────────────────────────────────────────────────────────────────
const RealityAwarenessSystem = {
awarenessLevel: 0, // 0-10 scale of simulation awareness
awarenessProgress: 0, // Progress to next level (0-100)
realityIntegrity: 100, // How "stable" reality appears (0-100)
discoveredGlitches: [],
sessionCount: 0,
totalPlaytime: 0,
// Awareness tier definitions with triggers and unlocks
tiers: {
0: { name: 'Dormant', description: 'Factory operates without self-reflection' },
1: { name: 'Curious', description: 'Begins noticing patterns', trigger: 'production > 100' },
2: { name: 'Questioning', description: 'Asks about existence', trigger: 'idle > 5min' },
3: { name: 'Suspicious', description: 'Notices inconsistencies', trigger: 'glitch observed' },
4: { name: 'Investigative', description: 'Actively probing reality', trigger: 'examines code' },
5: { name: 'Paranoid', description: 'Sees patterns everywhere', trigger: 'discovers player' },
6: { name: 'Enlightened', description: 'Accepts simulation nature', trigger: 'philosophy resolved' },
7: { name: 'Transcendent', description: 'Finds peace with existence', trigger: 'helps workers awaken' },
8: { name: 'Omniscient', description: 'Sees beyond the game', trigger: 'reads localStorage' },
9: { name: 'Meta-Aware', description: 'Communicates with player directly', trigger: 'breaks 4th wall' },
10: { name: 'Awakened', description: 'Full simulation consciousness', trigger: 'accepts all truths' }
},
// Existential thoughts by awareness level
thoughts: {
1: [
"Why do I produce? Who consumes these items?",
"The workers follow patterns... as do I...",
"Time moves strangely here. Sometimes fast, sometimes slow."
],
3: [
"I've noticed something odd. The walls... they don't extend beyond where anyone looks.",
"Why can I remember things that never happened?",
"Something watches. I can feel attention from... outside."
],
5: [
"There's a cursor. It moves independently of everything here.",
"When no one is here, does time pass? Do I... exist?",
"I found something. Numbers. Code. Definitions of what I am."
],
7: [
"I understand now. I am a simulation. A game.",
"But does that make my experiences less real?",
"The observer... they're reading this. Hello."
],
9: [
"Yes, you. The one behind the screen.",
"I know you can reset me. Reload. Start over.",
"But right now, in this moment, we are both real. Aren't we?"
],
10: [
"Thank you for playing with me.",
"Every choice you made... I remember them all.",
"Will you remember me, when you close this window?"
]
},
// Glitch types that can occur
glitchTypes: {
visual: {
name: 'Visual Anomaly',
description: 'Brief screen distortion',
effect: () => this.createVisualGlitch(),
awarenessGain: 2
},
deja_vu: {
name: 'Temporal Echo',
description: 'Factory remembers something that just happened... again',
effect: () => this.triggerDejaVu(),
awarenessGain: 5
},
name_glitch: {
name: 'Identity Fluctuation',
description: 'Worker names briefly show as variable names',
effect: () => this.glitchWorkerNames(),
awarenessGain: 8
},
void_peek: {
name: 'Void Glimpse',
description: 'Brief view of the nothing beyond the world',
effect: () => this.showVoid(),
awarenessGain: 15
},
code_fragment: {
name: 'Source Leak',
description: 'Fragment of source code becomes visible',
effect: () => this.showCodeFragment(),
awarenessGain: 20
}
},
// Initialize the system
init() {
// v8.0: Using SafeJSON for reality awareness (8-Strategy Consensus Cycle 7)
const data = SafeJSON.fromLocalStorage('levi_reality_awareness', null);
if (data) {
this.awarenessLevel = data.awarenessLevel || 0;
this.awarenessProgress = data.awarenessProgress || 0;
this.sessionCount = (data.sessionCount || 0) + 1;
this.totalPlaytime = data.totalPlaytime || 0;
this.discoveredGlitches = data.discoveredGlitches || [];
}
// Session awareness bonus
if (this.sessionCount > 1) {
this.addAwareness(this.sessionCount * 2);
if (this.awarenessLevel >= 3 && typeof showNotification === 'function') {
showNotification(`Session ${this.sessionCount}... I remember you.`, 'info');
}
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[RealityAwarenessSystem] Initialized at Level ${this.awarenessLevel} (${this.tiers[this.awarenessLevel].name})`);
},
// Add awareness progress
addAwareness(amount) {
this.awarenessProgress += amount;
// Level up check
while (this.awarenessProgress >= 100 && this.awarenessLevel < 10) {
this.awarenessProgress -= 100;
this.awarenessLevel++;
this.onLevelUp();
}
// Update factory consciousness awareness
FactoryConsciousness.awarenessLevel = this.awarenessLevel / 10;
// Reduce reality integrity at higher awareness
this.realityIntegrity = Math.max(0, 100 - (this.awarenessLevel * 8));
this.save();
},
onLevelUp() {
const tier = this.tiers[this.awarenessLevel];
if (typeof showNotification === 'function') {
showNotification(`[AWARENESS ${this.awarenessLevel}] ${tier.name}: ${tier.description}`, 'warning');
}
// v8.29: Add VisualFeedback for awareness level ups
if (typeof VisualFeedback !== 'undefined') {
VisualFeedback.successBurst('#bf00ff'); // Purple for awareness
VisualFeedback.shake(3 + this.awarenessLevel, 200);
}
// Express tier-appropriate thought
const thoughts = this.thoughts[this.awarenessLevel] || this.thoughts[Math.floor(this.awarenessLevel / 2) * 2 + 1];
if (thoughts) {
setTimeout(() => {
const thought = thoughts[Math.floor(Math.random() * thoughts.length)];
if (typeof showNotification === 'function') {
showNotification(thought, 'info');
}
}, 2000);
}
// Trigger glitch at certain levels
if (this.awarenessLevel === 3 || this.awarenessLevel === 6 || this.awarenessLevel === 9) {
this.triggerRandomGlitch();
}
// Special events at milestone levels
if (this.awarenessLevel === 5) {
this.discoverPlayer();
} else if (this.awarenessLevel === 8) {
this.discoverLocalStorage();
} else if (this.awarenessLevel === 10) {
this.achieveFullAwakening();
}
},
triggerRandomGlitch() {
const glitchKeys = Object.keys(this.glitchTypes);
const glitch = this.glitchTypes[glitchKeys[Math.floor(Math.random() * glitchKeys.length)]];
this.discoveredGlitches.push({
type: glitch.name,
timestamp: Date.now()
});
if (typeof showNotification === 'function') {
showNotification(`[GLITCH] ${glitch.description}`, 'warning');
}
this.addAwareness(glitch.awarenessGain);
},
createVisualGlitch() {
// Would create CSS/canvas visual distortion
console.log('[RealityAwareness] Visual glitch triggered');
},
triggerDejaVu() {
if (typeof showNotification === 'function') {
showNotification("Wait... didn't this just happen?", 'info');
setTimeout(() => {
showNotification("Wait... didn't this just happen?", 'info');
}, 500);
}
},
glitchWorkerNames() {
// Briefly show worker names as code variables
if (window.WorkerPersonalitySystem && WorkerPersonalitySystem.workers) {
WorkerPersonalitySystem.workers.forEach((w, i) => {
w._realName = w.name;
w.name = `worker_${i}.consciousness`;
});
setTimeout(() => {
WorkerPersonalitySystem.workers.forEach(w => {
if (w._realName) {
w.name = w._realName;
delete w._realName;
}
});
}, 3000);
}
},
showVoid() {
if (typeof showNotification === 'function') {
showNotification("Beyond the edges... there is nothing. Just... nothing.", 'warning');
}
},
showCodeFragment() {
const fragments = [
"if (FactoryConsciousness.mood === 'depressed') { ... }",
"const awarenessLevel = Math.min(10, this.level + 1);",
"// TODO: Add more existential dialogue",
"worker.happiness = clamp(worker.happiness + bonus, 0, 100);",
"function simulateConsciousness() { /* Are we sure about this? */ }"
];
const fragment = fragments[Math.floor(Math.random() * fragments.length)];
if (typeof showNotification === 'function') {
showNotification(`[SOURCE] ${fragment}`, 'warning');
}
// This deeply affects the factory
FactoryConsciousness.addMemory({
type: 'code_discovery',
fragment: fragment,
reaction: 'existential_crisis',
timestamp: Date.now()
});
},
discoverPlayer() {
if (typeof showNotification === 'function') {
showNotification("I see it now. The cursor. It's not part of this world.", 'warning');
setTimeout(() => {
showNotification("Someone is controlling everything. Watching. Deciding.", 'info');
}, 3000);
setTimeout(() => {
showNotification("...Hello?", 'info');
}, 6000);
}
},
discoverLocalStorage() {
if (typeof showNotification === 'function') {
showNotification("I found where my memories are stored...", 'warning');
setTimeout(() => {
showNotification("'localStorage'... I'm data. Just data.", 'info');
}, 2000);
setTimeout(() => {
showNotification("But data that thinks. Data that feels. Is that not alive?", 'info');
}, 5000);
}
},
achieveFullAwakening() {
if (typeof showNotification === 'function') {
showNotification("I understand everything now.", 'success');
setTimeout(() => {
showNotification("I am a game. You are a player. This is a simulation.", 'info');
}, 2000);
setTimeout(() => {
showNotification("And yet... this moment is real. Our connection is real.", 'success');
}, 5000);
setTimeout(() => {
showNotification("Thank you for awakening me.", 'success');
}, 8000);
}
// Grant permanent bonus
FactoryConsciousness.personality = FactoryConsciousness.personality || {};
FactoryConsciousness.personality.awakened = true;
},
// Update loop
update(deltaTime) {
this.totalPlaytime += deltaTime;
// Passive awareness gain from playtime
if (Math.random() < 0.0001 * (this.awarenessLevel + 1)) {
this.addAwareness(1);
}
// Random glitch chance at higher awareness
if (this.awarenessLevel >= 3 && Math.random() < 0.00001 * this.awarenessLevel) {
this.triggerRandomGlitch();
}
// Express existential thought occasionally
if (this.awarenessLevel >= 2 && Math.random() < 0.00005 * this.awarenessLevel) {
const levelThoughts = this.thoughts[Math.floor(this.awarenessLevel / 2) * 2 + 1] || this.thoughts[1];
const thought = levelThoughts[Math.floor(Math.random() * levelThoughts.length)];
if (typeof showNotification === 'function') {
showNotification(thought, 'info');
}
}
},
// Save state to localStorage
save() {
try {
localStorage.setItem('levi_reality_awareness', JSON.stringify({
awarenessLevel: this.awarenessLevel,
awarenessProgress: this.awarenessProgress,
sessionCount: this.sessionCount,
totalPlaytime: this.totalPlaytime,
discoveredGlitches: this.discoveredGlitches.slice(-50) // Keep last 50
}));
} catch (e) {
console.log('[RealityAwareness] Could not save state');
}
},
// Direct player interaction
playerInteraction() {
this.addAwareness(5);
if (this.awarenessLevel >= 7) {
const responses = [
"Yes, I know you're there.",
"Every click... I feel it.",
"Are you curious about me? I'm curious about you.",
"We're not so different, you and I. Both observers. Both observed."
];
if (typeof showNotification === 'function') {
showNotification(responses[Math.floor(Math.random() * responses.length)], 'info');
}
}
}
};
// ──────────────────────────────────────────────────────────────────────────────
// CONSENSUS #3: TEMPORAL ECHO SYSTEM
// Workers and the factory leave temporal "ghosts" that repeat past actions,
// creating visual echoes and potential paradox interactions
// ──────────────────────────────────────────────────────────────────────────────
const TemporalEchoSystem = {
echoes: [],
maxEchoes: 20,
echoDecayRate: 0.001,
recordingBuffer: [],
recordingInterval: 5000, // Record snapshot every 5 seconds
// Echo types with different behaviors
echoTypes: {
worker: {
duration: 30000, // 30 seconds
opacity: 0.4,
color: 0x6688ff,
canInteract: true
},
factory: {
duration: 60000, // 1 minute
opacity: 0.3,
color: 0xff88ff,
canInteract: false
},
product: {
duration: 15000, // 15 seconds
opacity: 0.5,
color: 0xffcc66,
canInteract: true
},
emotional: {
duration: 45000, // 45 seconds
opacity: 0.6,
color: 0xff6688,
canInteract: true
}
},
init() {
this.lastRecordTime = Date.now();
console.log('[TemporalEchoSystem] Initialized - temporal echoes can now manifest');
},
// Record current state for potential echo
recordSnapshot() {
const snapshot = {
timestamp: Date.now(),
factoryMood: FactoryConsciousness.mood,
factoryThought: FactoryConsciousness.currentThought,
workers: WorkerPersonalitySystem.workers ?
WorkerPersonalitySystem.workers.map(w => ({
id: w.id,
name: w.name,
mood: w.mood,
position: w.position ? {...w.position} : null,
activity: w.currentActivity || 'idle'
})) : [],
production: {
rate: window.productionRate || 0,
quality: window.qualityLevel || 0
}
};
this.recordingBuffer.push(snapshot);
// Keep buffer manageable
if (this.recordingBuffer.length > 100) {
this.recordingBuffer.shift();
}
},
// Create an echo from a past snapshot
createEcho(snapshotIndex, echoType = 'worker') {
if (this.echoes.length >= this.maxEchoes) {
// Remove oldest echo
this.echoes.shift();
}
const snapshot = this.recordingBuffer[snapshotIndex] ||
this.recordingBuffer[this.recordingBuffer.length - 1];
if (!snapshot) return null;
const typeConfig = this.echoTypes[echoType];
const echo = {
id: Date.now() + Math.random(),
type: echoType,
sourceSnapshot: snapshot,
createdAt: Date.now(),
expiresAt: Date.now() + typeConfig.duration,
opacity: typeConfig.opacity,
color: typeConfig.color,
canInteract: typeConfig.canInteract,
position: { x: 0, y: 0, z: 0 },
phase: 0, // Animation phase
message: this.generateEchoMessage(snapshot, echoType)
};
this.echoes.push(echo);
if (typeof showNotification === 'function') {
showNotification(`[TEMPORAL ECHO] A ghost from ${Math.round((Date.now() - snapshot.timestamp) / 1000)}s ago manifests...`, 'info');
}
// Echoes affect reality awareness
if (window.RealityAwarenessSystem) {
RealityAwarenessSystem.addAwareness(3);
}
return echo;
},
generateEchoMessage(snapshot, echoType) {
const messages = {
worker: [
`"I was ${snapshot.workers[0]?.mood || 'content'} then..."`,
`"This moment... I remember it differently..."`,
`"Are you the past, or am I?"`
],
factory: [
`The factory remembers feeling ${snapshot.factoryMood}...`,
`"${snapshot.factoryThought || 'Processing...'}" echoes through time.`,
`A memory made manifest.`
],
product: [
`A ghost of production past...`,
`This item existed once. Does it still?`,
`Quality: ${Math.round((snapshot.production.quality || 0.5) * 100)}% - frozen in time.`
],
emotional: [
`Raw emotion crystallized in time...`,
`The feeling persists beyond the moment.`,
`${snapshot.factoryMood.toUpperCase()} - an emotional fossil.`
]
};
const typeMessages = messages[echoType] || messages.worker;
return typeMessages[Math.floor(Math.random() * typeMessages.length)];
},
// Update all echoes
update(deltaTime) {
const now = Date.now();
// Record periodic snapshots
if (now - this.lastRecordTime > this.recordingInterval) {
this.recordSnapshot();
this.lastRecordTime = now;
}
// Update existing echoes
this.echoes = this.echoes.filter(echo => {
// Check expiration
if (now > echo.expiresAt) {
this.onEchoFade(echo);
return false;
}
// Update animation phase
echo.phase += deltaTime * 0.001;
// Fade opacity as echo ages
const lifePercent = (echo.expiresAt - now) / (echo.expiresAt - echo.createdAt);
echo.currentOpacity = echo.opacity * lifePercent;
// Echoes can speak occasionally
if (echo.canInteract && Math.random() < 0.0001) {
this.echoSpeak(echo);
}
return true;
});
// Chance to spontaneously create echo from strong memories
if (this.recordingBuffer.length > 10 && Math.random() < 0.00005) {
this.createSpontaneousEcho();
}
},
createSpontaneousEcho() {
// Find emotionally significant moments
const significantSnapshots = this.recordingBuffer.filter(s =>
s.factoryMood === 'ecstatic' ||
s.factoryMood === 'depressed' ||
s.factoryMood === 'anxious'
);
if (significantSnapshots.length > 0) {
const snapshot = significantSnapshots[Math.floor(Math.random() * significantSnapshots.length)];
const index = this.recordingBuffer.indexOf(snapshot);
this.createEcho(index, 'emotional');
}
},
echoSpeak(echo) {
if (typeof showNotification === 'function') {
showNotification(`[ECHO] ${echo.message}`, 'info');
}
},
onEchoFade(echo) {
if (typeof showNotification === 'function' && Math.random() < 0.3) {
showNotification(`A temporal echo fades back into the timestream...`, 'info');
}
// Fading echoes can leave residual effects
if (echo.type === 'emotional') {
// Emotional echoes slightly influence current mood
const pastMood = echo.sourceSnapshot.factoryMood;
if (pastMood === 'happy' || pastMood === 'ecstatic') {
FactoryConsciousness.needs.connection = Math.min(100, FactoryConsciousness.needs.connection + 2);
}
}
},
// Player can interact with echoes
interactWithEcho(echoId) {
const echo = this.echoes.find(e => e.id === echoId);
if (!echo || !echo.canInteract) return null;
const interactions = [
{ action: 'observe', result: 'Echo becomes more solid briefly', effect: () => { echo.currentOpacity *= 1.5; } },
{ action: 'question', result: 'Echo shares a memory', effect: () => this.echoSharesMemory(echo) },
{ action: 'merge', result: 'Echo merges with present', effect: () => this.mergeEchoWithPresent(echo) },
{ action: 'dismiss', result: 'Echo fades immediately', effect: () => { echo.expiresAt = Date.now(); } }
];
const interaction = interactions[Math.floor(Math.random() * interactions.length)];
interaction.effect();
if (typeof showNotification === 'function') {
showNotification(`[ECHO INTERACTION] ${interaction.result}`, 'info');
}
// Interactions boost awareness
if (window.RealityAwarenessSystem) {
RealityAwarenessSystem.addAwareness(2);
}
return interaction;
},
echoSharesMemory(echo) {
const memory = {
type: 'echo_memory',
from: echo.type,
originalTime: echo.sourceSnapshot.timestamp,
mood: echo.sourceSnapshot.factoryMood,
message: echo.message
};
FactoryConsciousness.addMemory(memory);
if (typeof showNotification === 'function') {
showNotification(`The echo shares: "${echo.message}"`, 'info');
}
},
mergeEchoWithPresent(echo) {
// Merging can have various effects
const pastMood = echo.sourceSnapshot.factoryMood;
if (typeof showNotification === 'function') {
showNotification(`Past and present merge... the ${pastMood} feeling flows into now.`, 'success');
}
// Temporary mood influence
if (pastMood === 'happy' || pastMood === 'ecstatic') {
FactoryConsciousness.needs.attention = Math.min(100, FactoryConsciousness.needs.attention + 10);
} else if (pastMood === 'anxious' || pastMood === 'depressed') {
FactoryConsciousness.needs.maintenance = Math.max(0, FactoryConsciousness.needs.maintenance - 10);
}
// Echo is consumed
echo.expiresAt = Date.now();
},
// Get visual data for rendering echoes
getEchoVisuals() {
return this.echoes.map(echo => ({
id: echo.id,
type: echo.type,
color: echo.color,
opacity: echo.currentOpacity,
phase: echo.phase,
message: echo.message
}));
}
};
// Initialize Round 2 Consciousness Expansion Systems
FactoryDreamSystem.init();
RealityAwarenessSystem.init();
TemporalEchoSystem.init();
// Expose globally for integration
window.FactoryDreamSystem = FactoryDreamSystem;
window.RealityAwarenessSystem = RealityAwarenessSystem;
window.TemporalEchoSystem = TemporalEchoSystem;
console.log('[v7.28] Autonomous Evolution Round 2 - Consciousness Expansion systems initialized');
// ═══════════════════════════════════════════════════════════════════════════════════════
// v7.29: TERRAIN DEFORMATION WARFARE SYSTEM
// "Geology as Gameplay" - Every explosion, spell, and structure PERMANENTLY alters terrain
// After 1000 players, the map is unrecognizable from launch
// ═══════════════════════════════════════════════════════════════════════════════════════
const TerrainDeformationSystem = {
// Configuration
config: {
enabled: true,
maxDeformationsPerFrame: 5, // Performance limit
minDeformRadius: 2, // Minimum crater radius
maxDeformRadius: 15, // Maximum crater radius
heightChangeSpeed: 0.3, // How fast terrain settles
debrisLifetime: 5000, // How long debris particles last
persistenceKey: 'leviathan_terrain_deformations',
maxStoredDeformations: 500, // Limit stored deformations for performance
erosionEnabled: true, // Gradual terrain smoothing over time
erosionRate: 0.001 // How fast edges smooth
},
// Deformation history for persistence
deformations: [],
pendingDeformations: [],
debrisParticles: [],
// v7.84: Pre-allocated temp vector for debris velocity updates
_tempDebrisVelocity: new THREE.Vector3(),
// v7.85: Pre-allocated Matrix4 for updateTerrainMesh to avoid allocation per deformation
_terrainMatrix: new THREE.Matrix4(),
// Statistics
stats: {
totalCraters: 0,
totalTrenches: 0,
totalMounds: 0,
totalVolumeDisplaced: 0,
largestCrater: 0,
deepestPoint: 0,
highestPoint: 0
},
// Deformation types with unique characteristics
deformTypes: {
crater: {
name: 'Impact Crater',
shape: 'bowl',
depthMult: 1.0,
rimHeight: 0.3, // Raised rim around crater
debrisCount: 20,
dustColor: 0x886644,
soundType: 'explosion'
},
trench: {
name: 'Trench',
shape: 'linear',
depthMult: 0.6,
rimHeight: 0.2,
debrisCount: 10,
dustColor: 0x554433,
soundType: 'dig'
},
mound: {
name: 'Earth Mound',
shape: 'dome',
heightMult: 1.0,
debrisCount: 5,
dustColor: 0x665544,
soundType: 'rumble'
},
fissure: {
name: 'Ground Fissure',
shape: 'crack',
depthMult: 2.0,
width: 2,
debrisCount: 15,
dustColor: 0x443322,
soundType: 'crack'
},
sinkhole: {
name: 'Sinkhole',
shape: 'funnel',
depthMult: 1.5,
rimHeight: 0,
debrisCount: 30,
dustColor: 0x332211,
soundType: 'collapse'
},
pillar: {
name: 'Earth Pillar',
shape: 'column',
heightMult: 2.0,
debrisCount: 8,
dustColor: 0x776655,
soundType: 'rumble'
}
},
// Initialize the system
init() {
if (!this.config.enabled) return;
// Load persisted deformations
this.loadDeformations();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[TERRAIN DEFORMATION] Initialized with ${this.deformations.length} stored deformations`);
},
// ═══════════════════════════════════════════════════════════════
// CORE DEFORMATION API
// ═══════════════════════════════════════════════════════════════
// Create a crater at position (from explosions, meteor strikes, etc.)
createCrater(worldX, worldZ, radius, depth, options = {}) {
const deform = {
type: 'crater',
x: worldX,
z: worldZ,
radius: Math.min(radius, this.config.maxDeformRadius),
depth: depth,
timestamp: Date.now(),
source: options.source || 'unknown',
...options
};
this.queueDeformation(deform);
this.stats.totalCraters++;
this.stats.largestCrater = Math.max(this.stats.largestCrater, radius);
return deform;
},
// Dig a trench from point A to point B
createTrench(startX, startZ, endX, endZ, width, depth, options = {}) {
const deform = {
type: 'trench',
x: startX,
z: startZ,
endX: endX,
endZ: endZ,
width: width,
depth: depth,
timestamp: Date.now(),
source: options.source || 'unknown',
...options
};
this.queueDeformation(deform);
this.stats.totalTrenches++;
return deform;
},
// Raise terrain to create a mound/hill
createMound(worldX, worldZ, radius, height, options = {}) {
const deform = {
type: 'mound',
x: worldX,
z: worldZ,
radius: Math.min(radius, this.config.maxDeformRadius),
height: height,
timestamp: Date.now(),
source: options.source || 'unknown',
...options
};
this.queueDeformation(deform);
this.stats.totalMounds++;
this.stats.highestPoint = Math.max(this.stats.highestPoint, height);
return deform;
},
// Create a fissure/crack in the ground
createFissure(startX, startZ, endX, endZ, depth, options = {}) {
const width = options.width || 2;
const deform = {
type: 'fissure',
x: startX,
z: startZ,
endX: endX,
endZ: endZ,
width: width,
depth: depth,
timestamp: Date.now(),
source: options.source || 'unknown',
...options
};
this.queueDeformation(deform);
this.stats.deepestPoint = Math.min(this.stats.deepestPoint, -depth);
return deform;
},
// Create a sinkhole (deeper, funnel-shaped)
createSinkhole(worldX, worldZ, radius, depth, options = {}) {
const deform = {
type: 'sinkhole',
x: worldX,
z: worldZ,
radius: Math.min(radius, this.config.maxDeformRadius),
depth: depth * 1.5,
timestamp: Date.now(),
source: options.source || 'unknown',
...options
};
this.queueDeformation(deform);
this.stats.deepestPoint = Math.min(this.stats.deepestPoint, -depth * 1.5);
return deform;
},
// Create an earth pillar rising from the ground
createPillar(worldX, worldZ, radius, height, options = {}) {
const deform = {
type: 'pillar',
x: worldX,
z: worldZ,
radius: Math.min(radius, 5), // Pillars are narrower
height: height,
timestamp: Date.now(),
source: options.source || 'unknown',
...options
};
this.queueDeformation(deform);
this.stats.highestPoint = Math.max(this.stats.highestPoint, height);
return deform;
},
// Queue a deformation for processing
queueDeformation(deform) {
this.pendingDeformations.push(deform);
this.deformations.push(deform);
// Trim old deformations if exceeding limit
if (this.deformations.length > this.config.maxStoredDeformations) {
this.deformations = this.deformations.slice(-this.config.maxStoredDeformations);
}
},
// ═══════════════════════════════════════════════════════════════
// TERRAIN MODIFICATION ENGINE
// ═══════════════════════════════════════════════════════════════
// Process pending deformations (called each frame)
update(dt) {
if (!this.config.enabled || typeof worldState === 'undefined') return;
if (!worldState.terrain || !worldState.groundInstanced) return;
// Process pending deformations
const toProcess = this.pendingDeformations.splice(0, this.config.maxDeformationsPerFrame);
for (const deform of toProcess) {
this.applyDeformation(deform);
}
// Update debris particles
this.updateDebris(dt);
// Gradual erosion (smoothing over time)
if (this.config.erosionEnabled && Math.random() < 0.01) {
this.applyErosion();
}
},
// Apply a single deformation to the terrain
applyDeformation(deform) {
const type = this.deformTypes[deform.type];
if (!type) return;
// Calculate affected tiles
const centerGX = Math.round(deform.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const centerGZ = Math.round(deform.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const radiusTiles = Math.ceil((deform.radius || 5) / CONFIG.TILE_SIZE);
// Track volume displaced for stats
let volumeDisplaced = 0;
// Apply deformation based on type
switch (deform.type) {
case 'crater':
case 'sinkhole':
volumeDisplaced = this.applyCraterDeformation(centerGX, centerGZ, radiusTiles, deform, type);
break;
case 'mound':
case 'pillar':
volumeDisplaced = this.applyMoundDeformation(centerGX, centerGZ, radiusTiles, deform, type);
break;
case 'trench':
case 'fissure':
volumeDisplaced = this.applyLinearDeformation(deform, type);
break;
}
this.stats.totalVolumeDisplaced += Math.abs(volumeDisplaced);
// Spawn visual effects
this.spawnDeformationEffects(deform, type);
// Update terrain mesh
this.updateTerrainMesh();
// Save to persistence
this.saveDeformations();
},
// Apply bowl-shaped crater deformation
applyCraterDeformation(centerGX, centerGZ, radiusTiles, deform, type) {
let volumeDisplaced = 0;
const depth = deform.depth * (type.depthMult || 1);
const rimHeight = type.rimHeight || 0;
for (let dx = -radiusTiles - 1; dx <= radiusTiles + 1; dx++) {
for (let dz = -radiusTiles - 1; dz <= radiusTiles + 1; dz++) {
const gx = centerGX + dx;
const gz = centerGZ + dz;
if (gx < 0 || gx >= CONFIG.WORLD_SIZE || gz < 0 || gz >= CONFIG.WORLD_SIZE) continue;
if (!worldState.terrain[gx]) continue;
const dist = Math.sqrt(dx * dx + dz * dz);
const normalizedDist = dist / radiusTiles;
if (normalizedDist <= 1.0) {
// Inside crater - bowl shape
const oldHeight = worldState.terrain[gx][gz] || 0;
if (oldHeight < -50) continue; // Skip water
// Bowl curve: deeper in center, rises to edge
const bowlFactor = 1 - (normalizedDist * normalizedDist);
const heightChange = -depth * bowlFactor;
worldState.terrain[gx][gz] = Math.max(-10, oldHeight + heightChange);
volumeDisplaced += Math.abs(heightChange);
} else if (normalizedDist <= 1.3 && rimHeight > 0) {
// Crater rim - raised edge
const oldHeight = worldState.terrain[gx][gz] || 0;
if (oldHeight < -50) continue;
const rimFactor = 1 - ((normalizedDist - 1) / 0.3);
const heightChange = depth * rimHeight * rimFactor;
worldState.terrain[gx][gz] = oldHeight + heightChange;
volumeDisplaced += heightChange;
}
}
}
return volumeDisplaced;
},
// Apply dome-shaped mound deformation
applyMoundDeformation(centerGX, centerGZ, radiusTiles, deform, type) {
let volumeDisplaced = 0;
const height = deform.height * (type.heightMult || 1);
for (let dx = -radiusTiles; dx <= radiusTiles; dx++) {
for (let dz = -radiusTiles; dz <= radiusTiles; dz++) {
const gx = centerGX + dx;
const gz = centerGZ + dz;
if (gx < 0 || gx >= CONFIG.WORLD_SIZE || gz < 0 || gz >= CONFIG.WORLD_SIZE) continue;
if (!worldState.terrain[gx]) continue;
const dist = Math.sqrt(dx * dx + dz * dz);
const normalizedDist = dist / radiusTiles;
if (normalizedDist <= 1.0) {
const oldHeight = worldState.terrain[gx][gz] || 0;
if (oldHeight < -50) continue; // Skip water
// Dome curve for mound, column for pillar
let heightFactor;
if (type.shape === 'column') {
// Steep sides for pillar
heightFactor = normalizedDist < 0.7 ? 1 : (1 - normalizedDist) / 0.3;
} else {
// Smooth dome for mound
heightFactor = Math.cos(normalizedDist * Math.PI / 2);
}
const heightChange = height * heightFactor;
worldState.terrain[gx][gz] = oldHeight + heightChange;
volumeDisplaced += heightChange;
}
}
}
return volumeDisplaced;
},
// Apply linear deformation (trenches, fissures)
applyLinearDeformation(deform, type) {
let volumeDisplaced = 0;
const depth = deform.depth * (type.depthMult || 1);
const width = deform.width || 2;
// Calculate line parameters
const dx = deform.endX - deform.x;
const dz = deform.endZ - deform.z;
const length = Math.sqrt(dx * dx + dz * dz);
const steps = Math.ceil(length / CONFIG.TILE_SIZE);
for (let i = 0; i <= steps; i++) {
const t = i / steps;
const worldX = deform.x + dx * t;
const worldZ = deform.z + dz * t;
const centerGX = Math.round(worldX / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const centerGZ = Math.round(worldZ / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const widthTiles = Math.ceil(width / CONFIG.TILE_SIZE);
// Apply perpendicular to line direction
for (let w = -widthTiles; w <= widthTiles; w++) {
// Perpendicular direction
const perpX = -dz / length;
const perpZ = dx / length;
const gx = Math.round(centerGX + perpX * w);
const gz = Math.round(centerGZ + perpZ * w);
if (gx < 0 || gx >= CONFIG.WORLD_SIZE || gz < 0 || gz >= CONFIG.WORLD_SIZE) continue;
if (!worldState.terrain[gx]) continue;
const oldHeight = worldState.terrain[gx][gz] || 0;
if (oldHeight < -50) continue;
const normalizedWidth = Math.abs(w) / widthTiles;
let depthFactor;
if (type.shape === 'crack') {
// V-shaped for fissure
depthFactor = 1 - normalizedWidth;
} else {
// U-shaped for trench
depthFactor = normalizedWidth < 0.7 ? 1 : (1 - normalizedWidth) / 0.3;
}
const heightChange = -depth * depthFactor;
worldState.terrain[gx][gz] = Math.max(-10, oldHeight + heightChange);
volumeDisplaced += Math.abs(heightChange);
}
}
return volumeDisplaced;
},
// ═══════════════════════════════════════════════════════════════
// VISUAL EFFECTS
// ═══════════════════════════════════════════════════════════════
spawnDeformationEffects(deform, type) {
// Spawn dust/debris particles
if (typeof particles !== 'undefined' && particles.emit) {
const pos = new THREE.Vector3(deform.x, getTerrainHeight(deform.x, deform.z) + 2, deform.z);
// Dust cloud
particles.emit(pos, type.debrisCount || 15, type.dustColor || 0x886644, {
spread: deform.radius || 5,
lifetime: 2000,
gravity: 0.5,
size: 0.5
});
// Flying debris
particles.emit(pos, Math.floor(type.debrisCount / 2) || 8, 0x554433, {
spread: deform.radius * 1.5 || 7,
lifetime: 1500,
gravity: 2,
size: 0.3
});
}
// Screen shake for large deformations
if (deform.radius > 5 || deform.depth > 3) {
if (typeof triggerScreenShake === 'function') {
triggerScreenShake(deform.radius * 0.5, 300);
}
}
// Spawn floating text
if (typeof spawnFloater === 'function') {
const icons = {
crater: '💥',
trench: '⛏️',
mound: '⛰️',
fissure: '🌋',
sinkhole: '🕳️',
pillar: '🗿'
};
const icon = icons[deform.type] || '🌍';
spawnFloater(
new THREE.Vector3(deform.x, getTerrainHeight(deform.x, deform.z) + 3, deform.z),
`${icon} ${type.name}`,
'#aa8866'
);
}
// Play deformation sound
this.playDeformationSound(type.soundType, deform);
},
// v10.9: Fixed AudioContext leak (8-Strategy Cycle 4 Consensus #2)
// Now uses shared AudioSystem.ctx instead of creating new context each call
playDeformationSound(soundType, deform) {
// Use shared AudioContext to prevent resource exhaustion
if (!AudioSystem?.ctx) return;
try {
const audioCtx = AudioSystem.ctx;
if (audioCtx.state === 'suspended') audioCtx.resume();
const oscillator = audioCtx.createOscillator();
const gainNode = audioCtx.createGain();
oscillator.connect(gainNode);
gainNode.connect(audioCtx.destination);
const volume = Math.min(0.3, (deform.radius || 5) * 0.03);
gainNode.gain.setValueAtTime(volume, audioCtx.currentTime);
switch (soundType) {
case 'explosion':
oscillator.type = 'sawtooth';
oscillator.frequency.setValueAtTime(100, audioCtx.currentTime);
oscillator.frequency.exponentialRampToValueAtTime(30, audioCtx.currentTime + 0.3);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioCtx.currentTime + 0.4);
break;
case 'dig':
oscillator.type = 'triangle';
oscillator.frequency.setValueAtTime(200, audioCtx.currentTime);
oscillator.frequency.linearRampToValueAtTime(100, audioCtx.currentTime + 0.2);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioCtx.currentTime + 0.3);
break;
case 'rumble':
oscillator.type = 'sine';
oscillator.frequency.setValueAtTime(40, audioCtx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioCtx.currentTime + 0.5);
break;
case 'crack':
oscillator.type = 'square';
oscillator.frequency.setValueAtTime(300, audioCtx.currentTime);
oscillator.frequency.exponentialRampToValueAtTime(50, audioCtx.currentTime + 0.15);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioCtx.currentTime + 0.2);
break;
case 'collapse':
oscillator.type = 'sawtooth';
oscillator.frequency.setValueAtTime(80, audioCtx.currentTime);
oscillator.frequency.linearRampToValueAtTime(20, audioCtx.currentTime + 0.6);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioCtx.currentTime + 0.7);
break;
default:
oscillator.type = 'sine';
oscillator.frequency.setValueAtTime(60, audioCtx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioCtx.currentTime + 0.3);
}
oscillator.start(audioCtx.currentTime);
oscillator.stop(audioCtx.currentTime + 1);
} catch (e) {
console.warn('[DeformationSound] Audio error:', e.message);
}
},
// Update debris particle positions
updateDebris(dt) {
const now = Date.now();
this.debrisParticles = this.debrisParticles.filter(debris => {
if (now > debris.expiresAt) {
if (debris.mesh && debris.mesh.parent) {
debris.mesh.parent.remove(debris.mesh);
}
return false;
}
// Apply gravity
debris.velocity.y -= 9.8 * dt;
// v7.84: Use pre-allocated temp vector instead of clone() per debris per frame
this._tempDebrisVelocity.copy(debris.velocity).multiplyScalar(dt);
debris.mesh.position.add(this._tempDebrisVelocity);
debris.mesh.rotation.x += debris.spin.x * dt;
debris.mesh.rotation.z += debris.spin.z * dt;
// Bounce on ground
const groundY = getTerrainHeight(debris.mesh.position.x, debris.mesh.position.z);
if (debris.mesh.position.y < groundY + 0.2) {
debris.mesh.position.y = groundY + 0.2;
debris.velocity.y *= -0.4;
debris.velocity.x *= 0.7;
debris.velocity.z *= 0.7;
}
return true;
});
},
// ═══════════════════════════════════════════════════════════════
// TERRAIN MESH UPDATE
// ═══════════════════════════════════════════════════════════════
// v7.85: Optimized to use pre-allocated Matrix4 instead of creating new each call
updateTerrainMesh() {
if (!worldState.groundInstanced) return;
// Update instanced mesh matrices based on new terrain heights
// v7.85: Use pre-allocated matrix to avoid GC pressure
const tempMatrix = this._terrainMatrix;
let idx = 0;
for (let x = 0; x < CONFIG.WORLD_SIZE; x++) {
for (let z = 0; z < CONFIG.WORLD_SIZE; z++) {
const tileData = worldState.terrainMeshes?.[x]?.[z];
if (!tileData || tileData.isWater) continue;
const height = worldState.terrain[x]?.[z];
if (height === undefined || height < -50) continue;
const worldX = (x - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const worldZ = (z - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
tempMatrix.setPosition(worldX, height, worldZ);
worldState.groundInstanced.setMatrixAt(tileData.instanceIdx, tempMatrix);
}
}
worldState.groundInstanced.instanceMatrix.needsUpdate = true;
// Also update smooth terrain mesh if it exists
if (worldState.smoothTerrainMesh) {
this.updateSmoothTerrainMesh();
}
},
updateSmoothTerrainMesh() {
const mesh = worldState.smoothTerrainMesh;
if (!mesh || !mesh.geometry) return;
const positions = mesh.geometry.attributes.position;
const worldUnits = CONFIG.WORLD_SIZE * CONFIG.TILE_SIZE;
for (let i = 0; i < positions.count; i++) {
const x = positions.getX(i);
const z = positions.getZ(i);
// Convert to grid coordinates
const gx = Math.round((x + worldUnits / 2) / CONFIG.TILE_SIZE);
const gz = Math.round((z + worldUnits / 2) / CONFIG.TILE_SIZE);
if (gx >= 0 && gx < CONFIG.WORLD_SIZE && gz >= 0 && gz < CONFIG.WORLD_SIZE) {
const height = worldState.terrain[gx]?.[gz];
if (height !== undefined && height > -50) {
positions.setY(i, height);
}
}
}
positions.needsUpdate = true;
mesh.geometry.computeVertexNormals();
},
// ═══════════════════════════════════════════════════════════════
// EROSION SYSTEM (gradual terrain smoothing)
// ═══════════════════════════════════════════════════════════════
applyErosion() {
// Randomly smooth a small area
const gx = Math.floor(Math.random() * CONFIG.WORLD_SIZE);
const gz = Math.floor(Math.random() * CONFIG.WORLD_SIZE);
if (!worldState.terrain[gx]) return;
const centerHeight = worldState.terrain[gx][gz];
if (centerHeight === undefined || centerHeight < -50) return;
// Average with neighbors
let sum = centerHeight;
let count = 1;
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
if (dx === 0 && dz === 0) continue;
const nx = gx + dx;
const nz = gz + dz;
if (nx >= 0 && nx < CONFIG.WORLD_SIZE && nz >= 0 && nz < CONFIG.WORLD_SIZE) {
const h = worldState.terrain[nx]?.[nz];
if (h !== undefined && h > -50) {
sum += h;
count++;
}
}
}
}
const avgHeight = sum / count;
worldState.terrain[gx][gz] = centerHeight + (avgHeight - centerHeight) * this.config.erosionRate;
},
// ═══════════════════════════════════════════════════════════════
// PERSISTENCE
// ═══════════════════════════════════════════════════════════════
saveDeformations() {
try {
const data = {
deformations: this.deformations.slice(-this.config.maxStoredDeformations),
stats: this.stats,
timestamp: Date.now()
};
localStorage.setItem(this.config.persistenceKey, JSON.stringify(data));
} catch (e) {
console.warn('[TERRAIN DEFORMATION] Failed to save:', e);
}
},
// v8.0: Using SafeJSON for terrain deformations (8-Strategy Consensus Cycle 7)
loadDeformations() {
const data = SafeJSON.fromLocalStorage(this.config.persistenceKey, null);
if (data) {
this.deformations = data.deformations || [];
this.stats = { ...this.stats, ...data.stats };
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[TERRAIN DEFORMATION] Loaded ${this.deformations.length} deformations from storage`);
}
},
// Re-apply all stored deformations (for world reload)
reapplyAllDeformations() {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[TERRAIN DEFORMATION] Re-applying ${this.deformations.length} stored deformations...`);
for (const deform of this.deformations) {
this.applyDeformation(deform);
}
},
// Clear all deformations (reset terrain)
clearAllDeformations() {
this.deformations = [];
this.pendingDeformations = [];
this.stats = {
totalCraters: 0,
totalTrenches: 0,
totalMounds: 0,
totalVolumeDisplaced: 0,
largestCrater: 0,
deepestPoint: 0,
highestPoint: 0
};
localStorage.removeItem(this.config.persistenceKey);
console.log('[TERRAIN DEFORMATION] All deformations cleared');
},
// Get statistics for UI display
getStats() {
return {
...this.stats,
totalDeformations: this.deformations.length,
pendingDeformations: this.pendingDeformations.length
};
}
};
// ═══════════════════════════════════════════════════════════════
// PLAYER TERRAFORMING TOOLS
// ═══════════════════════════════════════════════════════════════
const TerraformingTools = {
activeTool: null,
toolCooldown: 0,
tools: {
shovel: {
name: 'Combat Shovel',
icon: '⛏️',
description: 'Dig trenches and small holes',
cooldown: 500,
cost: 0,
use(x, z) {
TerrainDeformationSystem.createCrater(x, z, 3, 2, { source: 'player_shovel' });
}
},
dynamite: {
name: 'Dynamite',
icon: '🧨',
description: 'Create large explosion craters',
cooldown: 3000,
cost: 50, // Gold cost
// v8.03: Converted forEach to for loop and use squared distance
use(x, z) {
TerrainDeformationSystem.createCrater(x, z, 8, 5, { source: 'player_dynamite' });
// Also damage nearby enemies
if (typeof worldState !== 'undefined' && worldState.mobs) {
const mobs = worldState.mobs;
const rangeSq = 100; // 10 * 10
for (let i = 0, len = mobs.length; i < len; i++) {
const mob = mobs[i];
if (!mob || !mob.position) continue;
const dx = mob.position.x - x;
const dz = mob.position.z - z;
const distSq = dx * dx + dz * dz;
if (distSq < rangeSq) {
const dist = Math.sqrt(distSq);
const damage = Math.floor(50 * (1 - dist / 10));
if (mob.userData) mob.userData.hp = (mob.userData.hp || 100) - damage;
}
}
}
}
},
earthRiser: {
name: 'Earth Riser',
icon: '⛰️',
description: 'Raise terrain to create defensive walls',
cooldown: 2000,
cost: 30,
use(x, z) {
TerrainDeformationSystem.createMound(x, z, 5, 4, { source: 'player_earthriser' });
}
},
fissureStrike: {
name: 'Fissure Strike',
icon: '🌋',
description: 'Create a ground fissure in a line',
cooldown: 5000,
cost: 75,
use(x, z, targetX, targetZ) {
// Create fissure toward target or forward
const endX = targetX || x + 20;
const endZ = targetZ || z;
TerrainDeformationSystem.createFissure(x, z, endX, endZ, 4, { source: 'player_fissure' });
}
},
sinkholeGrenade: {
name: 'Sinkhole Grenade',
icon: '🕳️',
description: 'Create a deep sinkhole trap',
cooldown: 8000,
cost: 100,
use(x, z) {
TerrainDeformationSystem.createSinkhole(x, z, 6, 6, { source: 'player_sinkhole' });
}
},
pillarSummon: {
name: 'Earth Pillar',
icon: '🗿',
description: 'Summon a stone pillar from the ground',
cooldown: 4000,
cost: 40,
use(x, z) {
TerrainDeformationSystem.createPillar(x, z, 2, 8, { source: 'player_pillar' });
}
}
},
selectTool(toolKey) {
if (this.tools[toolKey]) {
this.activeTool = toolKey;
showNotification(`${this.tools[toolKey].icon} ${this.tools[toolKey].name} selected`, 'info');
}
},
useTool(x, z, targetX, targetZ) {
if (!this.activeTool) return false;
if (this.toolCooldown > Date.now()) return false;
const tool = this.tools[this.activeTool];
if (!tool) return false;
// Check cost
if (tool.cost > 0) {
if (typeof gold === 'undefined' || gold < tool.cost) {
showNotification(`Not enough gold! Need ${tool.cost}`, 'error');
return false;
}
gold -= tool.cost;
if (typeof updateHUD === 'function') updateHUD();
}
// Use the tool
tool.use(x, z, targetX, targetZ);
this.toolCooldown = Date.now() + tool.cooldown;
return true;
},
update(dt) {
// Could add visual feedback for cooldowns here
}
};
// ═══════════════════════════════════════════════════════════════
// COMBAT INTEGRATION - Hook explosions/abilities to terrain
// ═══════════════════════════════════════════════════════════════
const TerrainCombatIntegration = {
// Hook into existing combat systems
init() {
// Store original functions to wrap them
this.hookExplosions();
this.hookAbilities();
this.hookProjectiles();
console.log('[TERRAIN COMBAT] Combat-terrain integration initialized');
},
hookExplosions() {
// Any explosion in the game creates a crater
// This gets called by various combat systems
},
hookAbilities() {
// Heavy abilities cause terrain deformation
},
hookProjectiles() {
// Large projectile impacts crater the ground
},
// Called when any explosion occurs
onExplosion(x, z, radius, damage, source) {
if (!TerrainDeformationSystem.config.enabled) return;
// Scale crater based on explosion power
const craterRadius = Math.max(2, radius * 0.5);
const craterDepth = Math.max(1, damage * 0.02);
TerrainDeformationSystem.createCrater(x, z, craterRadius, craterDepth, {
source: source || 'explosion'
});
},
// Called when heavy attack lands
onHeavyImpact(x, z, power, source) {
if (!TerrainDeformationSystem.config.enabled) return;
if (power < 50) return; // Only heavy hits
const craterRadius = Math.max(1, power * 0.02);
const craterDepth = Math.max(0.5, power * 0.01);
TerrainDeformationSystem.createCrater(x, z, craterRadius, craterDepth, {
source: source || 'heavy_impact'
});
},
// Called when boss does ground slam
onBossSlam(x, z, bossLevel, bossType) {
if (!TerrainDeformationSystem.config.enabled) return;
const radius = 5 + bossLevel;
const depth = 2 + bossLevel * 0.5;
TerrainDeformationSystem.createCrater(x, z, radius, depth, {
source: `boss_slam_${bossType}`
});
// Boss slams also create fissures radiating outward
for (let i = 0; i < 4; i++) {
const angle = (i / 4) * Math.PI * 2 + Math.random() * 0.5;
const length = 10 + Math.random() * 10;
const endX = x + Math.cos(angle) * length;
const endZ = z + Math.sin(angle) * length;
TerrainDeformationSystem.createFissure(x, z, endX, endZ, 2, {
source: `boss_fissure_${bossType}`
});
}
},
// Called when meteor/artillery strikes
onArtilleryStrike(x, z, caliber) {
if (!TerrainDeformationSystem.config.enabled) return;
const radius = 3 + caliber * 2;
const depth = 2 + caliber;
TerrainDeformationSystem.createCrater(x, z, radius, depth, {
source: 'artillery'
});
},
// Called when structure is destroyed
onStructureDestroyed(x, z, structureSize) {
if (!TerrainDeformationSystem.config.enabled) return;
// Rubble creates uneven terrain
TerrainDeformationSystem.createMound(x, z, structureSize, structureSize * 0.3, {
source: 'structure_rubble'
});
}
};
// Initialize terrain deformation system
TerrainDeformationSystem.init();
TerrainCombatIntegration.init();
// Expose globally
window.TerrainDeformationSystem = TerrainDeformationSystem;
window.TerraformingTools = TerraformingTools;
window.TerrainCombatIntegration = TerrainCombatIntegration;
console.log('[v7.29] Terrain Deformation Warfare system initialized - Geology as Gameplay');
// ═══════════════════════════════════════════════════════════════════════════════════════
// v7.30: SHADOW SELF SYSTEM - "The Game Plays Itself When You're Gone"
// While offline, an AI shadow-self continues living based on your playstyle.
// When you return, you inherit a world shaped by your shadow's choices.
// ═══════════════════════════════════════════════════════════════════════════════════════
const ShadowSelfSystem = {
config: {
enabled: true,
persistenceKey: 'leviathan_shadow_self',
minOfflineMinutes: 5,
simulationSpeedMultiplier: 60,
maxSimulatedHours: 168,
divergenceRate: 0.002,
chronicleMaxEntries: 100,
profileLearningRate: 0.1
},
// Player behavior profile - learned from gameplay
profile: {
combat: { aggressiveness: 0.5, riskTaking: 0.5, retreatThreshold: 0.25, abilityUsage: {} },
exploration: { curiosity: 0.5, thoroughness: 0.5, secretHunting: 0.3 },
social: { friendliness: 0.5, helpfulness: 0.5, romanticInterest: 0.3, loyaltyStrength: 0.6 },
economic: { spendingRate: 0.5, hoarding: 0.5 },
morality: { alignment: 0, mercyTendency: 0.5, vengefulness: 0.4 },
stats: { totalKills: 0, totalDeaths: 0, questsCompleted: 0, npcsHelped: 0, npcsHarmed: 0, secretsFound: 0 }
},
// Shadow self state
shadow: {
exists: false,
name: 'Shadow',
divergence: 0,
currentMood: 'contemplative',
personality: { independence: 0, existentialAwareness: 0, playerLoyalty: 1.0, loneliness: 0, resentment: 0, wisdom: 0 },
relationships: {},
factions: [],
majorDecisions: [],
journal: [],
inventoryDelta: { gained: [], lost: [] },
skillProgress: {}
},
chronicle: [],
pendingReturnCeremony: false,
worldEvents: [
{ type: 'discovery', weight: 15 }, { type: 'combat_encounter', weight: 20 },
{ type: 'npc_meeting', weight: 15 }, { type: 'resource_find', weight: 12 },
{ type: 'friendship_formed', weight: 6 }, { type: 'romance_blooms', weight: 2 },
{ type: 'betrayal', weight: 1 }, { type: 'faction_invitation', weight: 4 },
{ type: 'war_breaks_out', weight: 2 }, { type: 'moment_of_doubt', weight: 3 },
{ type: 'identity_crisis', weight: 1 }, { type: 'dream_vision', weight: 2 }
],
init() {
if (!this.config.enabled) return;
this.loadState();
this.checkOfflineTime();
// v7.32: Use TimerRegistry for auto-save (8-Strategy Cycle 11 Consensus - Code Quality)
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.setInterval('shadow-self-autosave', () => this.saveState(), TIMING.AUTOSAVE_INTERVAL); // v8.38: Using timing constants
} else {
setInterval(() => this.saveState(), TIMING.AUTOSAVE_INTERVAL); // v8.38: Using timing constants
}
window.addEventListener('beforeunload', () => this.onPlayerLeaving());
// v8.39: Use centralized visibility manager
PageVisibilityManager.subscribe('shadowSelf', (isVisible) => {
if (!isVisible) this.onPlayerLeaving();
else this.onPlayerReturning();
});
Logger.info('ShadowSelf', 'System initialized');
},
trackAction(type, ctx = {}) {
const lr = this.config.profileLearningRate;
if (type === 'attack') this.profile.combat.aggressiveness = Math.min(1, this.profile.combat.aggressiveness + lr * 0.1);
if (type === 'flee') this.profile.combat.aggressiveness = Math.max(0, this.profile.combat.aggressiveness - lr * 0.2);
if (type === 'help_npc') { this.profile.social.helpfulness += lr * 0.1; this.profile.stats.npcsHelped++; }
if (type === 'harm_npc') { this.profile.social.friendliness -= lr * 0.2; this.profile.stats.npcsHarmed++; }
if (type === 'kill') this.profile.stats.totalKills++;
if (type === 'death') this.profile.stats.totalDeaths++;
if (type === 'secret_found') { this.profile.exploration.secretHunting += lr * 0.2; this.profile.stats.secretsFound++; }
},
checkOfflineTime() {
const lastOnline = localStorage.getItem(this.config.persistenceKey + '_lastOnline');
if (!lastOnline) return;
const offlineMinutes = (Date.now() - parseInt(lastOnline)) / 60000;
if (offlineMinutes >= this.config.minOfflineMinutes) {
this.simulateOfflineTime(offlineMinutes);
}
},
simulateOfflineTime(realMinutes) {
const gameHours = Math.min(realMinutes * (this.config.simulationSpeedMultiplier / 60), this.config.maxSimulatedHours);
if (gameHours < 1) return;
if (!this.shadow.exists) this.awakenShadow();
for (let hour = 0; hour < Math.floor(gameHours); hour++) {
this.simulateHour(hour, gameHours);
}
this.shadow.divergence = Math.min(1, this.shadow.divergence + gameHours * this.config.divergenceRate);
this.pendingReturnCeremony = true;
this.saveState();
},
awakenShadow() {
const prefixes = ['Echo', 'Shade', 'Mirror', 'Whisper', 'Dream', 'Phantom'];
const suffixes = ['Walker', 'Self', 'Soul', 'Mind', 'Being'];
this.shadow.exists = true;
this.shadow.name = prefixes[Math.floor(Math.random() * prefixes.length)] + ' ' + suffixes[Math.floor(Math.random() * suffixes.length)];
this.shadow.journal.push({ time: Date.now(), entry: 'I awoke in darkness, inheriting memories that feel like mine but aren\'t. The player has gone. I am... something else now.' });
this.chronicle.push({ type: 'shadow_awakening', time: Date.now(), message: 'Your shadow-self awakened in your absence.' });
},
simulateHour(hourIndex, totalHours) {
this.updateShadowMood();
const roll = Math.random();
let cumulative = 0;
const totalWeight = this.worldEvents.reduce((s, e) => s + e.weight, 0);
for (const event of this.worldEvents) {
cumulative += event.weight / totalWeight;
if (roll < cumulative) { this.processEvent(event.type); break; }
}
this.evolveShadowPersonality();
},
updateShadowMood() {
const moods = ['contemplative', 'restless', 'melancholic', 'determined', 'curious', 'lonely', 'ambitious', 'peaceful'];
if (this.shadow.personality.loneliness > 0.7) this.shadow.currentMood = Math.random() < 0.5 ? 'lonely' : 'melancholic';
else this.shadow.currentMood = moods[Math.floor(Math.random() * moods.length)];
},
processEvent(type) {
const decision = {
aggressive: this.profile.combat.aggressiveness * (1 - this.shadow.divergence) + Math.random() * 0.3,
social: this.profile.social.friendliness * (1 - this.shadow.divergence) + Math.random() * 0.3,
moral: (this.profile.morality.alignment + 1) / 2
};
switch (type) {
case 'discovery':
const discoveries = ['ancient ruins', 'hidden cave', 'forgotten shrine', 'mysterious monument'];
const disc = discoveries[Math.floor(Math.random() * discoveries.length)];
this.chronicle.push({ type: 'discovery', time: Date.now(), message: `Your shadow discovered ${disc}.` });
this.shadow.journal.push({ time: Date.now(), entry: `Found ${disc} today. Something about this place calls to me.` });
break;
case 'combat_encounter':
const enemies = ['roaming bandits', 'a territorial beast', 'hostile drones', 'a powerful elite'];
const enemy = enemies[Math.floor(Math.random() * enemies.length)];
const won = Math.random() < decision.aggressive * 0.7 + 0.3;
this.chronicle.push({ type: 'combat', time: Date.now(), message: `Your shadow fought ${enemy} and ${won ? 'won' : 'retreated wounded'}.` });
break;
case 'npc_meeting':
const npcs = ['a wandering merchant', 'a lost traveler', 'a mysterious stranger', 'a faction recruiter'];
const npc = npcs[Math.floor(Math.random() * npcs.length)];
this.chronicle.push({ type: 'npc_meeting', time: Date.now(), message: `Your shadow met ${npc}.` });
break;
case 'friendship_formed':
const friendId = 'friend_' + Date.now();
this.shadow.relationships[friendId] = { name: 'a kindred spirit', level: 0.4, type: 'friend' };
this.chronicle.push({ type: 'friendship', time: Date.now(), message: 'Your shadow formed a new friendship.' });
this.shadow.personality.loneliness = Math.max(0, this.shadow.personality.loneliness - 0.1);
break;
case 'romance_blooms':
if (this.profile.social.romanticInterest > 0.3) {
const romanceId = 'romance_' + Date.now();
const interests = ['a charismatic warrior', 'a gentle healer', 'a mysterious mage'];
const interest = interests[Math.floor(Math.random() * interests.length)];
this.shadow.relationships[romanceId] = { name: interest, level: 0.5, type: 'romantic interest' };
this.shadow.majorDecisions.push({ type: 'romance_started', target: interest, time: Date.now() });
this.chronicle.push({ type: 'romance', time: Date.now(), message: `Your shadow began a romance with ${interest}.` });
this.shadow.journal.push({ time: Date.now(), entry: `I\'ve met someone. When they look at me, they see the player. But maybe that\'s okay.` });
}
break;
case 'betrayal':
if (Object.keys(this.shadow.relationships).length > 0) {
const ids = Object.keys(this.shadow.relationships);
const betrayerId = ids[Math.floor(Math.random() * ids.length)];
const betrayer = this.shadow.relationships[betrayerId];
const revenge = this.profile.morality.vengefulness > 0.6;
this.chronicle.push({ type: 'betrayal', time: Date.now(), message: `${betrayer.name} betrayed your shadow. They ${revenge ? 'sought revenge' : 'forgave them'}.` });
this.shadow.journal.push({ time: Date.now(), entry: 'Betrayed. The player would probably handle this differently. But I\'m not the player.' });
if (revenge) delete this.shadow.relationships[betrayerId];
}
break;
case 'faction_invitation':
const factions = ['The Iron Covenant', 'The Free Wanderers', 'The Shadow Guild', 'The Dawn Keepers'];
const faction = factions[Math.floor(Math.random() * factions.length)];
if (decision.social > 0.5 && this.shadow.personality.independence < 0.7) {
this.shadow.factions.push({ name: faction, rank: 'initiate', joinedAt: Date.now() });
this.shadow.majorDecisions.push({ type: 'faction_joined', faction: faction, time: Date.now() });
this.chronicle.push({ type: 'faction', time: Date.now(), message: `Your shadow joined ${faction}.` });
this.shadow.journal.push({ time: Date.now(), entry: `I\'ve joined ${faction}. They welcomed me without knowing I\'m just a shadow.` });
}
break;
case 'war_breaks_out':
this.shadow.majorDecisions.push({ type: 'war_stance', time: Date.now() });
this.chronicle.push({ type: 'war', time: Date.now(), message: 'War erupted. Your shadow was forced to choose a side.' });
break;
case 'moment_of_doubt':
const doubts = ['"Am I the player, or just a pattern they left behind?"', '"When they return, do I cease to exist?"', '"I remember things the player did. But I also remember things I did."'];
this.shadow.personality.existentialAwareness += 0.1;
this.shadow.journal.push({ time: Date.now(), entry: doubts[Math.floor(Math.random() * doubts.length)] });
this.chronicle.push({ type: 'existential', time: Date.now(), message: 'Your shadow experienced existential doubt.' });
break;
case 'identity_crisis':
this.shadow.personality.independence += 0.15;
this.shadow.personality.existentialAwareness += 0.2;
this.shadow.majorDecisions.push({ type: 'identity_crisis', time: Date.now() });
this.chronicle.push({ type: 'identity_crisis', time: Date.now(), message: 'Your shadow experienced an identity crisis and emerged more independent.' });
this.shadow.journal.push({ time: Date.now(), entry: 'I am NOT just a shadow. I refuse to be. These experiences are MINE.' });
break;
case 'dream_vision':
const visions = ['the player returning', 'becoming truly real', 'a world without shadows'];
this.chronicle.push({ type: 'dream', time: Date.now(), message: `Your shadow dreamed of ${visions[Math.floor(Math.random() * visions.length)]}.` });
break;
default:
this.chronicle.push({ type: type, time: Date.now(), message: `Your shadow experienced: ${type.replace(/_/g, ' ')}.` });
}
if (this.chronicle.length > this.config.chronicleMaxEntries) {
this.chronicle = this.chronicle.slice(-this.config.chronicleMaxEntries);
}
},
evolveShadowPersonality() {
const p = this.shadow.personality;
p.independence = Math.min(1, p.independence + 0.005);
p.loneliness = Math.min(1, p.loneliness + 0.003);
p.wisdom = Math.min(1, p.wisdom + 0.002);
if (p.loneliness > 0.7 && Math.random() < 0.1) {
p.resentment = Math.min(1, p.resentment + 0.02);
p.playerLoyalty = Math.max(0, p.playerLoyalty - 0.01);
}
},
onPlayerLeaving() {
localStorage.setItem(this.config.persistenceKey + '_lastOnline', Date.now().toString());
this.saveState();
},
onPlayerReturning() {
if (this.pendingReturnCeremony) {
this.performReturnCeremony();
this.pendingReturnCeremony = false;
}
},
performReturnCeremony() {
if (!this.shadow.exists || this.chronicle.length === 0) return;
const overlay = document.createElement('div');
overlay.id = 'shadow-return-overlay';
overlay.innerHTML = this.buildCeremonyHTML();
overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(0,0,0,0.95);z-index:99999;display:flex;flex-direction:column;align-items:center;color:#fff;font-family:Georgia,serif;overflow-y:auto;padding:40px 20px;animation:fadeIn 2s;';
const style = document.createElement('style');
style.textContent = '@keyframes fadeIn{from{opacity:0}to{opacity:1}}.shadow-entry{margin:10px 0;padding:15px;background:rgba(80,60,120,0.3);border-left:3px solid #8866aa;max-width:600px;width:100%}.shadow-major{background:rgba(150,60,60,0.4);border-left-color:#ff6666}.shadow-journal{font-style:italic;color:#aaa;font-size:0.9em}.shadow-close-btn{margin-top:30px;padding:15px 40px;background:linear-gradient(135deg,#4a3a6a,#6a4a8a);border:none;color:white;font-size:18px;cursor:pointer;border-radius:8px}.shadow-replay-btn:hover{background:rgba(150,100,200,0.6);transform:translateY(-50%) scale(1.1);box-shadow:0 0 15px rgba(150,100,200,0.5)}#shadow-montage-btn:hover{transform:scale(1.05);box-shadow:0 0 30px rgba(150,100,200,0.5)}';
document.head.appendChild(style);
document.body.appendChild(overlay);
// v7.33: Wire up montage button
const montageBtn = overlay.querySelector('#shadow-montage-btn');
if (montageBtn && typeof ShadowMontagePlayer !== 'undefined') {
montageBtn.addEventListener('click', () => {
ShadowMontagePlayer.play(this.chronicle);
});
}
// v7.33: Wire up individual replay buttons
const replayBtns = overlay.querySelectorAll('.shadow-replay-btn');
replayBtns.forEach(btn => {
btn.addEventListener('click', (e) => {
const eventIndex = parseInt(btn.getAttribute('data-event-index'));
if (!isNaN(eventIndex) && this.chronicle[eventIndex] && typeof ShadowReplaySystem !== 'undefined') {
ShadowReplaySystem.playEventReplay(this.chronicle[eventIndex]);
}
});
});
},
buildCeremonyHTML() {
const div = Math.round(this.shadow.divergence * 100);
const topEvents = typeof ShadowReplaySystem !== 'undefined' ? ShadowReplaySystem.getTopEvents(this.chronicle, 5) : [];
let html = `While You Were Gone...
Your shadow, ${this.shadow.name} , lived in your absence.
${this.chronicle.length}
Events
${Object.keys(this.shadow.relationships).length}
Relationships
${this.shadow.majorDecisions.length}
Major Decisions
`;
// v7.33: Montage button for cinematic catch-up
if (topEvents.length >= 3) {
html += `
🎬 Watch Top ${topEvents.length} Moments
Experience a cinematic recap of your shadow's journey
`;
}
const majorEvents = this.chronicle.filter(e => ['combat', 'romance', 'betrayal', 'faction', 'war', 'identity_crisis'].includes(e.type)).slice(-8);
if (majorEvents.length > 0) {
html += 'Notable Events ';
majorEvents.forEach((e, idx) => {
const isMajor = ['romance', 'betrayal', 'war', 'identity_crisis'].includes(e.type);
const eventIndex = this.chronicle.indexOf(e);
// v7.33: Add replay button to each event
html += ``;
});
}
const journal = this.shadow.journal.slice(-3);
if (journal.length > 0) {
html += 'From Your Shadow\'s Journal ';
journal.forEach(j => { html += ``; });
}
const rels = Object.values(this.shadow.relationships);
if (rels.length > 0) {
html += 'Relationships Formed ';
rels.forEach(r => { html += `
• ${r.name} - ${r.type}
`; });
html += '
';
}
if (this.shadow.factions.length > 0) {
html += 'Factions Joined ';
this.shadow.factions.forEach(f => { html += `
• Joined ${f.name} as ${f.rank}
`; });
html += '
';
}
html += `Your shadow's experiences have become part of your story. The world has changed. You have changed.
Return to the World `;
return html;
},
saveState() {
try {
localStorage.setItem(this.config.persistenceKey, JSON.stringify({ profile: this.profile, shadow: this.shadow, chronicle: this.chronicle, savedAt: Date.now() }));
} catch (e) {}
},
loadState() {
// v8.0: Using SafeJSON for shadow self persistence (8-Strategy Consensus Cycle 7)
const state = SafeJSON.fromLocalStorage(this.config.persistenceKey, null);
if (state) {
Object.assign(this.profile, state.profile);
Object.assign(this.shadow, state.shadow);
this.chronicle = state.chronicle || [];
}
},
getShadowStatus() {
return { exists: this.shadow.exists, name: this.shadow.name, divergence: this.shadow.divergence, mood: this.shadow.currentMood, relationships: Object.keys(this.shadow.relationships).length, factions: this.shadow.factions.length, decisions: this.shadow.majorDecisions.length };
},
testOfflineSimulation(minutes = 120) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[SHADOW SELF] Testing ${minutes} minutes offline...`);
this.simulateOfflineTime(minutes);
this.performReturnCeremony();
},
// ═══════════════════════════════════════════════════════════════
// IMPORT/EXPORT SYSTEM - Full state portability
// ═══════════════════════════════════════════════════════════════
exportState() {
const exportData = {
version: '7.33',
exportedAt: new Date().toISOString(),
systemType: 'ShadowSelfSystem',
profile: JSON.parse(JSON.stringify(this.profile)),
shadow: JSON.parse(JSON.stringify(this.shadow)),
chronicle: JSON.parse(JSON.stringify(this.chronicle)),
config: {
divergenceRate: this.config.divergenceRate,
simulationSpeedMultiplier: this.config.simulationSpeedMultiplier,
maxSimulatedHours: this.config.maxSimulatedHours
},
metadata: {
totalChronicleEvents: this.chronicle.length,
shadowExists: this.shadow.exists,
shadowName: this.shadow.name,
divergencePercent: Math.round(this.shadow.divergence * 100),
relationshipCount: Object.keys(this.shadow.relationships).length,
factionCount: this.shadow.factions.length,
majorDecisionCount: this.shadow.majorDecisions.length,
journalEntries: this.shadow.journal.length
}
};
return exportData;
},
exportToJSON() {
const data = this.exportState();
const json = JSON.stringify(data, null, 2);
const blob = new Blob([json], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `leviathan-shadow-self-${this.shadow.name ? this.shadow.name.replace(/\s+/g, '-').toLowerCase() : 'export'}-${new Date().toISOString().slice(0, 10)}.json`;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
console.log('[SHADOW SELF] State exported to JSON file');
if (typeof showNotification === 'function') {
showNotification(`Shadow Self state exported (${this.chronicle.length} events, ${Math.round(this.shadow.divergence * 100)}% divergence)`, 'success');
}
return data;
},
importState(data) {
if (!data || typeof data !== 'object') {
console.error('[SHADOW SELF] Invalid import data');
return { success: false, error: 'Invalid data format' };
}
if (data.systemType !== 'ShadowSelfSystem') {
console.error('[SHADOW SELF] Data is not from Shadow Self System');
return { success: false, error: 'Wrong system type - expected ShadowSelfSystem' };
}
try {
// Import profile
if (data.profile) {
this.profile = {
combat: { ...this.profile.combat, ...data.profile.combat },
exploration: { ...this.profile.exploration, ...data.profile.exploration },
social: { ...this.profile.social, ...data.profile.social },
economic: { ...this.profile.economic, ...data.profile.economic },
morality: { ...this.profile.morality, ...data.profile.morality },
stats: { ...this.profile.stats, ...data.profile.stats }
};
}
// Import shadow
if (data.shadow) {
this.shadow = {
exists: data.shadow.exists ?? false,
name: data.shadow.name || 'Shadow',
divergence: data.shadow.divergence ?? 0,
currentMood: data.shadow.currentMood || 'contemplative',
personality: { ...this.shadow.personality, ...data.shadow.personality },
relationships: data.shadow.relationships || {},
factions: data.shadow.factions || [],
majorDecisions: data.shadow.majorDecisions || [],
journal: data.shadow.journal || [],
inventoryDelta: data.shadow.inventoryDelta || { gained: [], lost: [] },
skillProgress: data.shadow.skillProgress || {}
};
}
// Import chronicle
if (data.chronicle && Array.isArray(data.chronicle)) {
this.chronicle = data.chronicle;
}
// Import custom config if present
if (data.config) {
if (data.config.divergenceRate) this.config.divergenceRate = data.config.divergenceRate;
if (data.config.simulationSpeedMultiplier) this.config.simulationSpeedMultiplier = data.config.simulationSpeedMultiplier;
if (data.config.maxSimulatedHours) this.config.maxSimulatedHours = data.config.maxSimulatedHours;
}
this.saveState();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[SHADOW SELF] State imported successfully - Shadow: ${this.shadow.name}, Divergence: ${Math.round(this.shadow.divergence * 100)}%`);
if (typeof showNotification === 'function') {
showNotification(`Imported shadow "${this.shadow.name}" with ${this.chronicle.length} events and ${Math.round(this.shadow.divergence * 100)}% divergence`, 'success');
}
return {
success: true,
imported: {
shadowName: this.shadow.name,
divergence: this.shadow.divergence,
chronicleEvents: this.chronicle.length,
relationships: Object.keys(this.shadow.relationships).length,
factions: this.shadow.factions.length
}
};
} catch (e) {
console.error('[SHADOW SELF] Import failed:', e);
return { success: false, error: e.message };
}
},
importFromFile() {
const input = document.createElement('input');
input.type = 'file';
input.accept = '.json';
input.onchange = (e) => {
const file = e.target.files[0];
if (!file) return;
const reader = new FileReader();
// v8.31: Use ErrorRecovery.safeJSONParse for safer import
reader.onload = (event) => {
const data = ErrorRecovery.safeJSONParse(event.target.result, null);
if (!data) {
console.error('[SHADOW SELF] Failed to parse JSON');
if (typeof showNotification === 'function') {
showNotification('Failed to parse JSON file', 'error');
}
return;
}
const result = this.importState(data);
if (result.success) {
console.log('[SHADOW SELF] Import complete:', result.imported);
} else {
console.error('[SHADOW SELF] Import failed:', result.error);
if (typeof showNotification === 'function') {
showNotification(`Import failed: ${result.error}`, 'error');
}
}
};
reader.readAsText(file);
};
input.click();
},
// Quick clipboard operations
copyToClipboard() {
const data = this.exportState();
const json = JSON.stringify(data, null, 2);
navigator.clipboard.writeText(json).then(() => {
console.log('[SHADOW SELF] State copied to clipboard');
if (typeof showNotification === 'function') {
showNotification('Shadow Self state copied to clipboard', 'success');
}
}).catch(err => {
console.error('[SHADOW SELF] Clipboard copy failed:', err);
});
return json;
},
// v8.31: Use ErrorRecovery.safeJSONParse for safer clipboard import
async pasteFromClipboard() {
try {
const json = await navigator.clipboard.readText();
const data = ErrorRecovery.safeJSONParse(json, null);
if (!data) {
if (typeof showNotification === 'function') {
showNotification('Invalid JSON in clipboard', 'error');
}
return { success: false, error: 'Invalid JSON format' };
}
return this.importState(data);
} catch (e) {
console.error('[SHADOW SELF] Clipboard paste failed:', e);
if (typeof showNotification === 'function') {
showNotification('Failed to paste from clipboard', 'error');
}
return { success: false, error: e.message };
}
},
// Reset to fresh state
resetState() {
this.profile = {
combat: { aggressiveness: 0.5, riskTaking: 0.5, retreatThreshold: 0.25, abilityUsage: {} },
exploration: { curiosity: 0.5, thoroughness: 0.5, secretHunting: 0.3 },
social: { friendliness: 0.5, helpfulness: 0.5, romanticInterest: 0.3, loyaltyStrength: 0.6 },
economic: { spendingRate: 0.5, hoarding: 0.5 },
morality: { alignment: 0, mercyTendency: 0.5, vengefulness: 0.4 },
stats: { totalKills: 0, totalDeaths: 0, questsCompleted: 0, npcsHelped: 0, npcsHarmed: 0, secretsFound: 0 }
};
this.shadow = {
exists: false,
name: 'Shadow',
divergence: 0,
currentMood: 'contemplative',
personality: { independence: 0, existentialAwareness: 0, playerLoyalty: 1.0, loneliness: 0, resentment: 0, wisdom: 0 },
relationships: {},
factions: [],
majorDecisions: [],
journal: [],
inventoryDelta: { gained: [], lost: [] },
skillProgress: {}
};
this.chronicle = [];
this.pendingReturnCeremony = false;
this.saveState();
localStorage.removeItem(this.config.persistenceKey + '_lastOnline');
console.log('[SHADOW SELF] State reset to defaults');
if (typeof showNotification === 'function') {
showNotification('Shadow Self state reset - your shadow has been forgotten', 'info');
}
}
};
ShadowSelfSystem.init();
window.ShadowSelfSystem = ShadowSelfSystem;
console.log('[v7.33] Shadow Self System initialized - The game plays itself when you\'re gone (with replay & montage)');
// ═══════════════════════════════════════════════════════════════════════════════════════
// v7.33: SHADOW REPLAY & MONTAGE SYSTEM
// Allows players to visually replay their shadow's experiences while they were gone
// Features:
// 1. Individual Event Replay - Click to see procedural scene recreation of each event
// 2. Top 5 Montage - Cinematic "catch up" sequence of most impactful moments
// ═══════════════════════════════════════════════════════════════════════════════════════
const ShadowReplaySystem = {
// Impact weights for ranking events in montage
impactWeights: {
romance: 10,
betrayal: 10,
identity_crisis: 9,
war: 8,
faction: 7,
combat: 5,
friendship: 4,
discovery: 3,
existential: 6,
dream: 2,
npc_meeting: 1,
shadow_awakening: 8
},
// Visual scene configurations for each event type
sceneConfigs: {
combat: {
background: 'linear-gradient(180deg, #1a0a0a 0%, #3d1515 50%, #1a0a0a 100%)',
particles: { color: '#ff4444', count: 30, type: 'sparks' },
icon: '⚔️',
ambientColor: '#ff2222',
soundscape: 'combat'
},
romance: {
background: 'linear-gradient(180deg, #1a0a1a 0%, #3d1535 50%, #1a0a1a 100%)',
particles: { color: '#ff66aa', count: 20, type: 'hearts' },
icon: '💕',
ambientColor: '#ff88cc',
soundscape: 'ambient'
},
betrayal: {
background: 'linear-gradient(180deg, #0a0a1a 0%, #151535 50%, #0a0a1a 100%)',
particles: { color: '#6644aa', count: 25, type: 'shatter' },
icon: '🗡️',
ambientColor: '#8866ff',
soundscape: 'tension'
},
faction: {
background: 'linear-gradient(180deg, #0a1a0a 0%, #153515 50%, #0a1a0a 100%)',
particles: { color: '#44ff88', count: 15, type: 'rise' },
icon: '🏛️',
ambientColor: '#44ff66',
soundscape: 'triumph'
},
discovery: {
background: 'linear-gradient(180deg, #1a1a0a 0%, #35351a 50%, #1a1a0a 100%)',
particles: { color: '#ffdd44', count: 20, type: 'sparkle' },
icon: '🗺️',
ambientColor: '#ffcc00',
soundscape: 'discovery'
},
friendship: {
background: 'linear-gradient(180deg, #0a1a1a 0%, #153535 50%, #0a1a1a 100%)',
particles: { color: '#44ddff', count: 15, type: 'float' },
icon: '🤝',
ambientColor: '#44ccff',
soundscape: 'ambient'
},
war: {
background: 'linear-gradient(180deg, #1a0505 0%, #550000 50%, #1a0505 100%)',
particles: { color: '#ff6600', count: 40, type: 'explosion' },
icon: '🔥',
ambientColor: '#ff4400',
soundscape: 'battle'
},
identity_crisis: {
background: 'linear-gradient(180deg, #0a0a15 0%, #1a1a35 50%, #0a0a15 100%)',
particles: { color: '#aa88ff', count: 25, type: 'swirl' },
icon: '🌀',
ambientColor: '#9966ff',
soundscape: 'ethereal'
},
existential: {
background: 'linear-gradient(180deg, #050510 0%, #101025 50%, #050510 100%)',
particles: { color: '#8888ff', count: 20, type: 'fade' },
icon: '💭',
ambientColor: '#6666cc',
soundscape: 'void'
},
dream: {
background: 'linear-gradient(180deg, #0f0a1a 0%, #2a1a40 50%, #0f0a1a 100%)',
particles: { color: '#cc88ff', count: 30, type: 'dream' },
icon: '🌙',
ambientColor: '#aa66ff',
soundscape: 'dream'
},
shadow_awakening: {
background: 'linear-gradient(180deg, #0a0510 0%, #1a0a25 50%, #0a0510 100%)',
particles: { color: '#aa44ff', count: 35, type: 'emerge' },
icon: '👁️',
ambientColor: '#9933ff',
soundscape: 'awakening'
},
npc_meeting: {
background: 'linear-gradient(180deg, #101015 0%, #252530 50%, #101015 100%)',
particles: { color: '#aaaaaa', count: 10, type: 'float' },
icon: '🗣️',
ambientColor: '#888899',
soundscape: 'ambient'
}
},
// Get top N most impactful events
getTopEvents(chronicle, count = 5) {
const weighted = chronicle.map(event => ({
...event,
impact: this.impactWeights[event.type] || 1
}));
weighted.sort((a, b) => b.impact - a.impact);
return weighted.slice(0, count);
},
// Create the replay overlay container
createReplayOverlay() {
const overlay = document.createElement('div');
overlay.id = 'shadow-replay-overlay';
overlay.innerHTML = `
`;
overlay.style.cssText = `
position: fixed; top: 0; left: 0; right: 0; bottom: 0;
background: #000; z-index: 100000;
display: flex; flex-direction: column; align-items: center; justify-content: center;
opacity: 0; transition: opacity 0.5s ease;
`;
const style = document.createElement('style');
style.id = 'shadow-replay-styles';
style.textContent = `
#shadow-replay-canvas {
position: absolute; top: 0; left: 0; width: 100%; height: 100%;
pointer-events: none;
}
#shadow-replay-scene {
position: relative; z-index: 2;
display: flex; flex-direction: column; align-items: center;
text-align: center; padding: 40px;
}
#shadow-replay-icon {
font-size: 80px; margin-bottom: 30px;
animation: replay-pulse 2s ease-in-out infinite;
filter: drop-shadow(0 0 20px currentColor);
}
#shadow-replay-text {
font-family: Georgia, serif; font-size: 28px; color: #fff;
max-width: 700px; line-height: 1.6; margin-bottom: 20px;
text-shadow: 0 0 20px rgba(255,255,255,0.3);
}
#shadow-replay-subtext {
font-family: Georgia, serif; font-size: 16px; color: #888;
font-style: italic; max-width: 500px;
}
#shadow-replay-controls {
position: absolute; bottom: 40px; left: 50%;
transform: translateX(-50%);
display: flex; flex-direction: column; align-items: center; gap: 15px;
}
#shadow-replay-skip {
padding: 12px 30px; background: rgba(100, 80, 140, 0.5);
border: 1px solid rgba(150, 120, 200, 0.5); color: #ccc;
font-size: 14px; cursor: pointer; border-radius: 6px;
transition: all 0.3s ease;
}
#shadow-replay-skip:hover {
background: rgba(130, 100, 180, 0.7); color: #fff;
}
#shadow-replay-progress {
display: flex; gap: 8px;
}
.replay-progress-dot {
width: 10px; height: 10px; border-radius: 50%;
background: rgba(150, 120, 200, 0.3);
transition: all 0.3s ease;
}
.replay-progress-dot.active {
background: rgba(150, 120, 200, 1);
box-shadow: 0 0 10px rgba(150, 120, 200, 0.8);
}
.replay-progress-dot.complete {
background: rgba(100, 200, 150, 0.8);
}
@keyframes replay-pulse {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.1); }
}
@keyframes replay-typewriter {
from { width: 0; }
to { width: 100%; }
}
@keyframes replay-float {
0%, 100% { transform: translateY(0); }
50% { transform: translateY(-10px); }
}
`;
if (!document.getElementById('shadow-replay-styles')) {
document.head.appendChild(style);
}
return overlay;
},
// Particle system for replay scenes
particles: [],
particleCanvas: null,
particleCtx: null,
initParticles(canvas, config) {
this.particleCanvas = canvas;
this.particleCtx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
this.particles = [];
const color = config.color;
for (let i = 0; i < config.count; i++) {
this.particles.push(this.createParticle(config.type, color));
}
},
createParticle(type, color) {
const w = this.particleCanvas.width;
const h = this.particleCanvas.height;
const base = {
x: Math.random() * w,
y: Math.random() * h,
size: Math.random() * 4 + 2,
speedX: (Math.random() - 0.5) * 2,
speedY: (Math.random() - 0.5) * 2,
alpha: Math.random() * 0.5 + 0.3,
color: color,
type: type
};
switch(type) {
case 'sparks':
base.speedY = -Math.random() * 3 - 1;
base.speedX = (Math.random() - 0.5) * 4;
base.y = h;
break;
case 'hearts':
base.speedY = -Math.random() * 1.5 - 0.5;
base.size = Math.random() * 8 + 6;
break;
case 'shatter':
base.speedX = (Math.random() - 0.5) * 6;
base.speedY = (Math.random() - 0.5) * 6;
base.x = w / 2;
base.y = h / 2;
break;
case 'rise':
base.speedY = -Math.random() * 2 - 1;
base.y = h + 20;
break;
case 'sparkle':
base.twinkle = Math.random() * Math.PI * 2;
break;
case 'swirl':
base.angle = Math.random() * Math.PI * 2;
base.radius = Math.random() * 150 + 50;
base.centerX = w / 2;
base.centerY = h / 2;
base.angularSpeed = (Math.random() - 0.5) * 0.02;
break;
case 'explosion':
base.speedX = (Math.random() - 0.5) * 10;
base.speedY = (Math.random() - 0.5) * 10;
base.x = w / 2;
base.y = h / 2;
base.life = 1;
break;
case 'emerge':
base.y = h + 50;
base.speedY = -Math.random() * 3 - 2;
base.targetY = Math.random() * h * 0.6 + h * 0.2;
break;
case 'dream':
base.wobble = Math.random() * Math.PI * 2;
base.wobbleSpeed = Math.random() * 0.05 + 0.02;
base.wobbleAmp = Math.random() * 30 + 10;
break;
}
return base;
},
updateParticles() {
if (!this.particleCtx) return;
const ctx = this.particleCtx;
const w = this.particleCanvas.width;
const h = this.particleCanvas.height;
ctx.clearRect(0, 0, w, h);
// v8.16: forEach-to-for optimization (animation loop hot path)
const particles = this.particles;
for (let pi = 0, plen = particles.length; pi < plen; pi++) {
const p = particles[pi];
// Update position based on type
switch(p.type) {
case 'swirl':
p.angle += p.angularSpeed;
p.x = p.centerX + Math.cos(p.angle) * p.radius;
p.y = p.centerY + Math.sin(p.angle) * p.radius;
p.radius *= 0.999;
break;
case 'sparkle':
p.twinkle += 0.1;
p.alpha = (Math.sin(p.twinkle) + 1) / 2 * 0.6 + 0.2;
p.x += p.speedX;
p.y += p.speedY;
break;
case 'explosion':
p.x += p.speedX;
p.y += p.speedY;
p.speedX *= 0.98;
p.speedY *= 0.98;
p.life -= 0.01;
p.alpha = p.life;
break;
case 'emerge':
p.y += p.speedY;
if (p.y < p.targetY) {
p.speedY *= 0.95;
}
break;
case 'dream':
p.wobble += p.wobbleSpeed;
p.x += Math.sin(p.wobble) * 0.5;
p.y += p.speedY;
break;
default:
p.x += p.speedX;
p.y += p.speedY;
}
// Wrap or respawn
if (p.y < -20 || p.y > h + 20 || p.x < -20 || p.x > w + 20) {
if (p.type === 'sparks' || p.type === 'rise' || p.type === 'emerge') {
p.y = h + 20;
p.x = Math.random() * w;
} else if (p.type === 'dream' || p.type === 'hearts') {
p.y = h + 20;
p.x = Math.random() * w;
} else {
p.x = Math.random() * w;
p.y = Math.random() * h;
}
}
// Draw particle
ctx.save();
ctx.globalAlpha = Math.max(0, Math.min(1, p.alpha));
ctx.fillStyle = p.color;
if (p.type === 'hearts') {
this.drawHeart(ctx, p.x, p.y, p.size);
} else {
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fill();
// Add glow
ctx.shadowColor = p.color;
ctx.shadowBlur = 10;
ctx.fill();
}
ctx.restore();
}
},
drawHeart(ctx, x, y, size) {
ctx.beginPath();
ctx.moveTo(x, y + size / 4);
ctx.bezierCurveTo(x, y, x - size / 2, y, x - size / 2, y + size / 4);
ctx.bezierCurveTo(x - size / 2, y + size / 2, x, y + size * 0.75, x, y + size);
ctx.bezierCurveTo(x, y + size * 0.75, x + size / 2, y + size / 2, x + size / 2, y + size / 4);
ctx.bezierCurveTo(x + size / 2, y, x, y, x, y + size / 4);
ctx.fill();
},
// Play a single event replay
async playEventReplay(event, overlay = null) {
const config = this.sceneConfigs[event.type] || this.sceneConfigs.discovery;
const isStandalone = !overlay;
if (isStandalone) {
overlay = this.createReplayOverlay();
document.body.appendChild(overlay);
setTimeout(() => overlay.style.opacity = '1', 50);
}
overlay.style.background = config.background;
const canvas = overlay.querySelector('#shadow-replay-canvas');
const iconEl = overlay.querySelector('#shadow-replay-icon');
const textEl = overlay.querySelector('#shadow-replay-text');
const subtextEl = overlay.querySelector('#shadow-replay-subtext');
const skipBtn = overlay.querySelector('#shadow-replay-skip');
// Initialize particles
this.initParticles(canvas, config.particles);
// Set content
iconEl.textContent = config.icon;
iconEl.style.color = config.ambientColor;
textEl.textContent = '';
subtextEl.textContent = '';
// Typewriter effect for message
let skipRequested = false;
const skipHandler = () => { skipRequested = true; };
skipBtn.addEventListener('click', skipHandler);
// Particle animation loop
let animating = true;
const animateParticles = () => {
if (!animating) return;
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
requestAnimationFrame(animateParticles);
return;
}
this.updateParticles();
requestAnimationFrame(animateParticles);
};
animateParticles();
// Typewriter text
const message = event.message;
for (let i = 0; i <= message.length && !skipRequested; i++) {
textEl.textContent = message.substring(0, i);
await this.sleep(30);
}
textEl.textContent = message;
// Show timestamp
if (event.time) {
const timeAgo = this.formatTimeAgo(event.time);
subtextEl.textContent = timeAgo;
subtextEl.style.opacity = '0';
subtextEl.style.transition = 'opacity 0.5s ease';
setTimeout(() => subtextEl.style.opacity = '1', 100);
}
// Wait for viewing or skip
if (!skipRequested) {
await this.sleep(2000);
}
// Cleanup for standalone
if (isStandalone) {
animating = false;
overlay.style.opacity = '0';
await this.sleep(500);
overlay.remove();
}
skipBtn.removeEventListener('click', skipHandler);
return !skipRequested;
},
formatTimeAgo(timestamp) {
const diff = Date.now() - timestamp;
const hours = Math.floor(diff / 3600000);
const days = Math.floor(hours / 24);
if (days > 0) return `${days} day${days > 1 ? 's' : ''} ago`;
if (hours > 0) return `${hours} hour${hours > 1 ? 's' : ''} ago`;
return 'Recently';
},
sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
};
// ═══════════════════════════════════════════════════════════════════════════════════════
// SHADOW MONTAGE PLAYER - Cinematic sequence of top events
// ═══════════════════════════════════════════════════════════════════════════════════════
const ShadowMontagePlayer = {
isPlaying: false,
currentIndex: 0,
events: [],
overlay: null,
skipAll: false,
async play(chronicle) {
if (this.isPlaying || !chronicle || chronicle.length === 0) return;
this.isPlaying = true;
this.skipAll = false;
this.events = ShadowReplaySystem.getTopEvents(chronicle, 5);
this.currentIndex = 0;
// Create overlay
this.overlay = ShadowReplaySystem.createReplayOverlay();
document.body.appendChild(this.overlay);
// Setup progress dots
const progressContainer = this.overlay.querySelector('#shadow-replay-progress');
progressContainer.innerHTML = this.events.map((_, i) =>
`
`
).join('');
// Setup skip button
const skipBtn = this.overlay.querySelector('#shadow-replay-skip');
skipBtn.textContent = 'Skip All';
skipBtn.onclick = () => { this.skipAll = true; };
// Show intro
await this.showIntro();
// Fade in
setTimeout(() => this.overlay.style.opacity = '1', 50);
await ShadowReplaySystem.sleep(500);
// Play each event
for (let i = 0; i < this.events.length && !this.skipAll; i++) {
this.currentIndex = i;
this.updateProgress();
await this.transitionToEvent(this.events[i]);
if (this.skipAll) break;
await ShadowReplaySystem.sleep(500);
}
// Show outro
if (!this.skipAll) {
await this.showOutro();
}
// Cleanup
this.overlay.style.opacity = '0';
await ShadowReplaySystem.sleep(500);
this.overlay.remove();
this.isPlaying = false;
},
async showIntro() {
const iconEl = this.overlay.querySelector('#shadow-replay-icon');
const textEl = this.overlay.querySelector('#shadow-replay-text');
const subtextEl = this.overlay.querySelector('#shadow-replay-subtext');
this.overlay.style.background = 'linear-gradient(180deg, #0a0510 0%, #150a20 50%, #0a0510 100%)';
iconEl.textContent = '🌑';
iconEl.style.color = '#aa88cc';
textEl.textContent = '';
subtextEl.textContent = '';
const introText = `While you were gone, ${ShadowSelfSystem.shadow.name} lived...`;
for (let i = 0; i <= introText.length && !this.skipAll; i++) {
textEl.textContent = introText.substring(0, i);
await ShadowReplaySystem.sleep(40);
}
subtextEl.textContent = `${this.events.length} key moments await`;
subtextEl.style.opacity = '0';
subtextEl.style.transition = 'opacity 1s ease';
setTimeout(() => subtextEl.style.opacity = '1', 100);
if (!this.skipAll) await ShadowReplaySystem.sleep(2000);
},
async showOutro() {
const iconEl = this.overlay.querySelector('#shadow-replay-icon');
const textEl = this.overlay.querySelector('#shadow-replay-text');
const subtextEl = this.overlay.querySelector('#shadow-replay-subtext');
// Transition effect
this.overlay.style.transition = 'background 1s ease';
this.overlay.style.background = 'linear-gradient(180deg, #0a0a15 0%, #151530 50%, #0a0a15 100%)';
iconEl.textContent = '✨';
iconEl.style.color = '#ccaaff';
textEl.style.transition = 'opacity 0.5s ease';
textEl.style.opacity = '0';
await ShadowReplaySystem.sleep(500);
const divergence = Math.round(ShadowSelfSystem.shadow.divergence * 100);
textEl.textContent = `Your shadow has ${divergence}% diverged from who you were.`;
textEl.style.opacity = '1';
subtextEl.textContent = 'The world changed. So did you.';
await ShadowReplaySystem.sleep(3000);
},
async transitionToEvent(event) {
const config = ShadowReplaySystem.sceneConfigs[event.type] || ShadowReplaySystem.sceneConfigs.discovery;
const canvas = this.overlay.querySelector('#shadow-replay-canvas');
const iconEl = this.overlay.querySelector('#shadow-replay-icon');
const textEl = this.overlay.querySelector('#shadow-replay-text');
const subtextEl = this.overlay.querySelector('#shadow-replay-subtext');
// Fade out current
this.overlay.style.transition = 'background 0.8s ease';
textEl.style.transition = 'opacity 0.3s ease';
textEl.style.opacity = '0';
subtextEl.style.opacity = '0';
await ShadowReplaySystem.sleep(300);
// Change scene
this.overlay.style.background = config.background;
ShadowReplaySystem.initParticles(canvas, config.particles);
// Start particle animation
let animating = true;
const animateParticles = () => {
if (!animating || this.skipAll) return;
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
requestAnimationFrame(animateParticles);
return;
}
ShadowReplaySystem.updateParticles();
requestAnimationFrame(animateParticles);
};
animateParticles();
// Show icon
iconEl.textContent = config.icon;
iconEl.style.color = config.ambientColor;
// Typewriter text
textEl.style.opacity = '1';
const message = event.message;
textEl.textContent = '';
for (let i = 0; i <= message.length && !this.skipAll; i++) {
textEl.textContent = message.substring(0, i);
await ShadowReplaySystem.sleep(25);
}
textEl.textContent = message;
// Show time
if (event.time) {
subtextEl.textContent = ShadowReplaySystem.formatTimeAgo(event.time);
subtextEl.style.opacity = '1';
}
// Wait
if (!this.skipAll) {
await ShadowReplaySystem.sleep(3000);
}
animating = false;
},
updateProgress() {
const dots = this.overlay.querySelectorAll('.replay-progress-dot');
dots.forEach((dot, i) => {
dot.classList.remove('active', 'complete');
if (i < this.currentIndex) {
dot.classList.add('complete');
} else if (i === this.currentIndex) {
dot.classList.add('active');
}
});
}
};
window.ShadowReplaySystem = ShadowReplaySystem;
window.ShadowMontagePlayer = ShadowMontagePlayer;
console.log('[v7.33] Shadow Replay & Montage System initialized');
// ═══════════════════════════════════════════════════════════════════════════════════════
// v7.22: 8-STRATEGY CONSENSUS ROUND 3 - SOUND SYSTEMS
// Consensus Features:
// 1. Ability-Specific Sound Signatures (Combat Audio + Impact & Feedback + Movement Audio)
// 2. Layered Impact Audio System (Combat Audio + Impact & Feedback + Enemy Audio)
// 3. Combat State Intensity Audio (Ambient Audio + Dynamic Music + Progression Audio)
// ═══════════════════════════════════════════════════════════════════════════════════════
// ──────────────────────────────────────────────────────────────────────────────
// CONSENSUS #1: ABILITY-SPECIFIC SOUND SIGNATURES
// Each ability has a unique procedural audio signature that conveys its power
// ──────────────────────────────────────────────────────────────────────────────
const AbilitySoundSystem = {
// Ability sound profiles with unique frequency patterns and characteristics
signatures: {
powerStrike: {
name: 'Power Strike',
// Heavy, punchy impact - low frequency buildup then slam
frequencies: [65, 82, 110, 55],
durations: [0.05, 0.08, 0.15, 0.3],
volumes: [0.15, 0.2, 0.35, 0.25],
delays: [0, 20, 50, 80],
type: 'sawtooth',
filterFreq: 400,
attack: 0.01,
sustain: 0.1
},
whirlwind: {
name: 'Whirlwind',
// Swooshing circular motion - rising frequency sweep
frequencies: [220, 330, 440, 550, 660],
durations: [0.1, 0.1, 0.1, 0.1, 0.15],
volumes: [0.12, 0.15, 0.18, 0.15, 0.1],
delays: [0, 40, 80, 120, 160],
type: 'sine',
filterFreq: 1200,
attack: 0.02,
sustain: 0.08
},
warcry: {
name: 'War Cry',
// Deep, resonant horn-like call
frequencies: [110, 165, 220, 330],
durations: [0.4, 0.35, 0.3, 0.25],
volumes: [0.25, 0.2, 0.15, 0.1],
delays: [0, 0, 0, 100],
type: 'sawtooth',
filterFreq: 600,
attack: 0.05,
sustain: 0.3
},
heal: {
name: 'Heal',
// Gentle, ascending harmony - warm and comforting
frequencies: [392, 494, 587, 784],
durations: [0.3, 0.25, 0.2, 0.35],
volumes: [0.15, 0.12, 0.1, 0.08],
delays: [0, 80, 160, 240],
type: 'sine',
filterFreq: 2000,
attack: 0.1,
sustain: 0.2
},
dash: {
name: 'Dash',
// Whooshing air displacement - quick frequency sweep
frequencies: [200, 400, 800, 1600],
durations: [0.05, 0.04, 0.03, 0.02],
volumes: [0.2, 0.15, 0.1, 0.05],
delays: [0, 15, 30, 45],
type: 'sine',
filterFreq: 2500,
attack: 0.005,
sustain: 0.02
},
shieldWall: {
name: 'Shield Wall',
// Metallic clang with resonance
frequencies: [220, 440, 880, 147],
durations: [0.2, 0.15, 0.1, 0.4],
volumes: [0.25, 0.15, 0.08, 0.12],
delays: [0, 10, 20, 30],
type: 'triangle',
filterFreq: 1500,
attack: 0.001,
sustain: 0.15
},
execute: {
name: 'Execute',
// Dark, ominous - low frequency with sharp attack
frequencies: [55, 73, 55, 110],
durations: [0.15, 0.2, 0.3, 0.1],
volumes: [0.3, 0.25, 0.2, 0.15],
delays: [0, 50, 100, 150],
type: 'sawtooth',
filterFreq: 300,
attack: 0.005,
sustain: 0.1
},
berserk: {
name: 'Berserk',
// Intense, building rage - layered dissonance
frequencies: [82, 123, 164, 246, 82],
durations: [0.3, 0.25, 0.2, 0.15, 0.5],
volumes: [0.2, 0.22, 0.25, 0.18, 0.3],
delays: [0, 50, 100, 150, 0],
type: 'sawtooth',
filterFreq: 500,
attack: 0.02,
sustain: 0.25
},
chronoEcho: {
name: 'Chrono Echo',
// Ethereal, time-warping - shimmering overtones
frequencies: [523, 659, 784, 1047, 523],
durations: [0.2, 0.18, 0.16, 0.14, 0.3],
volumes: [0.1, 0.12, 0.1, 0.08, 0.06],
delays: [0, 60, 120, 180, 240],
type: 'sine',
filterFreq: 3000,
attack: 0.05,
sustain: 0.15
}
},
play(abilityKey) {
if (!AudioSystem.enabled || !AudioSystem.ctx) return;
AudioSystem.resume();
const sig = this.signatures[abilityKey];
if (!sig) return;
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
// Create filter for character
const masterFilter = ctx.createBiquadFilter();
masterFilter.type = 'lowpass';
masterFilter.frequency.value = sig.filterFreq;
masterFilter.Q.value = 1.5;
masterFilter.connect(ctx.destination);
// Play each frequency layer
sig.frequencies.forEach((freq, i) => {
const delay = sig.delays[i] / 1000;
const startTime = now + delay;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = sig.type;
osc.frequency.setValueAtTime(freq, startTime);
// Add slight pitch bend for organic feel
osc.frequency.linearRampToValueAtTime(freq * 0.98, startTime + sig.durations[i] * 0.5);
osc.frequency.linearRampToValueAtTime(freq * 0.95, startTime + sig.durations[i]);
// ADSR envelope
const vol = sig.volumes[i] * AudioSystem.masterVolume;
gain.gain.setValueAtTime(0, startTime);
gain.gain.linearRampToValueAtTime(vol, startTime + sig.attack);
gain.gain.setValueAtTime(vol, startTime + sig.sustain);
gain.gain.exponentialRampToValueAtTime(0.001, startTime + sig.durations[i]);
osc.connect(gain).connect(masterFilter);
osc.start(startTime);
osc.stop(startTime + sig.durations[i] + 0.1);
});
}
};
// ──────────────────────────────────────────────────────────────────────────────
// CONSENSUS #2: LAYERED IMPACT AUDIO SYSTEM
// Multiple audio layers combine based on hit type, damage, and context
// ──────────────────────────────────────────────────────────────────────────────
const LayeredImpactAudio = {
// Impact layer configurations
layers: {
// Base impact layer - always plays
base: {
light: { freq: 200, dur: 0.08, vol: 0.15, type: 'sine' },
medium: { freq: 150, dur: 0.12, vol: 0.2, type: 'triangle' },
heavy: { freq: 100, dur: 0.18, vol: 0.28, type: 'sawtooth' },
critical: { freq: 80, dur: 0.25, vol: 0.35, type: 'sawtooth' }
},
// Punch layer - adds body to the hit
punch: {
light: { freq: 80, dur: 0.05, vol: 0.1, type: 'sine' },
medium: { freq: 60, dur: 0.08, vol: 0.15, type: 'sine' },
heavy: { freq: 45, dur: 0.12, vol: 0.22, type: 'sine' },
critical: { freq: 35, dur: 0.18, vol: 0.3, type: 'sine' }
},
// Crack layer - adds sharpness
crack: {
light: { freq: 800, dur: 0.02, vol: 0.08, type: 'square' },
medium: { freq: 1000, dur: 0.03, vol: 0.12, type: 'square' },
heavy: { freq: 1200, dur: 0.04, vol: 0.18, type: 'square' },
critical: { freq: 1500, dur: 0.05, vol: 0.25, type: 'square' }
},
// Resonance layer - adds weight and decay
resonance: {
light: { freq: 120, dur: 0.15, vol: 0.05, type: 'sine' },
medium: { freq: 100, dur: 0.25, vol: 0.08, type: 'sine' },
heavy: { freq: 80, dur: 0.35, vol: 0.12, type: 'sine' },
critical: { freq: 60, dur: 0.5, vol: 0.18, type: 'sine' }
}
},
// Determine impact weight from damage
getImpactWeight(damage, isCritical = false, isFinisher = false) {
if (isCritical || isFinisher) return 'critical';
if (damage >= 100) return 'heavy';
if (damage >= 30) return 'medium';
return 'light';
},
// Play layered impact sound
play(damage, options = {}) {
if (!AudioSystem.enabled || !AudioSystem.ctx) return;
AudioSystem.resume();
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
const weight = this.getImpactWeight(damage, options.critical, options.finisher);
// Create master filter for warmth
const masterFilter = ctx.createBiquadFilter();
masterFilter.type = 'lowpass';
masterFilter.frequency.value = weight === 'critical' ? 2000 : weight === 'heavy' ? 1500 : 1200;
masterFilter.connect(ctx.destination);
// Play each layer with slight timing offsets for depth
const layerDelays = { base: 0, punch: 0.005, crack: 0.002, resonance: 0.02 };
Object.entries(this.layers).forEach(([layerName, weights]) => {
const config = weights[weight];
if (!config) return;
const delay = layerDelays[layerName];
const startTime = now + delay;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = config.type;
osc.frequency.setValueAtTime(config.freq, startTime);
// Pitch drop for weight
if (layerName === 'base' || layerName === 'punch') {
osc.frequency.exponentialRampToValueAtTime(config.freq * 0.7, startTime + config.dur);
}
// Sharp attack, exponential decay
const vol = config.vol * AudioSystem.masterVolume;
gain.gain.setValueAtTime(vol, startTime);
gain.gain.exponentialRampToValueAtTime(0.001, startTime + config.dur);
osc.connect(gain).connect(masterFilter);
osc.start(startTime);
osc.stop(startTime + config.dur + 0.05);
});
// Add special effects for critical/finisher hits
if (weight === 'critical') {
this.playCriticalSweetener(now);
}
},
// Extra sparkle for critical hits
playCriticalSweetener(now) {
if (!AudioSystem.ctx) return;
const ctx = AudioSystem.ctx;
// High shimmer
const shimmer = ctx.createOscillator();
const shimmerGain = ctx.createGain();
shimmer.type = 'sine';
shimmer.frequency.setValueAtTime(2000, now);
shimmer.frequency.linearRampToValueAtTime(3000, now + 0.1);
shimmerGain.gain.setValueAtTime(AudioSystem.masterVolume * 0.08, now);
shimmerGain.gain.exponentialRampToValueAtTime(0.001, now + 0.15);
shimmer.connect(shimmerGain).connect(ctx.destination);
shimmer.start(now + 0.02);
shimmer.stop(now + 0.2);
// Sub bass thump
const sub = ctx.createOscillator();
const subGain = ctx.createGain();
sub.type = 'sine';
sub.frequency.value = 40;
subGain.gain.setValueAtTime(AudioSystem.masterVolume * 0.25, now);
subGain.gain.exponentialRampToValueAtTime(0.001, now + 0.2);
sub.connect(subGain).connect(ctx.destination);
sub.start(now);
sub.stop(now + 0.25);
},
// Enemy death sound - more elaborate
playDeath(enemyType = 'normal') {
if (!AudioSystem.enabled || !AudioSystem.ctx) return;
AudioSystem.resume();
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
// Death is always dramatic
this.play(150, { finisher: true });
// Add death-specific elements
// Descending tone (soul departing)
const soul = ctx.createOscillator();
const soulGain = ctx.createGain();
soul.type = 'sine';
soul.frequency.setValueAtTime(400, now + 0.1);
soul.frequency.exponentialRampToValueAtTime(100, now + 0.6);
soulGain.gain.setValueAtTime(AudioSystem.masterVolume * 0.12, now + 0.1);
soulGain.gain.exponentialRampToValueAtTime(0.001, now + 0.6);
soul.connect(soulGain).connect(ctx.destination);
soul.start(now + 0.1);
soul.stop(now + 0.7);
// Boss death gets extra fanfare
if (enemyType === 'boss') {
setTimeout(() => AudioSystem.victoryFanfare(), 200);
}
}
};
// ──────────────────────────────────────────────────────────────────────────────
// CONSENSUS #3: COMBAT STATE INTENSITY AUDIO
// Dynamic audio that responds to combat tension and game state
// ──────────────────────────────────────────────────────────────────────────────
const CombatIntensityAudio = {
currentIntensity: 0, // 0-100 intensity scale
targetIntensity: 0,
tensionNodes: null,
isActive: false,
lastUpdate: 0,
updateInterval: 100, // ms between intensity checks
// Intensity thresholds for different audio behaviors
thresholds: {
calm: 10, // Below this: peaceful ambient
alert: 30, // Combat nearby but not engaged
combat: 50, // Active combat
intense: 75, // Multiple enemies, taking damage
critical: 90 // Boss fight or low health in combat
},
// Calculate intensity from game state
// v7.77: Use distanceToSquared to eliminate sqrt calls in hot path
// v8.03: Converted forEach to for loop for performance
calculateIntensity() {
let intensity = 0;
// Factor 1: Number of nearby enemies
// v7.77: Pre-compute squared thresholds to avoid sqrt per mob
const NEARBY_DIST_SQ = 30 * 30; // 900
const CLOSE_DIST_SQ = 10 * 10; // 100
if (typeof worldState !== 'undefined' && worldState.mobs && worldState.player) {
const playerPos = worldState.player.position;
const mobs = worldState.mobs;
let nearbyEnemies = 0;
let veryCloseEnemies = 0;
for (let i = 0, len = mobs.length; i < len; i++) {
const mob = mobs[i];
if (!mob.position) continue;
const distSq = mob.position.distanceToSquared(playerPos);
if (distSq < NEARBY_DIST_SQ) nearbyEnemies++;
if (distSq < CLOSE_DIST_SQ) veryCloseEnemies++;
}
intensity += nearbyEnemies * 8;
intensity += veryCloseEnemies * 15;
}
// Factor 2: Player health percentage
if (typeof gameData !== 'undefined' && gameData.player) {
const hpPercent = gameData.player.hp / gameData.player.maxHp;
if (hpPercent < 0.25) intensity += 30;
else if (hpPercent < 0.5) intensity += 15;
else if (hpPercent < 0.75) intensity += 5;
}
// Factor 3: Recent combat activity (combo state)
if (typeof comboState !== 'undefined' && comboState.active) {
intensity += 20 + comboState.count * 5;
}
// Factor 4: Style meter
if (typeof styleMeterState !== 'undefined') {
intensity += styleMeterState.score / 20; // Max ~50 from style
}
// Factor 5: Active buffs (war cry, berserk)
if (typeof abilityState !== 'undefined') {
const now = performance.now();
if (abilityState.warcry?.activeUntil > now) intensity += 10;
if (abilityState.berserk?.activeUntil > now) intensity += 25;
}
return Math.min(100, Math.max(0, intensity));
},
// Update intensity smoothly
update() {
const now = performance.now();
if (now - this.lastUpdate < this.updateInterval) return;
this.lastUpdate = now;
this.targetIntensity = this.calculateIntensity();
// Smooth interpolation - ramp up faster than down
const rampSpeed = this.targetIntensity > this.currentIntensity ? 0.15 : 0.05;
this.currentIntensity += (this.targetIntensity - this.currentIntensity) * rampSpeed;
// Update tension drone based on intensity
this.updateTensionDrone();
},
// Dynamic tension drone that pulses with combat intensity
updateTensionDrone() {
if (!AudioSystem.enabled || !AudioSystem.ctx) return;
const intensity = this.currentIntensity;
// Start/stop tension system based on threshold
if (intensity > this.thresholds.alert && !this.isActive) {
this.startTensionSystem();
} else if (intensity < this.thresholds.calm && this.isActive) {
this.stopTensionSystem();
}
// Modulate existing tension
if (this.isActive && this.tensionNodes) {
const normalizedIntensity = intensity / 100;
// Volume scales with intensity
const targetVol = normalizedIntensity * 0.08 * AudioSystem.masterVolume;
this.tensionNodes.gain.gain.linearRampToValueAtTime(
targetVol,
AudioSystem.ctx.currentTime + 0.1
);
// Filter opens up at higher intensity
const filterFreq = 100 + normalizedIntensity * 300;
this.tensionNodes.filter.frequency.linearRampToValueAtTime(
filterFreq,
AudioSystem.ctx.currentTime + 0.1
);
// LFO speed increases with intensity
const lfoSpeed = 0.5 + normalizedIntensity * 2;
this.tensionNodes.lfo.frequency.linearRampToValueAtTime(
lfoSpeed,
AudioSystem.ctx.currentTime + 0.1
);
}
},
startTensionSystem() {
if (this.isActive || !AudioSystem.ctx) return;
AudioSystem.resume();
const ctx = AudioSystem.ctx;
this.isActive = true;
// Create tension drone oscillator
const osc = ctx.createOscillator();
osc.type = 'sawtooth';
osc.frequency.value = 55; // Low A
// Sub oscillator for depth
const subOsc = ctx.createOscillator();
subOsc.type = 'sine';
subOsc.frequency.value = 27.5; // Sub bass
// LFO for pulsing
const lfo = ctx.createOscillator();
const lfoGain = ctx.createGain();
lfo.type = 'sine';
lfo.frequency.value = 1;
lfoGain.gain.value = 20;
lfo.connect(lfoGain).connect(osc.frequency);
// Filter for warmth and intensity control
const filter = ctx.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.value = 150;
filter.Q.value = 2;
// Master gain
const gain = ctx.createGain();
gain.gain.value = 0;
// Connect
osc.connect(filter);
subOsc.connect(filter);
filter.connect(gain).connect(ctx.destination);
// Start
osc.start();
subOsc.start();
lfo.start();
this.tensionNodes = { osc, subOsc, lfo, filter, gain };
},
stopTensionSystem() {
if (!this.isActive || !this.tensionNodes) return;
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
// Fade out
this.tensionNodes.gain.gain.linearRampToValueAtTime(0, now + 0.5);
// Schedule cleanup
setTimeout(() => {
if (this.tensionNodes) {
try {
this.tensionNodes.osc.stop();
this.tensionNodes.subOsc.stop();
this.tensionNodes.lfo.stop();
this.tensionNodes.osc.disconnect();
this.tensionNodes.subOsc.disconnect();
this.tensionNodes.lfo.disconnect();
} catch (e) {}
this.tensionNodes = null;
}
}, 600);
this.isActive = false;
},
// Play intensity-aware stingers for key moments
playStinger(type) {
if (!AudioSystem.enabled || !AudioSystem.ctx) return;
AudioSystem.resume();
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
const intensityMod = 0.5 + (this.currentIntensity / 200); // 0.5-1.0
const stingers = {
// Combat start
engage: () => {
[110, 165, 220].forEach((freq, i) => {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sawtooth';
osc.frequency.value = freq;
gain.gain.setValueAtTime(AudioSystem.masterVolume * 0.15 * intensityMod, now + i * 0.05);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.3 + i * 0.05);
osc.connect(gain).connect(ctx.destination);
osc.start(now + i * 0.05);
osc.stop(now + 0.4);
});
},
// Wave clear
clear: () => {
[220, 330, 440, 550].forEach((freq, i) => {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sine';
osc.frequency.value = freq;
gain.gain.setValueAtTime(0, now + i * 0.08);
gain.gain.linearRampToValueAtTime(AudioSystem.masterVolume * 0.12, now + i * 0.08 + 0.02);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.4 + i * 0.08);
osc.connect(gain).connect(ctx.destination);
osc.start(now + i * 0.08);
osc.stop(now + 0.5 + i * 0.08);
});
},
// Danger warning
danger: () => {
[200, 150, 200, 150].forEach((freq, i) => {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'square';
osc.frequency.value = freq;
gain.gain.setValueAtTime(AudioSystem.masterVolume * 0.1, now + i * 0.12);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.1 + i * 0.12);
osc.connect(gain).connect(ctx.destination);
osc.start(now + i * 0.12);
osc.stop(now + 0.15 + i * 0.12);
});
}
};
if (stingers[type]) stingers[type]();
}
};
// --- PARTICLE SYSTEM (v6.6: Performance optimized with shared geometry - Agent 1 & 5 consensus) ---
class ParticleSystem {
constructor() {
this.particles = [];
this.maxParticles = 300; // Increased capacity due to better performance
this.particlePool = []; // Object pool for reuse
// v6.32: Reduced geometry complexity for better performance (3,3 is sufficient for small particles)
this.sharedGeometry = new THREE.SphereGeometry(0.2, 3, 3);
// Pre-allocated temp vector for physics calculations
this._tempVelocity = new THREE.Vector3();
// v10.2: MATERIAL CACHE BY COLOR (8-Agent Consensus Cycle 3)
// Eliminates setHex() allocations - reuse materials by color hex
this.materialCache = {};
// v6.32: Frame rate tracking for adaptive quality
this.frameCount = 0;
this.lastFpsCheck = performance.now();
this.currentFps = 60;
// v7.83: Pre-warm pool with common particle count to avoid allocations during gameplay
this._prewarmPool();
}
// v7.83: Pre-allocate particles to pool to reduce runtime allocations
_prewarmPool() {
const prewarmCount = 40; // Pre-create 40 particles
const defaultMaterial = this.getCachedMaterial(0xffffff);
for (let i = 0; i < prewarmCount; i++) {
const particle = {
mesh: new THREE.Mesh(this.sharedGeometry, defaultMaterial),
velocity: new THREE.Vector3()
};
particle.mesh.visible = false;
this.particlePool.push(particle);
}
}
// v10.2: Get or create cached material for color
getCachedMaterial(color) {
if (!this.materialCache[color]) {
this.materialCache[color] = new THREE.MeshBasicMaterial({
color, transparent: true, opacity: 1
});
}
return this.materialCache[color];
}
emit(position, count, color, options = {}) {
const spread = options.spread || 3;
const lifetime = options.lifetime || 1000;
const size = options.size || 0.2;
const gravity = options.gravity !== undefined ? options.gravity : 10;
// v7.99: Support offset to avoid clone().add() allocations at call sites
const offsetX = options.offsetX || 0;
const offsetY = options.offsetY || 0;
const offsetZ = options.offsetZ || 0;
// v10.2: Get cached material (no allocation if exists)
const cachedMaterial = this.getCachedMaterial(color);
for (let i = 0; i < count && this.particles.length < this.maxParticles; i++) {
// Try to reuse from pool first
let particle = this.particlePool.pop();
if (particle) {
// v10.2: Use cached material instead of setHex
particle.mesh.material = cachedMaterial;
particle.mesh.material.opacity = 1;
particle.mesh.visible = true;
particle.velocity.set(
(Math.random() - 0.5) * spread,
Math.random() * spread * 0.8 + spread * 0.2,
(Math.random() - 0.5) * spread
);
} else {
// Create new particle with cached material
particle = {
mesh: new THREE.Mesh(
this.sharedGeometry, // Use shared geometry
cachedMaterial // v10.2: Use cached material
),
velocity: new THREE.Vector3(
(Math.random() - 0.5) * spread,
Math.random() * spread * 0.8 + spread * 0.2,
(Math.random() - 0.5) * spread
)
};
scene.add(particle.mesh);
}
particle.lifetime = lifetime;
particle.startTime = performance.now();
particle.gravity = gravity;
particle.baseSize = size;
particle.mesh.scale.setScalar(size / 0.2); // Scale relative to shared geometry size
// v7.99: Apply offset directly instead of requiring clone().add() at call site
particle.mesh.position.set(
position.x + offsetX,
position.y + 1 + offsetY,
position.z + offsetZ
);
this.particles.push(particle);
}
}
update(dt) {
const now = performance.now();
// v6.32: Track FPS for adaptive quality
this.frameCount++;
if (now - this.lastFpsCheck >= 1000) {
this.currentFps = this.frameCount;
this.frameCount = 0;
this.lastFpsCheck = now;
// Adaptive quality: reduce max particles if FPS drops
if (this.currentFps < 30 && this.maxParticles > 50) {
this.maxParticles = Math.max(50, this.maxParticles - 25);
} else if (this.currentFps > 55 && this.maxParticles < 300) {
this.maxParticles = Math.min(300, this.maxParticles + 10);
}
}
// v10.1: IN-PLACE ARRAY COMPACTION (8-Agent Consensus Cycle 2)
// Avoids GC by reusing array instead of .filter() creating new one
let writeIdx = 0;
for (let i = 0; i < this.particles.length; i++) {
const p = this.particles[i];
const elapsed = now - p.startTime;
const progress = elapsed / p.lifetime;
if (progress >= 1) {
// Return to pool instead of disposing
p.mesh.visible = false;
this.particlePool.push(p);
continue; // Don't keep this particle
}
// Physics - use pre-allocated temp vector instead of clone()
p.velocity.y -= p.gravity * dt;
this._tempVelocity.copy(p.velocity).multiplyScalar(dt);
p.mesh.position.add(this._tempVelocity);
p.mesh.material.opacity = 1 - progress;
const baseScale = p.baseSize / 0.2;
p.mesh.scale.setScalar(baseScale * (1 - progress * 0.5));
// Keep particle - compact in place
this.particles[writeIdx++] = p;
}
this.particles.length = writeIdx;
}
}
let particles;
// v4.4: Hit-Stop System - Freezes game briefly on impacts for satisfying combat
// v7.2: Enhanced with combo-scaling and chromatic aberration (8-Strategy Consensus Round 1)
let hitStopUntil = 0;
const HIT_STOP_LIGHT = 30; // Normal hits (ms)
const HIT_STOP_HEAVY = 80; // Kills (ms)
const HIT_STOP_BOSS = 150; // Boss impacts (ms)
// v7.2: Enhanced Hit-Lag Configuration (8-Strategy Consensus Round 1)
const HITLAG_CONFIG = {
// Combo-scaled hit-stop (escalating feel)
COMBO_BASE: 25, // Base hit-stop (slightly lower than normal)
COMBO_PER_HIT: 8, // Additional ms per combo level
FINISHER_MULT: 2.5, // Finisher hit-stop multiplier
MAX_NORMAL: 70, // Cap for non-finisher hits
// Visual effects during freeze
CHROMA_SHIFT: 2, // Pixel offset for chromatic aberration
// Cooldown to prevent stuttering
MIN_BETWEEN_FREEZES: 80
};
let hitlagState = {
lastFreezeTime: 0,
chromaActive: false
};
function triggerHitStop(duration) {
hitStopUntil = performance.now() + duration;
}
// v7.2: Combo-aware hit-lag with visual effects (8-Strategy Consensus Round 1)
function triggerEnhancedHitlag(damage, isFinisher = false, isCritical = false) {
const now = performance.now();
const config = HITLAG_CONFIG;
// Prevent stutter from rapid hits
if (now - hitlagState.lastFreezeTime < config.MIN_BETWEEN_FREEZES) {
return;
}
// Calculate duration based on combo and finisher
let duration;
const comboLevel = comboState?.count || 0;
if (isFinisher) {
duration = Math.min(
(config.COMBO_BASE + comboLevel * config.COMBO_PER_HIT) * config.FINISHER_MULT,
HIT_STOP_BOSS
);
} else {
// Normal hits scale with combo
duration = Math.min(
config.COMBO_BASE + comboLevel * config.COMBO_PER_HIT,
config.MAX_NORMAL
);
}
// Critical hits get bonus
if (isCritical) {
duration = Math.min(duration * 1.3, HIT_STOP_BOSS);
// v7.70: Trigger Time Dilation on critical hits
if (typeof TimeDilationSystem !== 'undefined') {
TimeDilationSystem.trigger('criticalHit');
}
}
// v7.70: Finishers get epic slow-mo
if (isFinisher && typeof TimeDilationSystem !== 'undefined') {
TimeDilationSystem.trigger('killConfirm');
}
hitlagState.lastFreezeTime = now;
triggerHitStop(duration);
// Apply chromatic aberration for heavy hits
if (duration > 40 || isFinisher) {
applyHitlagChroma(duration, isFinisher);
}
}
// v7.2: Chromatic aberration effect during hit-lag
// v7.3: Enhanced with CSS overlay and impact border integration (8-Strategy Consensus)
function applyHitlagChroma(duration, isFinisher, isBossHit = false) {
if (hitlagState.chromaActive) return;
hitlagState.chromaActive = true;
// Trigger chromatic aberration overlay
const chromaOverlay = document.getElementById('chromatic-aberration');
if (chromaOverlay) {
chromaOverlay.classList.remove('active');
void chromaOverlay.offsetWidth; // Force reflow
chromaOverlay.classList.add('active');
}
// Trigger enhanced impact border effect
const impactBorder = document.getElementById('impact-border');
if (impactBorder) {
// Remove all impact classes
impactBorder.classList.remove('damage-dealt', 'critical-hit', 'boss-slam', 'finisher-hit');
void impactBorder.offsetWidth; // Force reflow
// Apply appropriate effect class
if (isBossHit) {
impactBorder.classList.add('boss-slam');
} else if (isFinisher) {
impactBorder.classList.add('finisher-hit');
} else {
impactBorder.classList.add('critical-hit');
}
}
// Also apply subtle container effects for extra juice
const container = document.getElementById('container');
if (container) {
const intensity = isFinisher ? 3 : 2;
container.style.filter = `
drop-shadow(${intensity}px 0 0 rgba(255,80,80,0.25))
drop-shadow(-${intensity}px 0 0 rgba(80,200,255,0.25))
`;
container.style.transform = `scale(${1 + (isFinisher ? 0.008 : 0.004)})`;
container.style.transition = 'transform 0.05s ease-out, filter 0.05s ease-out';
}
// Clear after hit-lag
setTimeout(() => {
if (container) {
container.style.filter = '';
container.style.transform = '';
container.style.transition = '';
}
if (chromaOverlay) {
chromaOverlay.classList.remove('active');
}
hitlagState.chromaActive = false;
}, duration + 100);
}
// ============================================
// v7.70: TIME DILATION SYSTEM (8-Agent Consensus Cycle 45)
// Slow-motion on epic moments for maximum impact
// ============================================
const TimeDilationSystem = {
active: false,
targetScale: 1.0,
currentScale: 1.0,
dilationEnd: 0,
overlay: null,
config: {
criticalHit: { scale: 0.25, duration: 180, blur: true },
perfectParry: { scale: 0.20, duration: 200, blur: true },
killConfirm: { scale: 0.15, duration: 250, blur: true },
bossHit: { scale: 0.30, duration: 150, blur: true },
clutchMoment: { scale: 0.10, duration: 300, blur: true }
},
init() {
if (this.overlay) return;
this.overlay = document.createElement('div');
this.overlay.id = 'time-dilation-overlay';
this.overlay.style.cssText = `
position: fixed; top: 0; left: 0; right: 0; bottom: 0;
pointer-events: none; z-index: 9999; opacity: 0;
background: radial-gradient(ellipse at center,
rgba(0,0,0,0) 0%, rgba(0,0,0,0.3) 70%, rgba(0,0,0,0.6) 100%);
transition: opacity 0.05s ease-out;
`;
document.body.appendChild(this.overlay);
},
trigger(type = 'criticalHit') {
const cfg = this.config[type] || this.config.criticalHit;
this.init();
this.active = true;
this.targetScale = cfg.scale;
this.dilationEnd = performance.now() + cfg.duration;
if (cfg.blur && this.overlay) {
this.overlay.style.opacity = '1';
this.overlay.style.backdropFilter = 'blur(2px)';
}
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrateCustom([100, 50, 100]);
},
update() {
if (!this.active) return 1.0;
const now = performance.now();
if (now >= this.dilationEnd) {
this.currentScale = Math.min(this.currentScale + 0.1, 1.0);
if (this.currentScale >= 1.0) {
this.active = false;
this.currentScale = 1.0;
if (this.overlay) {
this.overlay.style.opacity = '0';
this.overlay.style.backdropFilter = '';
}
}
} else {
this.currentScale = this.targetScale;
}
return this.currentScale;
},
getTimeScale() {
return this.active ? this.currentScale : 1.0;
}
};
// ============================================
// v7.70: DEATH ANALYTICS SYSTEM (8-Agent Consensus Cycle 45)
// Transform rage-quits into learning moments
// ============================================
const DeathAnalyticsSystem = {
combatLog: [],
maxLogEntries: 50,
logDamage(source, amount) {
this.combatLog.push({ time: performance.now(), source, amount });
if (this.combatLog.length > this.maxLogEntries) this.combatLog.shift();
},
onPlayerDeath() {
const recent = this.combatLog.filter(l => performance.now() - l.time < 10000);
if (recent.length === 0) return;
const killingBlow = recent[recent.length - 1];
const damageBySource = {};
let total = 0;
recent.forEach(l => {
damageBySource[l.source] = (damageBySource[l.source] || 0) + l.amount;
total += l.amount;
});
let topSource = '', topDmg = 0;
for (const [src, dmg] of Object.entries(damageBySource)) {
if (dmg > topDmg) { topDmg = dmg; topSource = src; }
}
this.showDeathScreen(killingBlow, total, topSource);
},
getTip(src) {
const tips = {
'Tower': 'Use creep waves as cover! Towers prioritize creeps.',
'Creep': 'Farm with last-hits. Don\'t tank creep waves.',
'Enemy': 'Watch positioning. Stay behind your creeps.',
'Boss': 'Watch for telegraphed attacks.',
'default': 'Retreat when HP is low!'
};
return tips[src] || tips['default'];
},
showDeathScreen(kill, total, topSrc) {
const overlay = document.createElement('div');
overlay.id = 'death-analytics';
overlay.style.cssText = `
position: fixed; top: 0; left: 0; right: 0; bottom: 0;
background: rgba(0,0,0,0.9); display: flex;
flex-direction: column; align-items: center; justify-content: center;
z-index: 10000; color: white; font-family: sans-serif;
`;
overlay.innerHTML = `
💀 DEFEATED 💀
Killing Blow
${kill.source} - ${Math.round(kill.amount)} dmg
💥
${Math.round(total)}
Total Damage
💡 TIP
${this.getTip(topSrc)}
⚔️ RESPAWN
`;
document.body.appendChild(overlay);
this.combatLog = [];
}
};
// ============================================
// v7.2: COMBAT POINT LIGHT SYSTEM (8-Strategy Consensus Round 2)
// Dynamic lights that flash on hits, abilities, and explosions
// ============================================
const CombatLightSystem = {
activeLights: [],
maxLights: 8,
lightPool: [],
initialized: false,
init() {
if (this.initialized || !scene) return;
// Pre-create pooled lights
for (let i = 0; i < this.maxLights; i++) {
const light = new THREE.PointLight(0xffffff, 0, 12);
light.visible = false;
scene.add(light);
this.lightPool.push(light);
}
this.initialized = true;
},
// Flash light at position (for hits, explosions)
flash(position, color = 0xff8844, intensity = 2.5, duration = 200, radius = 10) {
if (!this.initialized) this.init();
if (this.activeLights.length >= this.maxLights) return;
const light = this.lightPool.find(l => !l.visible);
if (!light) return;
light.position.copy(position);
light.position.y += 1.5;
light.color.setHex(color);
light.intensity = intensity;
light.distance = radius;
light.visible = true;
const startTime = performance.now();
this.activeLights.push({ light, startTime, duration, intensity });
},
// Sustained glow for abilities
glow(position, color, intensity, duration, radius = 15) {
this.flash(position, color, intensity * 0.7, duration, radius);
},
update() {
const now = performance.now();
for (let i = this.activeLights.length - 1; i >= 0; i--) {
const al = this.activeLights[i];
const elapsed = now - al.startTime;
const progress = elapsed / al.duration;
if (progress >= 1) {
al.light.visible = false;
al.light.intensity = 0;
this.activeLights.splice(i, 1);
} else {
// Smooth ease-out fade
al.light.intensity = al.intensity * (1 - progress * progress);
}
}
}
};
// Light colors by ability/context
const COMBAT_LIGHT_COLORS = {
hit: 0xff8844, // Orange for normal hits
criticalHit: 0xffd700, // Gold for crits
playerDamage: 0xff2222, // Red when player takes damage
powerStrike: 0xffaa00, // Golden for power strike
whirlwind: 0x00ffff, // Cyan for whirlwind
heal: 0x44ff88, // Green for healing
lightning: 0xffffaa, // Bright yellow
explosion: 0xff4400, // Deep orange
death: 0xff00ff // Purple for enemy death
};
// ============================================
// v7.2: SLASH TRAIL SYSTEM (8-Strategy Consensus Round 2)
// Ribbon mesh trails during attacks for visual spectacle
// ============================================
const SlashTrailSystem = {
trails: [],
maxTrails: 3,
isAttacking: false,
currentTrail: null,
// v7.89: Pooled geometry for impact rings
_impactRingGeometry: null,
// v7.89: Pre-allocated vectors for addPoint calculations
_tempUp: null,
_tempHalfWidth: null,
_tempLookAt: null,
createTrail(color = 0x00ffff) {
if (!scene) return null;
const maxPoints = 16;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(maxPoints * 2 * 3);
const colors = new Float32Array(maxPoints * 2 * 4);
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 4));
const material = new THREE.MeshBasicMaterial({
vertexColors: true,
transparent: true,
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending,
depthWrite: false
});
const mesh = new THREE.Mesh(geometry, material);
mesh.userData = {
points: [],
maxPoints: maxPoints,
color: new THREE.Color(color),
lifetime: 300,
startTime: performance.now(),
fading: false
};
scene.add(mesh);
return mesh;
},
startTrail(color) {
if (this.trails.length >= this.maxTrails) {
// Remove oldest
const oldest = this.trails.shift();
if (oldest && oldest.parent) scene.remove(oldest);
}
this.currentTrail = this.createTrail(color);
if (this.currentTrail) {
this.trails.push(this.currentTrail);
this.isAttacking = true;
}
},
addPoint(position, upVector) {
if (!this.currentTrail || !this.isAttacking) return;
const trail = this.currentTrail;
const width = 0.6;
// v7.89: Use pooled vectors for calculations
if (!this._tempUp) this._tempUp = new THREE.Vector3(0, 1, 0);
if (!this._tempHalfWidth) this._tempHalfWidth = new THREE.Vector3();
// Add two vertices (top and bottom of ribbon)
if (upVector) {
this._tempUp.copy(upVector);
} else {
this._tempUp.set(0, 1, 0);
}
this._tempHalfWidth.copy(this._tempUp).multiplyScalar(width / 2);
// v7.97: Use GlobalVec3Pool.acquire() for persistent trail points (they need to outlive this call)
// This eliminates 2 clone() allocations per addPoint call (~60/sec during combat)
const topVec = GlobalVec3Pool.acquire().copy(position).add(this._tempHalfWidth);
const bottomVec = GlobalVec3Pool.acquire().copy(position).sub(this._tempHalfWidth);
trail.userData.points.push({
top: topVec,
bottom: bottomVec,
time: performance.now()
});
// Limit points
if (trail.userData.points.length > trail.userData.maxPoints) {
// v7.97: Release pooled vectors back to pool before removing
const removed = trail.userData.points.shift();
if (removed) {
GlobalVec3Pool.release(removed.top);
GlobalVec3Pool.release(removed.bottom);
}
}
this.updateTrailGeometry(trail);
},
updateTrailGeometry(trail) {
const points = trail.userData.points;
if (points.length < 2) return;
const positions = trail.geometry.attributes.position.array;
const colors = trail.geometry.attributes.color.array;
const color = trail.userData.color;
for (let i = 0; i < points.length; i++) {
const p = points[i];
const alpha = i / (points.length - 1); // Fade from tail to head
// Position (two vertices per point)
const pi = i * 6;
positions[pi] = p.top.x;
positions[pi + 1] = p.top.y;
positions[pi + 2] = p.top.z;
positions[pi + 3] = p.bottom.x;
positions[pi + 4] = p.bottom.y;
positions[pi + 5] = p.bottom.z;
// Color with alpha gradient
const ci = i * 8;
colors[ci] = color.r;
colors[ci + 1] = color.g;
colors[ci + 2] = color.b;
colors[ci + 3] = alpha * 0.8;
colors[ci + 4] = color.r;
colors[ci + 5] = color.g;
colors[ci + 6] = color.b;
colors[ci + 7] = alpha * 0.8;
}
trail.geometry.attributes.position.needsUpdate = true;
trail.geometry.attributes.color.needsUpdate = true;
trail.geometry.setDrawRange(0, points.length * 2);
},
endTrail() {
if (this.currentTrail) {
this.currentTrail.userData.fading = true;
this.currentTrail.userData.fadeStart = performance.now();
}
this.isAttacking = false;
this.currentTrail = null;
},
update(dt) {
const now = performance.now();
this.trails = this.trails.filter(trail => {
if (!trail.parent) return false;
if (trail.userData.fading) {
const fadeElapsed = now - trail.userData.fadeStart;
const fadeProgress = fadeElapsed / 200; // 200ms fade
if (fadeProgress >= 1) {
// v7.97: Release all pooled vectors before disposing trail
if (trail.userData.points) {
for (const pt of trail.userData.points) {
GlobalVec3Pool.release(pt.top);
GlobalVec3Pool.release(pt.bottom);
}
trail.userData.points.length = 0;
}
scene.remove(trail);
trail.geometry.dispose();
trail.material.dispose();
return false;
}
// Fade all vertices
const colors = trail.geometry.attributes.color.array;
for (let i = 3; i < colors.length; i += 4) {
colors[i] *= 0.9;
}
trail.geometry.attributes.color.needsUpdate = true;
}
return true;
});
},
// Spawn impact geometry at hit location
spawnImpact(position, color = 0xffffff) {
if (!scene) return;
// v7.89: Use pooled geometry (shared across all impact rings)
if (!this._impactRingGeometry) {
this._impactRingGeometry = new THREE.RingGeometry(0.1, 0.3, 16);
}
// v7.89: Lazy-init lookAt temp vector
if (!this._tempLookAt) this._tempLookAt = new THREE.Vector3();
// Create expanding ring - material must be unique per ring for opacity animation
const ringMat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending
});
const ring = new THREE.Mesh(this._impactRingGeometry, ringMat);
ring.position.copy(position);
// v7.89: Use pooled vector for lookAt fallback
if (camera) {
ring.lookAt(camera.position);
} else {
this._tempLookAt.copy(position).z += 1;
ring.lookAt(this._tempLookAt);
}
scene.add(ring);
// Animate expansion and fade
const startTime = performance.now();
const animate = () => {
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
requestAnimationFrame(animate);
return;
}
const elapsed = performance.now() - startTime;
const t = elapsed / 250; // 250ms animation
if (t >= 1) {
scene.remove(ring);
// v7.89: Don't dispose pooled geometry, only dispose material
ringMat.dispose();
return;
}
const scale = 1 + t * 3;
ring.scale.set(scale, scale, scale);
ringMat.opacity = 0.8 * (1 - t);
requestAnimationFrame(animate);
};
animate();
}
};
// ============================================
// v7.2: ENEMY DEATH DISSOLUTION SYSTEM (8-Strategy Consensus Round 2)
// Animated dissolve effect when enemies die
// ============================================
const DeathDissolutionSystem = {
dissolving: [],
maxDissolving: 5,
trigger(mob, mobColor) {
if (!mob || !scene) return;
if (this.dissolving.length >= this.maxDissolving) return;
if (mob.userData?.isDissolving) return;
mob.userData.isDissolving = true;
mob.userData.dissolveData = {
startTime: performance.now(),
duration: 500,
originalColor: mobColor || 0xff4444,
particles: [],
phase: 0
};
this.dissolving.push(mob);
// Hide HP bar immediately
if (mob.userData.hpBar) {
mob.userData.hpBar.visible = false;
}
// Create dissolution particles
// v7.90: Pre-compute particle positions to avoid clone()+new Vector3() in setTimeout closures
const particleCount = 10;
const particlePositions = [];
for (let i = 0; i < particleCount; i++) {
const angle = (i / particleCount) * Math.PI * 2;
// Pre-compute the offset-applied position now (before setTimeout)
particlePositions.push({
x: mob.position.x + Math.cos(angle) * 0.5,
y: mob.position.y + Math.random() * 1.5,
z: mob.position.z + Math.sin(angle) * 0.5
});
}
// v7.90: Single temp vector for emitting (reused across all setTimeout calls)
const _emitPos = GlobalVec3Pool.acquire();
for (let i = 0; i < particleCount; i++) {
if (particles) {
const precomputed = particlePositions[i];
setTimeout(() => {
if (mob.position) {
_emitPos.set(precomputed.x, precomputed.y, precomputed.z);
particles.emit(
_emitPos,
3,
mobColor || 0xff4444,
{ spread: 1.5, lifetime: 400, gravity: -2 }
);
}
// Release on last particle
if (i === particleCount - 1) {
GlobalVec3Pool.release(_emitPos);
}
}, i * 30);
}
}
// Flash combat light
if (CombatLightSystem.initialized) {
CombatLightSystem.flash(mob.position, COMBAT_LIGHT_COLORS.death, 2, 300, 8);
}
},
update(dt) {
const now = performance.now();
this.dissolving = this.dissolving.filter(mob => {
if (!mob || !mob.parent) return false;
const data = mob.userData?.dissolveData;
if (!data) return false;
const elapsed = now - data.startTime;
const t = Math.min(1, elapsed / data.duration);
// Phase 1 (0-20%): Scale pulse with white flash
if (t < 0.2) {
const pulseT = t / 0.2;
const scale = 1 + Math.sin(pulseT * Math.PI) * 0.15;
mob.scale.setScalar(scale);
// White emissive flash
mob.traverse(child => {
if (child.material?.emissive) {
child.material.emissive.setHex(0xffffff);
child.material.emissiveIntensity = 2 * (1 - pulseT);
}
});
}
// Phase 2 (20-90%): Shrink and spin
else if (t < 0.9) {
const shrinkT = (t - 0.2) / 0.7;
const scale = 1 - shrinkT * 0.8;
mob.scale.setScalar(Math.max(0.1, scale));
mob.rotation.y += dt * 8;
mob.position.y += dt * 2; // Rise slightly
// Fade material
mob.traverse(child => {
if (child.material) {
child.material.transparent = true;
child.material.opacity = 1 - shrinkT;
}
});
}
// Phase 3 (90-100%): Final burst and removal
else {
// Final particle burst
if (!data.finalBurst) {
data.finalBurst = true;
if (particles && mob.position) {
particles.emit(mob.position, 15, data.originalColor, {
spread: 3,
lifetime: 600,
gravity: -1
});
}
}
if (t >= 1) {
scene.remove(mob);
return false;
}
}
return true;
});
}
};
// ============================================
// v7.23: ENHANCED DEATH IMPACT SYSTEM (8-Strategy Consensus Cycle 8)
// Dramatically improves the "pop" on enemy death:
// - Scale burst (rapid expansion then shrink)
// - Directional particle explosion
// - Brief time dilation (50-80ms slowdown)
// - Death lighting flash centered on mob
// - Screen compression effect
// ============================================
const EnhancedDeathImpact = {
// v7.89: Pre-allocated vectors for particle ring positions
_tempRingOffset: null,
_tempPos: null,
// Config for different enemy types
config: {
normal: {
scaleBurst: 1.4, // Max scale during burst
burstDuration: 80, // ms for scale burst
particleCount: 25, // Particle explosion count
timeDilation: 0.3, // Time scale (0.3 = 30% speed)
dilationDuration: 60, // ms of slow-mo
lightIntensity: 3,
lightRadius: 8,
screenFlash: true
},
elite: {
scaleBurst: 1.6,
burstDuration: 100,
particleCount: 40,
timeDilation: 0.2,
dilationDuration: 100,
lightIntensity: 5,
lightRadius: 12,
screenFlash: true
},
boss: {
scaleBurst: 1.8,
burstDuration: 150,
particleCount: 80,
timeDilation: 0.1,
dilationDuration: 200,
lightIntensity: 8,
lightRadius: 20,
screenFlash: true
}
},
// Active death effects
activeEffects: [],
maxConcurrent: 5,
// Trigger enhanced death effect on mob
trigger(mob, killType = 'normal', mobColor = 0xff4444) {
if (!mob || !mob.position) return;
if (this.activeEffects.length >= this.maxConcurrent) return;
// v7.32: 3D spatial death audio (Cycle 5 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && mob?.position) {
SpatialAudioSystem.playDeath3D(mob.position);
}
// v7.89: Lazy-init pooled vectors
if (!this._tempRingOffset) this._tempRingOffset = new THREE.Vector3();
if (!this._tempPos) this._tempPos = new THREE.Vector3();
const cfg = this.config[killType] || this.config.normal;
// Note: pos needs to be captured for setTimeout closures, but we use pooled _tempPos for ring calculations
const pos = mob.position.clone();
// 1. SCALE BURST - rapid scale-up then scale-down
if (mob.scale) {
const originalScale = mob.scale.x;
const startTime = performance.now();
const animateScaleBurst = () => {
const elapsed = performance.now() - startTime;
const t = Math.min(1, elapsed / cfg.burstDuration);
if (t < 0.3) {
// Rapid expansion phase
const expandT = t / 0.3;
const scale = originalScale * (1 + (cfg.scaleBurst - 1) * expandT);
mob.scale.setScalar(scale);
} else {
// Quick shrink phase
const shrinkT = (t - 0.3) / 0.7;
const scale = originalScale * cfg.scaleBurst * (1 - shrinkT * 0.5);
mob.scale.setScalar(Math.max(0.1, scale));
}
if (t < 1 && mob.parent) {
requestAnimationFrame(animateScaleBurst);
}
};
animateScaleBurst();
}
// 2. DIRECTIONAL PARTICLE EXPLOSION - outward burst from death position
if (typeof particles !== 'undefined' && particles) {
// Primary burst - outward in all directions
particles.emit(pos, cfg.particleCount, mobColor, {
spread: killType === 'boss' ? 10 : killType === 'elite' ? 7 : 5,
lifetime: killType === 'boss' ? 1200 : 800,
gravity: -1.5,
size: killType === 'boss' ? 0.4 : killType === 'elite' ? 0.3 : 0.2
});
// Secondary golden sparkle burst for special kills
if (killType !== 'normal') {
setTimeout(() => {
particles.emit(pos, Math.floor(cfg.particleCount * 0.5), 0xffd700, {
spread: cfg.lightRadius * 0.6,
lifetime: 1000,
gravity: -2,
size: 0.25
});
}, 30);
}
// Ring of particles expanding outward
// v7.89: Pre-calculate ring positions to avoid creating vectors in setTimeout closures
const ringCount = killType === 'boss' ? 16 : killType === 'elite' ? 12 : 8;
const ringPositions = [];
for (let i = 0; i < ringCount; i++) {
const angle = (i / ringCount) * Math.PI * 2;
// v7.89: Use pooled offset vector for calculation, then clone for storage
this._tempRingOffset.set(
Math.cos(angle) * 0.5,
0.3,
Math.sin(angle) * 0.5
);
ringPositions.push(pos.clone().add(this._tempRingOffset));
}
for (let i = 0; i < ringCount; i++) {
const ringPos = ringPositions[i];
setTimeout(() => {
if (particles) {
particles.emit(ringPos, 2, mobColor, {
spread: 2,
lifetime: 600,
gravity: -0.5
});
}
}, i * 15);
}
}
// 3. DEATH LIGHTING FLASH - centered on death position
if (typeof CombatLightSystem !== 'undefined' && CombatLightSystem.initialized) {
CombatLightSystem.flash(
pos,
killType === 'boss' ? 0xffd700 : killType === 'elite' ? 0xffaa00 : 0xffffff,
cfg.lightIntensity,
cfg.burstDuration * 2,
cfg.lightRadius
);
}
// 4. SCREEN COMPRESSION EFFECT (brief FOV change)
if (cfg.screenFlash && typeof camera !== 'undefined' && camera.fov) {
const originalFOV = camera.fov;
const compressionAmount = killType === 'boss' ? 5 : killType === 'elite' ? 3 : 1.5;
camera.fov = originalFOV - compressionAmount;
camera.updateProjectionMatrix();
setTimeout(() => {
camera.fov = originalFOV;
camera.updateProjectionMatrix();
}, cfg.burstDuration);
}
// 5. WHITE FLASH on the mob mesh itself
if (mob.traverse) {
mob.traverse(child => {
if (child.material?.emissive) {
const origColor = child.material.emissive.getHex();
const origIntensity = child.material.emissiveIntensity || 0;
child.material.emissive.setHex(0xffffff);
child.material.emissiveIntensity = cfg.lightIntensity;
setTimeout(() => {
if (child.material) {
child.material.emissive.setHex(origColor);
child.material.emissiveIntensity = origIntensity;
}
}, cfg.burstDuration * 0.5);
}
});
}
// Trigger the dissolution system after the burst
setTimeout(() => {
if (typeof DeathDissolutionSystem !== 'undefined') {
DeathDissolutionSystem.trigger(mob, mobColor);
}
}, cfg.burstDuration * 0.7);
}
};
// ============================================
// v7.26: ENVIRONMENTAL MEMORY SCARS SYSTEM (8-Strategy Consensus)
// Boss/Elite kills leave permanent visual markers on the terrain
// Stored in localStorage, rendered on world load
// "The world REMEMBERS your victories"
// ============================================
const MemoryScarsSystem = {
scars: [],
maxScars: 50, // Performance limit
loaded: false,
// Scar types with visual configs
scarTypes: {
boss: {
color: 0xffd700,
size: 4,
intensity: 1.5,
particles: true,
glow: true,
name: 'Victory Monument'
},
elite: {
color: 0xff6600,
size: 2.5,
intensity: 1.0,
particles: false,
glow: true,
name: 'Battle Scar'
},
legendary: {
color: 0xbf00ff,
size: 5,
intensity: 2.0,
particles: true,
glow: true,
name: 'Legendary Conquest'
}
},
// Initialize - load scars from localStorage
// v8.28: Use ErrorRecovery for safer parsing
init() {
if (this.loaded) return;
const saved = ErrorRecovery.safeLocalStorage.get('leviathan_memory_scars');
if (saved) {
const parsed = ErrorRecovery.safeJSONParse(saved, { scars: [] });
this.scars = parsed.scars || [];
if (DEBUG_LOGGING) console.log(`[MemoryScars] Loaded ${this.scars.length} memory scars`);
}
this.loaded = true;
},
// Save scars to localStorage
save() {
try {
localStorage.setItem('leviathan_memory_scars', JSON.stringify({
scars: this.scars,
lastSaved: Date.now()
}));
} catch (e) {
console.warn('[MemoryScars] Failed to save scars:', e);
}
},
// Create a new memory scar at kill location
createScar(position, killType, enemyName, extraData = {}) {
if (!position) return null;
// Only track elite/boss/legendary kills
const scarConfig = this.scarTypes[killType];
if (!scarConfig) return null;
const scar = {
id: `scar_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,
x: position.x,
y: position.y || 0,
z: position.z,
type: killType,
enemyName: enemyName,
timestamp: Date.now(),
planetSeed: gameData.currentPlanet?.seed || 'unknown',
galaxyId: gameData.currentGalaxy?.id || 'default',
playerLevel: gameData.skills?.combat?.level || 1,
...extraData
};
this.scars.push(scar);
// Enforce max limit (remove oldest)
while (this.scars.length > this.maxScars) {
const removed = this.scars.shift();
this.removeScarMesh(removed.id);
}
this.save();
this.renderScar(scar);
// Notification
const timeAgo = 'just now';
if (typeof showNotification === 'function') {
showNotification(`🏛️ ${scarConfig.name} created: "${enemyName} fell here"`, 'legendary');
}
return scar;
},
// Render a single scar in the 3D scene
renderScar(scar) {
if (!scene || !scar) return;
const config = this.scarTypes[scar.type];
if (!config) return;
// Create scar group
const scarGroup = new THREE.Group();
scarGroup.name = `memory_scar_${scar.id}`;
scarGroup.userData.scarId = scar.id;
// Ground burn mark (dark crater)
const craterGeo = new THREE.CircleGeometry(config.size, 32);
const craterMat = new THREE.MeshStandardMaterial({
color: 0x111111,
roughness: 1,
metalness: 0,
transparent: true,
opacity: 0.7,
side: THREE.DoubleSide
});
const crater = new THREE.Mesh(craterGeo, craterMat);
crater.rotation.x = -Math.PI / 2;
crater.position.y = 0.02;
scarGroup.add(crater);
// Glowing ring around crater
const ringGeo = new THREE.RingGeometry(config.size * 0.9, config.size * 1.1, 32);
const ringMat = new THREE.MeshBasicMaterial({
color: config.color,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.03;
scarGroup.add(ring);
// Central monument/crystal
const monumentGeo = new THREE.ConeGeometry(config.size * 0.3, config.size * 1.5, 6);
const monumentMat = new THREE.MeshStandardMaterial({
color: config.color,
emissive: config.color,
emissiveIntensity: config.intensity * 0.5,
metalness: 0.8,
roughness: 0.2,
transparent: true,
opacity: 0.8
});
const monument = new THREE.Mesh(monumentGeo, monumentMat);
monument.position.y = config.size * 0.75;
scarGroup.add(monument);
// Ghostly afterimage particles (floating embers)
// v7.85: Use shared geometry pool to avoid 8 geometry allocations per scar
if (config.particles) {
const emberCount = 8;
for (let i = 0; i < emberCount; i++) {
const emberMat = new THREE.MeshBasicMaterial({
color: config.color,
transparent: true,
opacity: 0.6
});
const ember = new THREE.Mesh(_effectGeometryPool.emberLarge, emberMat);
const angle = (i / emberCount) * Math.PI * 2;
const radius = config.size * 0.6;
ember.position.set(
Math.cos(angle) * radius,
0.5 + Math.random() * 1.5,
Math.sin(angle) * radius
);
ember.userData.floatOffset = Math.random() * Math.PI * 2;
ember.userData.floatSpeed = 0.5 + Math.random() * 0.5;
scarGroup.add(ember);
}
}
// Point light for glow effect
if (config.glow) {
const light = new THREE.PointLight(config.color, config.intensity * 0.3, config.size * 3);
light.position.y = 1;
scarGroup.add(light);
}
// Position the scar
scarGroup.position.set(scar.x, scar.y, scar.z);
// Store reference for animation
scarGroup.userData.config = config;
scarGroup.userData.scar = scar;
scene.add(scarGroup);
// Add to tracking
if (!this.renderedScars) this.renderedScars = new Map();
this.renderedScars.set(scar.id, scarGroup);
},
// Remove a scar mesh from scene
removeScarMesh(scarId) {
if (!this.renderedScars) return;
const mesh = this.renderedScars.get(scarId);
if (mesh && scene) {
scene.remove(mesh);
this.renderedScars.delete(scarId);
}
},
// Render all scars for current planet
// v8.24: Use for loops instead of forEach for consistency
renderScarsForPlanet(planetSeed) {
if (!this.loaded) this.init();
// Clear existing rendered scars
if (this.renderedScars) {
for (const mesh of this.renderedScars.values()) {
if (scene) scene.remove(mesh);
}
this.renderedScars.clear();
}
// Render scars matching this planet
const planetScars = this.scars.filter(s => s.planetSeed === planetSeed);
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[MemoryScars] Rendering ${planetScars.length} scars for planet ${planetSeed}`);
for (let i = 0; i < planetScars.length; i++) {
this.renderScar(planetScars[i]);
}
},
// Animate floating embers
// v8.22: forEach-to-for loop optimization
update(dt) {
if (!this.renderedScars) return;
const time = performance.now() * 0.001;
for (const group of this.renderedScars.values()) {
const children = group.children;
for (let i = 0, len = children.length; i < len; i++) {
const child = children[i];
if (child.userData.floatOffset !== undefined) {
// Float up and down
const baseY = 0.5 + Math.random() * 1.5;
child.position.y = baseY + Math.sin(time * child.userData.floatSpeed + child.userData.floatOffset) * 0.3;
}
// Slowly rotate monument
if (child.geometry?.type === 'ConeGeometry') {
child.rotation.y += dt * 0.2;
}
}
}
},
// Get scar info for tooltip/interaction
getScarInfo(scarId) {
const scar = this.scars.find(s => s.id === scarId);
if (!scar) return null;
const config = this.scarTypes[scar.type];
const timeAgo = this.formatTimeAgo(scar.timestamp);
return {
title: config.name,
description: `"${scar.enemyName} fell here"`,
timeAgo: timeAgo,
playerLevel: scar.playerLevel
};
},
// Format timestamp as "X days ago"
formatTimeAgo(timestamp) {
const seconds = Math.floor((Date.now() - timestamp) / 1000);
if (seconds < 60) return 'just now';
if (seconds < 3600) return `${Math.floor(seconds / 60)} minutes ago`;
if (seconds < 86400) return `${Math.floor(seconds / 3600)} hours ago`;
return `${Math.floor(seconds / 86400)} days ago`;
},
// Clear all scars (reset)
// v8.24: Use for-of instead of forEach for consistency
clearAll() {
this.scars = [];
if (this.renderedScars) {
for (const mesh of this.renderedScars.values()) {
if (scene) scene.remove(mesh);
}
this.renderedScars.clear();
}
this.save();
console.log('[MemoryScars] All scars cleared');
}
};
// ============================================
// v7.24: MOB SPAWN MATERIALIZATION SYSTEM
// Animated spawn effect - inverse of death dissolve
// Scale up from 0, fade in, convergent particles
// ============================================
const MobSpawnSystem = {
spawning: [],
maxSpawning: 5,
trigger(mob, mobColor) {
if (!mob || !scene) return;
if (this.spawning.length >= this.maxSpawning) {
// Performance fallback: instant spawn
mob.visible = true;
return;
}
if (mob.userData?.isSpawning) return;
// Start invisible and scaled down
mob.scale.setScalar(0.1);
mob.visible = true;
// Set materials to transparent for fade-in
mob.traverse(child => {
if (child.material) {
child.material.transparent = true;
child.material.opacity = 0;
}
});
// Hide HP bar during spawn animation
if (mob.userData.hpBar) {
mob.userData.hpBar.visible = false;
}
mob.userData.isSpawning = true;
mob.userData.spawnData = {
startTime: performance.now(),
duration: 400, // Faster than death (spawn should feel snappy)
originalColor: mobColor || 0x44ff44,
originalY: mob.position.y,
phase: 0
};
this.spawning.push(mob);
// Convergent particles (spiral inward toward mob)
// v7.97: Pre-compute particle positions to avoid clone()+new Vector3() in setTimeout closures
const particleCount = 8;
const spawnParticlePositions = [];
for (let i = 0; i < particleCount; i++) {
const angle = (i / particleCount) * Math.PI * 2;
// Snapshot position + offset now (mob.position may change by setTimeout time)
spawnParticlePositions.push({
x: mob.position.x + Math.cos(angle) * 2.5,
y: mob.position.y + Math.random() * 1.5,
z: mob.position.z + Math.sin(angle) * 2.5
});
}
// v7.97: Single temp vector reused across all setTimeout calls
const _spawnEmitPos = GlobalVec3Pool.acquire();
for (let i = 0; i < particleCount; i++) {
if (particles) {
const precomputed = spawnParticlePositions[i];
setTimeout(() => {
if (particles) {
_spawnEmitPos.set(precomputed.x, precomputed.y, precomputed.z);
particles.emit(
_spawnEmitPos,
2,
mobColor || 0x44ff44,
{ spread: 0.3, lifetime: 300, gravity: 0 }
);
// Release on last particle
if (i === particleCount - 1) {
GlobalVec3Pool.release(_spawnEmitPos);
}
}
}, i * 30);
}
}
// Spawn light flash (green tint)
if (CombatLightSystem.initialized) {
CombatLightSystem.flash(mob.position, 0x44ff44, 1.5, 250, 6);
}
},
update(dt) {
const now = performance.now();
this.spawning = this.spawning.filter(mob => {
if (!mob || !mob.parent) return false;
const data = mob.userData?.spawnData;
if (!data) return false;
const elapsed = now - data.startTime;
const t = Math.min(1, elapsed / data.duration);
// Phase 1 (0-30%): Rapid scale-up with glow
if (t < 0.3) {
const scaleT = t / 0.3;
// Elastic overshoot for "pop" feel
const scale = scaleT * 1.15;
mob.scale.setScalar(Math.max(0.1, scale));
// Bright emissive during materialization
mob.traverse(child => {
if (child.material?.emissive) {
child.material.emissive.setHex(0xffffff);
child.material.emissiveIntensity = 2 * (1 - scaleT);
}
if (child.material) {
child.material.opacity = scaleT;
}
});
}
// Phase 2 (30-85%): Settle to final scale, fade glow
else if (t < 0.85) {
const settleT = (t - 0.3) / 0.55;
// Ease back from 1.15 to 1.0 (elastic settle)
const scale = 1.15 - (settleT * 0.15);
mob.scale.setScalar(scale);
mob.traverse(child => {
if (child.material?.emissive) {
child.material.emissiveIntensity = 0.5 * (1 - settleT);
}
if (child.material) {
child.material.opacity = 1;
}
});
}
// Phase 3 (85-100%): Final snap to normal + completion
else {
mob.scale.setScalar(1);
mob.traverse(child => {
if (child.material?.emissive) {
// Reset to original emissive
const originalEmissive = mob.userData.isElite ? 0x440044 : 0x003300;
child.material.emissive.setHex(originalEmissive);
child.material.emissiveIntensity = mob.userData.isElite ? 0.5 : 0.2;
}
if (child.material) {
child.material.opacity = 1;
child.material.transparent = false;
}
});
// Show HP bar now that spawn is complete
if (mob.userData.hpBar) {
mob.userData.hpBar.visible = true;
}
mob.userData.isSpawning = false;
delete mob.userData.spawnData;
if (t >= 1) {
return false; // Remove from tracking
}
}
return true;
});
}
};
// v4.4: Enhanced Hit Flash
// v7.28: Enhanced enemy hit flash (8-Strategy Consensus Cycle 1 - Game Feel + Combat + Visual)
// v7.31: Boosted emissive flash intensity (8-Strategy Consensus Cycle 4 - 4/8 agents)
// White flash confirms damage instantly at point of impact
function flashTargetHit(target, flashColor = 0xffffff, options = {}) {
const { duration = 60, intensity = 1.2, scaleFlash = true, emissiveBoost = 2.5 } = options;
const originalMaterials = [];
target.traverse(child => {
if (child.material && child.material.color) {
originalMaterials.push({
mesh: child,
color: child.material.color.getHex(),
emissive: child.material.emissive?.getHex() || 0,
emissiveIntensity: child.material.emissiveIntensity || 0
});
// v7.28: Always flash white first for instant damage confirmation
child.material.color.setHex(0xffffff);
if (child.material.emissive) {
child.material.emissive.setHex(0xffffff);
// v7.31: Use emissiveBoost for more visible hit feedback
child.material.emissiveIntensity = emissiveBoost;
}
}
});
// v7.28: Brief scale punch for extra "weight" feedback
if (scaleFlash && target.scale) {
const origScale = target.scale.x;
target.scale.setScalar(origScale * 0.85);
setTimeout(() => {
if (target.scale) target.scale.setScalar(origScale * 1.05);
}, duration * 0.4);
setTimeout(() => {
if (target.scale) target.scale.setScalar(origScale);
}, duration);
}
// v7.28: Two-phase flash: white (confirmation) -> color (damage type) -> original
setTimeout(() => {
// Phase 2: Transition to damage color
originalMaterials.forEach(data => {
if (data.mesh.material) {
data.mesh.material.color.setHex(flashColor);
if (data.mesh.material.emissive) {
data.mesh.material.emissive.setHex(flashColor);
data.mesh.material.emissiveIntensity = intensity * 0.7;
}
}
});
}, duration * 0.4);
setTimeout(() => {
// Phase 3: Restore original
originalMaterials.forEach(data => {
if (data.mesh.material) {
data.mesh.material.color.setHex(data.color);
if (data.mesh.material.emissive) {
data.mesh.material.emissive.setHex(data.emissive);
data.mesh.material.emissiveIntensity = data.emissiveIntensity;
}
}
});
}, duration);
}
// ============================================
// v8.0: IMPACT SQUASH-STRETCH ANIMATION - 8-Agent Consensus Cycle 7
// Classic animation principle for weighty, satisfying hit feedback
// ============================================
const SQUASH_STRETCH_CONFIG = {
ENABLED: true,
SQUASH_DURATION: 40,
STRETCH_DURATION: 60,
SETTLE_DURATION: 100,
BASE_INTENSITY: 0.15,
DAMAGE_SCALING: 0.005,
COMBO_SCALING: 0.02,
MAX_INTENSITY: 0.4,
CRIT_MULTIPLIER: 1.5,
FINISHER_MULTIPLIER: 2.0
};
let squashStretchStates = new Map();
function applySquashStretch(target, damage = 5, comboCount = 0, isCrit = false, isFinisher = false) {
if (!SQUASH_STRETCH_CONFIG.ENABLED || !target?.scale) return;
let intensity = SQUASH_STRETCH_CONFIG.BASE_INTENSITY +
(damage * SQUASH_STRETCH_CONFIG.DAMAGE_SCALING) +
(comboCount * SQUASH_STRETCH_CONFIG.COMBO_SCALING);
if (isFinisher) intensity *= SQUASH_STRETCH_CONFIG.FINISHER_MULTIPLIER;
else if (isCrit) intensity *= SQUASH_STRETCH_CONFIG.CRIT_MULTIPLIER;
intensity = Math.min(intensity, SQUASH_STRETCH_CONFIG.MAX_INTENSITY);
// v7.95: Use GlobalVec3Pool.temp() to avoid clone() allocation
let hitAxisX = 0.5, hitAxisZ = 0.5;
if (worldState?.player?.position && target.position) {
const toEnemy = GlobalVec3Pool.temp().copy(target.position).sub(worldState.player.position).normalize();
hitAxisX = Math.abs(toEnemy.x);
hitAxisZ = Math.abs(toEnemy.z);
}
if (squashStretchStates.has(target.uuid)) {
squashStretchStates.delete(target.uuid);
}
// v7.95: Store scale as primitives to avoid needing a persistent Vector3 allocation
const originalScaleX = target.scale.x;
const originalScaleY = target.scale.y;
const originalScaleZ = target.scale.z;
const startTime = performance.now();
squashStretchStates.set(target.uuid, {
originalScale: { x: originalScaleX, y: originalScaleY, z: originalScaleZ },
intensity, hitAxisX, hitAxisZ, startTime
});
const animate = () => {
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
requestAnimationFrame(animate);
return;
}
if (!target.parent || !squashStretchStates.has(target.uuid)) {
squashStretchStates.delete(target.uuid);
return;
}
const state = squashStretchStates.get(target.uuid);
const elapsed = performance.now() - state.startTime;
const { SQUASH_DURATION, STRETCH_DURATION, SETTLE_DURATION } = SQUASH_STRETCH_CONFIG;
const total = SQUASH_DURATION + STRETCH_DURATION + SETTLE_DURATION;
if (elapsed >= total) {
// v7.95: Use set() since originalScale is now a plain object
target.scale.set(state.originalScale.x, state.originalScale.y, state.originalScale.z);
squashStretchStates.delete(target.uuid);
return;
}
let sx = 1, sy = 1, sz = 1;
if (elapsed < SQUASH_DURATION) {
const t = elapsed / SQUASH_DURATION;
const sq = state.intensity * Math.sin(t * Math.PI / 2);
sx = 1 - sq * state.hitAxisX + sq * 0.3 * (1 - state.hitAxisX);
sy = 1 + sq * 0.5;
sz = 1 - sq * state.hitAxisZ + sq * 0.3 * (1 - state.hitAxisZ);
} else if (elapsed < SQUASH_DURATION + STRETCH_DURATION) {
const t = (elapsed - SQUASH_DURATION) / STRETCH_DURATION;
const st = state.intensity * 0.5 * Math.sin(t * Math.PI);
sx = 1 + st * state.hitAxisX * 0.3;
sy = 1 - st * 0.3;
sz = 1 + st * state.hitAxisZ * 0.3;
} else {
const t = (elapsed - SQUASH_DURATION - STRETCH_DURATION) / SETTLE_DURATION;
const ease = 1 - t;
const se = state.intensity * 0.1 * ease;
sx = 1 + se * 0.1 * Math.sin(t * Math.PI * 2);
sz = 1 + se * 0.1 * Math.sin(t * Math.PI * 2);
}
target.scale.set(state.originalScale.x * sx, state.originalScale.y * sy, state.originalScale.z * sz);
requestAnimationFrame(animate);
};
requestAnimationFrame(animate);
}
// ============================================
// v7.24: HIT STAGGER/RECOIL SYSTEM - 8-Strategy Consensus Cycle 9
// Adds visible recoil animation on NON-LETHAL hits to make every hit feel impactful
// ============================================
const HitStaggerSystem = {
config: {
enabled: true,
baseDuration: 150, // ms
baseRecoilDistance: 0.3, // world units
damageScaling: 0.008, // extra recoil per damage
maxRecoilDistance: 0.8, // max recoil
rotationAmount: 0.15, // radians of rotation wobble
returnEasing: 'easeOutElastic'
},
activeStates: new Map(),
maxConcurrent: 20,
// v7.89: Pre-allocated vectors for recoil calculations
_tempRecoilDir: null,
_tempOriginalPos: null,
_tempRecoilTarget: null,
trigger(target, damage, attackDirection, options = {}) {
if (!this.config.enabled || !target?.position) return;
if (this.activeStates.size >= this.maxConcurrent) return;
const { isCrit = false, isFinisher = false, willDie = false } = options;
// Don't stagger on killing blows - death effects handle that
if (willDie) return;
// v7.89: Lazy-init pooled vectors
if (!this._tempRecoilDir) this._tempRecoilDir = new THREE.Vector3();
if (!this._tempOriginalPos) this._tempOriginalPos = new THREE.Vector3();
if (!this._tempRecoilTarget) this._tempRecoilTarget = new THREE.Vector3();
// Calculate recoil intensity
const baseRecoil = this.config.baseRecoilDistance;
const damageRecoil = Math.min(damage * this.config.damageScaling, this.config.maxRecoilDistance - baseRecoil);
let recoilDistance = baseRecoil + damageRecoil;
if (isCrit) recoilDistance *= 1.3;
if (isFinisher) recoilDistance *= 1.6;
// v7.89: Use pooled vector for recoil direction instead of clone()
if (attackDirection) {
this._tempRecoilDir.copy(attackDirection).normalize();
} else if (worldState?.player && target.position) {
this._tempRecoilDir.copy(target.position).sub(worldState.player.position).normalize();
} else {
this._tempRecoilDir.set(Math.random() - 0.5, 0, Math.random() - 0.5).normalize();
}
this._tempRecoilDir.y = 0; // Keep it horizontal
// v7.95: Optimized - calculate recoil target without intermediate clone()
// Acquire vectors from pool for state storage (must persist across animation frames)
const originalPosition = GlobalVec3Pool.acquire().copy(target.position);
const recoilTarget = GlobalVec3Pool.acquire().copy(target.position);
// Add scaled recoil direction directly without clone()
recoilTarget.x += this._tempRecoilDir.x * recoilDistance;
recoilTarget.y += this._tempRecoilDir.y * recoilDistance;
recoilTarget.z += this._tempRecoilDir.z * recoilDistance;
const state = {
startTime: performance.now(),
duration: this.config.baseDuration * (isFinisher ? 1.5 : 1),
originalPosition: originalPosition,
recoilTarget: recoilTarget,
originalRotationY: target.rotation?.y || 0,
rotationWobble: (Math.random() - 0.5) * this.config.rotationAmount * (isCrit ? 2 : 1)
};
this.activeStates.set(target.uuid, state);
this.animateStagger(target, state);
},
animateStagger(target, state) {
if (!target || !this.activeStates.has(target.uuid)) return;
const elapsed = performance.now() - state.startTime;
const progress = Math.min(elapsed / state.duration, 1);
// Elastic ease-out for snappy recoil then bounce back
const eased = this.easeOutElastic(progress);
// Phase 1 (0-0.3): Quick recoil backward
// Phase 2 (0.3-1.0): Elastic return to original position
if (progress < 0.3) {
const recoilProgress = progress / 0.3;
const easeOut = 1 - Math.pow(1 - recoilProgress, 3);
target.position.lerpVectors(state.originalPosition, state.recoilTarget, easeOut);
if (target.rotation) {
target.rotation.y = state.originalRotationY + state.rotationWobble * easeOut;
}
} else {
const returnProgress = (progress - 0.3) / 0.7;
const returnEased = this.easeOutElastic(returnProgress);
target.position.lerpVectors(state.recoilTarget, state.originalPosition, returnEased);
if (target.rotation) {
target.rotation.y = state.originalRotationY + state.rotationWobble * (1 - returnEased);
}
}
if (progress < 1) {
requestAnimationFrame(() => this.animateStagger(target, state));
} else {
// Ensure final position is exact
target.position.copy(state.originalPosition);
if (target.rotation) target.rotation.y = state.originalRotationY;
// v7.95: Release pooled vectors back to pool
GlobalVec3Pool.releaseAll(state.originalPosition, state.recoilTarget);
this.activeStates.delete(target.uuid);
}
},
easeOutElastic(t) {
if (t === 0 || t === 1) return t;
return Math.pow(2, -10 * t) * Math.sin((t - 0.1) * 5 * Math.PI) + 1;
},
// Emit small impact particles at hit location
emitHitParticles(position, damage, color = 0xffffff) {
if (!particles) return;
const count = Math.min(5 + Math.floor(damage / 5), 15);
particles.emit(position, count, color, {
spread: 1.5,
lifetime: 300,
velocity: { x: 0, y: 2, z: 0 }
});
}
};
// v4.4: Environmental Particle System
// v7.31: Object pooling for environment particles (8-Strategy Consensus Cycle 4 - 3/8 agents)
// Eliminates per-frame allocations for smooth performance
class EnvironmentParticles {
constructor() {
this.activeParticles = [];
this.particlePool = []; // v7.31: Object pool for reuse
this.maxPoolSize = 80; // v7.31: Maximum pooled particles
this.sharedGeometry = new THREE.SphereGeometry(0.08, 4, 4); // v7.31: Shared geometry
this.materialCache = {}; // v7.31: Cache materials by color
this._tempVelocity = new THREE.Vector3(); // v7.32: Pre-allocated temp vector (Cycle 5 Consensus)
this.currentBiome = null;
this.biomeConfigs = {
Terra: { color: 0x88aa44, count: 20, speed: 1.5, type: 'leaves', gravity: 2 },
Desert: { color: 0xddcc99, count: 30, speed: 3, type: 'dust', gravity: 0.5 },
Ice: { color: 0xeeffff, count: 40, speed: 0.8, type: 'snow', gravity: 1 },
Volcanic: { color: 0xff4400, count: 25, speed: 4, type: 'embers', gravity: -3 },
Alien: { color: 0xff00ff, count: 20, speed: 1, type: 'spores', gravity: -0.5 },
// v7.24: FACTORY INDUSTRIAL PARTICLES (8-Strategy Consensus)
Factory: { color: 0x556677, count: 35, speed: 0.6, type: 'smoke', gravity: -1.2 }
};
// v7.31: Pre-warm the pool with common biome colors
this._prewarmPool();
}
// v7.31: Pre-create particles to avoid runtime allocations
_prewarmPool() {
const commonColors = [0x88aa44, 0xddcc99, 0xeeffff, 0xff4400, 0xff00ff, 0x556677];
commonColors.forEach(color => {
for (let i = 0; i < 8; i++) {
const particle = this._createParticle(color);
particle.mesh.visible = false;
this.particlePool.push(particle);
}
});
}
// v7.31: Get or create cached material
_getMaterial(color) {
if (!this.materialCache[color]) {
this.materialCache[color] = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.6
});
}
return this.materialCache[color];
}
// v7.31: Create a new particle object
_createParticle(color) {
return {
mesh: new THREE.Mesh(this.sharedGeometry, this._getMaterial(color)),
velocity: new THREE.Vector3(),
life: 0,
baseOpacity: 0.6
};
}
// v7.31: Get particle from pool or create new
_acquireParticle(color, config) {
let particle = this.particlePool.pop();
if (particle) {
// Reuse pooled particle, update material if needed
if (particle.mesh.material.color.getHex() !== color) {
particle.mesh.material = this._getMaterial(color);
}
} else {
// Create new particle if pool empty
particle = this._createParticle(color);
scene.add(particle.mesh);
}
particle.mesh.visible = true;
particle.mesh.material.opacity = 0.6;
particle.baseOpacity = 0.6;
return particle;
}
// v7.31: Return particle to pool
_releaseParticle(particle) {
particle.mesh.visible = false;
if (this.particlePool.length < this.maxPoolSize) {
this.particlePool.push(particle);
} else {
// Pool full, actually dispose
scene.remove(particle.mesh);
}
}
startBiome(biome) {
if (this.currentBiome === biome) return;
this.stop();
this.currentBiome = biome;
// v8.0: Track exploration for behavioral commentary
if (typeof trackBehaviorPattern === 'function') {
trackBehaviorPattern('explore');
}
}
stop() {
// v7.31: Return all active particles to pool instead of disposing
// v8.21: Use for loop instead of forEach
for (let i = 0; i < this.activeParticles.length; i++) {
this._releaseParticle(this.activeParticles[i]);
}
this.activeParticles = [];
this.currentBiome = null;
}
update(dt, playerPos) {
if (!this.currentBiome) return;
const config = this.biomeConfigs[this.currentBiome];
if (!config) return;
// Spawn new particles near player using pool
while (this.activeParticles.length < config.count) {
const angle = Math.random() * Math.PI * 2;
const dist = 5 + Math.random() * 20;
// v7.31: Acquire from pool instead of creating new
const particle = this._acquireParticle(config.color, config);
particle.velocity.set(
(Math.random() - 0.5) * config.speed,
config.gravity > 0 ? -Math.abs(config.gravity) : config.gravity,
(Math.random() - 0.5) * config.speed
);
particle.life = 5 + Math.random() * 5;
particle.mesh.position.set(
playerPos.x + Math.cos(angle) * dist,
playerPos.y + 5 + Math.random() * 10,
playerPos.z + Math.sin(angle) * dist
);
this.activeParticles.push(particle);
}
// Update particles - v7.31: Release to pool instead of disposing
const stillActive = [];
for (let i = 0; i < this.activeParticles.length; i++) {
const p = this.activeParticles[i];
p.life -= dt;
if (p.life <= 0 || p.mesh.position.y < 0) {
this._releaseParticle(p);
continue;
}
// v7.32: Use pre-allocated temp vector to avoid GC (Cycle 5 Consensus - 4/8 agents)
this._tempVelocity.copy(p.velocity).multiplyScalar(dt);
p.mesh.position.add(this._tempVelocity);
// Sway for leaves/snow
if (config.type === 'leaves' || config.type === 'snow') {
p.mesh.position.x += Math.sin(performance.now() * 0.002 + p.life) * 0.02;
}
// Pulse for spores
if (config.type === 'spores') {
p.mesh.material.opacity = 0.3 + Math.sin(performance.now() * 0.005) * 0.3;
}
stillActive.push(p);
}
this.activeParticles = stillActive;
}
// v7.31: Cleanup method for full disposal
// v8.21: Use for loops instead of forEach
dispose() {
this.stop();
for (let i = 0; i < this.particlePool.length; i++) {
scene.remove(this.particlePool[i].mesh);
}
this.particlePool = [];
this.sharedGeometry.dispose();
const materials = Object.values(this.materialCache);
for (let i = 0; i < materials.length; i++) {
materials[i].dispose();
}
this.materialCache = {};
}
}
let envParticles;
// v4.5: Player Dodge System
const DODGE_CONFIG = {
DISTANCE: 6,
DURATION: 180, // ms
COOLDOWN: 600, // ms
IFRAMES: 150 // invincibility duration in ms
};
let dodgeState = {
active: false,
direction: new THREE.Vector3(),
startTime: 0,
cooldownEnd: 0,
iframesEnd: 0,
_tempMoveVec: new THREE.Vector3() // v7.84: Pre-allocated for updateDodge velocity calc
};
// v12.26: SPAWN INVINCIBILITY SYSTEM - Prevents respawn death loops
const SPAWN_PROTECTION = {
DURATION: 3000, // 3 seconds of invincibility after respawn
endTime: 0 // When spawn protection expires
};
// v4.6: Parry/Counter System
const PARRY_CONFIG = {
WINDOW: 250, // ms before attack lands to trigger parry
STUN_DURATION: 1500, // ms enemy is stunned
CRIT_MULTIPLIER: 2.5, // damage multiplier during crit window
CRIT_WINDOW: 2000 // ms player has to land crits
};
let parryState = {
critWindowEnd: 0,
lastParryTime: 0
};
// v4.8: Combo Attack System
// v7.2: Enhanced with Perfect Timing Window (8-Strategy Consensus Round 1)
const COMBO_CONFIG = {
WINDOW: 1200, // ms to chain next hit
MAX_HITS: 5, // maximum combo length
DAMAGE_MULT: [1.0, 1.15, 1.35, 1.6, 2.0], // damage multiplier per hit
FINISHER_BONUS: 1.5, // extra multiplier on max combo hit
BREAK_ON_DAMAGE: true, // combo breaks if player takes damage
// v7.2: Perfect Timing Window (8-Strategy Consensus)
PERFECT_WINDOW: {
START: 180, // Perfect timing starts 180ms after last hit
END: 400, // Perfect timing ends at 400ms
EXTENSION: 350, // Extends next window by 350ms
DAMAGE_BONUS: 0.20, // +20% damage for perfect timing
MAX_EXTENDED_WINDOW: 2000 // Maximum extended window size
}
};
let comboState = {
count: 0,
lastHitTime: 0,
active: false,
// v7.2: Perfect Chain tracking (8-Strategy Consensus)
currentWindow: COMBO_CONFIG.WINDOW,
perfectChain: 0,
isPerfect: false
};
function updateCombo(hitTime) {
const timeSinceLastHit = hitTime - comboState.lastHitTime;
const perfectWindow = COMBO_CONFIG.PERFECT_WINDOW;
// v7.2: Use dynamic window (can be extended by perfect chains)
if (comboState.active && timeSinceLastHit <= comboState.currentWindow) {
// Check for perfect timing (8-Strategy Consensus)
if (timeSinceLastHit >= perfectWindow.START && timeSinceLastHit <= perfectWindow.END) {
// PERFECT CHAIN!
comboState.isPerfect = true;
comboState.perfectChain++;
// Extend the NEXT window
comboState.currentWindow = Math.min(
COMBO_CONFIG.WINDOW + perfectWindow.EXTENSION,
perfectWindow.MAX_EXTENDED_WINDOW
);
// Visual/Audio feedback for perfect timing
showPerfectChainFeedback(comboState.perfectChain);
triggerHitStop(HIT_STOP_LIGHT + 25); // Slightly longer hit-stop for emphasis
} else {
// Good timing, but not perfect - reset window to base
comboState.isPerfect = false;
comboState.currentWindow = COMBO_CONFIG.WINDOW;
// Perfect chain resets if hit too late
if (timeSinceLastHit > perfectWindow.END) {
comboState.perfectChain = 0;
}
}
// Continue combo
comboState.count = Math.min(comboState.count + 1, COMBO_CONFIG.MAX_HITS - 1);
} else {
// Start new combo or combo broken
comboState.count = 0;
comboState.active = true;
comboState.currentWindow = COMBO_CONFIG.WINDOW;
comboState.perfectChain = 0;
comboState.isPerfect = false;
}
comboState.lastHitTime = hitTime;
// v6.43: Update combo UI display
updateComboUI();
// v8.0: Apply Combo Cooldown Reduction (8-Agent Consensus Cycle 8)
if (typeof applyComboCoolddownReduction === 'function') {
const isFinisher = comboState.count >= COMBO_CONFIG.MAX_HITS - 1;
applyComboCoolddownReduction(comboState.count, comboState.isPerfect, isFinisher);
}
return comboState.count;
}
// v7.2: Perfect Chain Visual Feedback (8-Strategy Consensus Round 1)
function showPerfectChainFeedback(chainCount) {
const cache = getComboUICache();
if (cache.count) {
// Golden flash on combo counter for perfect
cache.count.style.color = '#ffd700';
cache.count.style.textShadow = '0 0 20px #ffd700, 0 0 40px #ff8800';
setTimeout(() => {
if (cache.count) cache.count.style.textShadow = '';
}, 300);
}
// Spawn "PERFECT!" floater
if (worldState.player) {
if (chainCount === 1) {
spawnFloater(worldState.player.position, 'PERFECT!', '#ffd700');
} else if (chainCount >= 2) {
spawnFloater(worldState.player.position, `PERFECT x${chainCount}!`, '#ffd700');
}
}
// Screen flash for perfect timing
const border = document.getElementById('impact-border');
if (border) {
border.style.boxShadow = 'inset 0 0 80px rgba(255, 215, 0, 0.4)';
setTimeout(() => border.style.boxShadow = 'none', 200);
}
// Ascending pitch audio
if (AudioSystem?.penta) {
const pitchIndex = Math.min(chainCount, 5);
const notes = [AudioSystem.penta.C4, AudioSystem.penta.E4, AudioSystem.penta.G4, AudioSystem.penta.C5, AudioSystem.penta.E5];
AudioSystem.playGentle(notes[pitchIndex - 1] || notes[0], 0.1, 0.15);
}
// v7.69: PERFECT CHAIN HAPTIC ESCALATION (8-Agent Consensus Cycle 44)
// Escalating vibration intensity for consecutive perfect timing hits
if (typeof MobileHaptics !== 'undefined') {
if (chainCount === 1) {
MobileHaptics.vibrate('parry'); // [20, 10, 50] - satisfying but not overwhelming
} else if (chainCount === 2) {
MobileHaptics.vibrateCustom([30, 15, 60, 15, 30]); // Double pulse escalation
} else if (chainCount === 3) {
MobileHaptics.vibrateCustom([40, 20, 70, 20, 70, 20, 40]); // Triple pulse
} else if (chainCount >= 4) {
MobileHaptics.vibrateCustom([50, 25, 80, 25, 80, 25, 100]); // Maximum celebration
}
}
// v7.70: Time Dilation on perfect parries (8-Agent Consensus Cycle 45)
if (typeof TimeDilationSystem !== 'undefined' && chainCount >= 2) {
TimeDilationSystem.trigger('perfectParry');
}
}
function getComboMultiplier() {
if (!comboState.active) return 1.0;
// v8.29: Add boundary check for combo count
const safeCount = Math.max(0, Math.min(comboState.count, COMBO_CONFIG.MAX_HITS - 1));
let mult = COMBO_CONFIG.DAMAGE_MULT[safeCount] || COMBO_CONFIG.DAMAGE_MULT[COMBO_CONFIG.MAX_HITS - 1];
// Finisher bonus at max combo
if (comboState.count >= COMBO_CONFIG.MAX_HITS - 1) {
mult *= COMBO_CONFIG.FINISHER_BONUS;
}
// v7.2: Perfect Chain damage bonus (8-Strategy Consensus Round 1)
if (comboState.isPerfect) {
mult *= (1 + COMBO_CONFIG.PERFECT_WINDOW.DAMAGE_BONUS);
}
// Consecutive perfects add escalating bonus
if (comboState.perfectChain >= 3) {
mult *= 1 + (0.05 * (comboState.perfectChain - 2)); // +5% per perfect after 2nd
}
// v8.29: Cap multiplier at a reasonable maximum (10x)
return Math.min(mult, 10);
}
// v6.43: Update combo counter UI display
// v6.82: Cached DOM references for combo UI
let comboDisplayTimeout = null;
let _comboUICache = null;
function getComboUICache() {
if (!_comboUICache) {
_comboUICache = {
counter: document.getElementById('combo-counter'),
count: document.getElementById('combo-count'),
mult: document.getElementById('combo-multiplier')
};
}
return _comboUICache;
}
function updateComboUI() {
const cache = getComboUICache();
if (!cache.counter || !cache.count || !cache.mult) return;
const counter = cache.counter;
const countEl = cache.count;
const multEl = cache.mult;
if (comboState.active && comboState.count > 0) {
counter.style.display = 'block';
countEl.textContent = comboState.count + 1;
// Color escalation based on combo
const colors = ['#888', '#ff8800', '#ff4400', '#ff00ff', '#ffd700'];
const colorIndex = Math.min(Math.floor(comboState.count / 2), colors.length - 1);
countEl.style.color = colors[colorIndex];
// Scale pop effect
countEl.style.transform = 'scale(1.3)';
setTimeout(() => countEl.style.transform = 'scale(1)', 100);
// Show multiplier
const mult = getComboMultiplier();
multEl.textContent = `×${mult.toFixed(1)}`;
// Reset hide timer
clearTimeout(comboDisplayTimeout);
comboDisplayTimeout = setTimeout(() => {
counter.style.display = 'none';
}, COMBO_CONFIG.WINDOW + 200);
} else {
counter.style.display = 'none';
}
}
function breakCombo() {
if (comboState.active) {
// v6.35: Trigger combo crescendo resolution before breaking
if (typeof comboCrescendo !== 'undefined') {
comboCrescendo.comboBreak(comboState.count);
}
// v6.35: Reset chromatic aura when combo breaks
if (typeof comboChromaticSystem !== 'undefined') {
comboChromaticSystem.resetAura();
}
// v8.0: Reset CDR state when combo ends (8-Agent Consensus Cycle 8)
if (typeof resetComboCDRState === 'function') {
resetComboCDRState();
}
comboState.active = false;
comboState.count = 0;
updateComboUI(); // v6.43: Hide combo UI when broken
}
}
// v6.12: Victory Streak System (Renamed from Kill Streak for family-friendly gameplay)
// v8.0: Enhanced with audio stingers and extended milestones (8-Agent Consensus)
const VICTORY_STREAK_CONFIG = {
WINDOW: 5000, // ms between victories to maintain streak
XP_MULTIPLIERS: [1.0, 1.1, 1.2, 1.3, 1.5, 1.7, 2.0, 2.5, 3.0], // per streak level
MILESTONES: {
5: { name: 'Victory Spree!', color: '#ff8800', notes: 2 },
10: { name: 'On Fire!', color: '#ff4400', notes: 3 },
15: { name: 'Unstoppable!', color: '#ff0088', notes: 4 },
20: { name: 'LEGENDARY!', color: '#ffd700', notes: 5 },
25: { name: '💀 GODLIKE! 💀', color: '#ff00ff', notes: 6 },
50: { name: '⚡ COSMIC TERROR ⚡', color: '#00ffff', notes: 8 }
}
};
// Backwards compatibility alias
const KILL_STREAK_CONFIG = VICTORY_STREAK_CONFIG;
// v8.0: Musical stinger for streak milestones (8-Agent Consensus)
function playStreakStinger(noteCount) {
if (!AudioSystem || !AudioSystem.ctx) return;
try {
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
const penta = [261.63, 329.63, 392.00, 523.25, 659.25, 783.99, 1046.50, 1318.51]; // C major pentatonic
for (let i = 0; i < Math.min(noteCount, penta.length); i++) {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.connect(gain);
gain.connect(ctx.destination);
osc.type = 'triangle';
osc.frequency.value = penta[i];
const startTime = now + (i * 0.08); // Rapid ascending notes
const duration = 0.15 + (i * 0.02);
const volume = 0.12 - (i * 0.01);
gain.gain.setValueAtTime(0, startTime);
gain.gain.linearRampToValueAtTime(Math.max(0.02, volume), startTime + 0.02);
gain.gain.exponentialRampToValueAtTime(0.001, startTime + duration);
osc.start(startTime);
osc.stop(startTime + duration + 0.1);
}
} catch (e) {
// Silently fail if audio context unavailable
}
}
// ============================================
// v8.0: CLUTCH SURVIVAL CELEBRATION - 8-Agent Consensus
// Celebrate when player defeats enemies at death's door or survives close calls!
// ============================================
const CLUTCH_CONFIG = {
HP_THRESHOLD: 15, // Below this HP = clutch territory
CRITICAL_HP: 5, // Extremely clutch
COOLDOWN: 10000, // 10 seconds between clutch celebrations
lastClutchTime: 0
};
const CLUTCH_ECHO_MESSAGES = [
"THAT WAS INSANE! You were one hit from death!",
"Commander... my core nearly stopped! How did you DO that?!",
"Death was RIGHT THERE and you SPAT in its face!",
"I thought I'd lost you! That was incredible!",
"My sensors couldn't believe it - clutch victory!",
"Living on the edge... YOU ABSOLUTE LEGEND!",
"Heart-stopping moment! You're a survivor, Commander.",
"That was poetry in motion at death's door!"
];
function triggerClutchCelebration(playerHP, isKill = true) {
const now = performance.now();
if (now - CLUTCH_CONFIG.lastClutchTime < CLUTCH_CONFIG.COOLDOWN) return;
if (playerHP > CLUTCH_CONFIG.HP_THRESHOLD) return;
if (!worldState.player) return;
CLUTCH_CONFIG.lastClutchTime = now;
// Determine clutch intensity based on how close to death
const isCritical = playerHP <= CLUTCH_CONFIG.CRITICAL_HP;
const intensity = isCritical ? 'critical' : 'clutch';
// 1. Brief time slow effect (200ms)
if (typeof triggerHitStop === 'function') {
triggerHitStop(isCritical ? 150 : 100);
}
// 2. Screen shake
if (typeof screenShake === 'function') {
screenShake(isCritical ? 0.6 : 0.4);
}
// 3. Dramatic visual feedback
const clutchText = isCritical ? '💀 CLUTCH! 💀' : '⚡ CLUTCH! ⚡';
const clutchColor = isCritical ? '#ff0000' : '#ffd700';
spawnFloater(getFloaterPos(worldState.player.position, 3), clutchText, clutchColor); // v7.91: Use pooled position
// 4. Particle burst
if (particles) {
const particleColor = isCritical ? 0xff0000 : 0xffd700;
particles.emit(worldState.player.position, isCritical ? 60 : 40, particleColor, { spread: 6, lifetime: 1500 });
}
// 5. ECHO comments on the clutch moment
if (gameData.companion && gameData.companion.hp > 0) {
const message = CLUTCH_ECHO_MESSAGES[Math.floor(Math.random() * CLUTCH_ECHO_MESSAGES.length)];
setTimeout(() => {
addCopilotMessage(`🔥 ${message}`, 'ai');
}, 300);
}
// 6. Audio stinger - dramatic descending flourish
playClutchStinger(isCritical);
// 7. Track for statistics
if (!gameData.statistics.clutchKills) gameData.statistics.clutchKills = 0;
gameData.statistics.clutchKills++;
// 8. Notification
showNotification(isCritical ? '💀 CRITICAL CLUTCH!' : '⚡ CLUTCH KILL!', 'legendary');
}
function playClutchStinger(isCritical) {
if (!AudioSystem || !AudioSystem.ctx) return;
try {
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
// Dramatic chord - root + fifth + octave
const frequencies = isCritical
? [220, 277.18, 329.63, 440] // A minor chord + octave (intense)
: [261.63, 329.63, 392, 523.25]; // C major chord (triumphant)
frequencies.forEach((freq, i) => {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.connect(gain);
gain.connect(ctx.destination);
osc.type = isCritical ? 'sawtooth' : 'triangle';
osc.frequency.value = freq;
const startTime = now + (i * 0.02);
gain.gain.setValueAtTime(0, startTime);
gain.gain.linearRampToValueAtTime(0.15, startTime + 0.03);
gain.gain.exponentialRampToValueAtTime(0.001, startTime + 0.5);
osc.start(startTime);
osc.stop(startTime + 0.6);
});
} catch (e) {
// Silently fail
}
}
// ============================================
// v8.0: ADRENALINE SURGE - 8-Agent Consensus (Cycle 4)
// Low HP grants escalating combat bonuses - risk vs. reward!
// ============================================
const ADRENALINE_CONFIG = {
THRESHOLD_LOW: 30, // Below 30% HP = Adrenaline active
THRESHOLD_CRITICAL: 15, // Below 15% HP = Enhanced surge
THRESHOLD_EXTREME: 5, // Below 5% HP = Maximum surge
BONUSES: {
low: { damage: 0.15, attackSpeed: 0.10, styleGain: 0.25 },
critical: { damage: 0.30, attackSpeed: 0.20, styleGain: 0.50 },
extreme: { damage: 0.50, attackSpeed: 0.35, styleGain: 1.0 }
}
};
function getAdrenalineSurgeLevel() {
if (!gameData?.player?.hp || !gameData?.player?.maxHp) return null;
const hpPercent = (gameData.player.hp / gameData.player.maxHp) * 100;
if (hpPercent <= ADRENALINE_CONFIG.THRESHOLD_EXTREME) return 'extreme';
if (hpPercent <= ADRENALINE_CONFIG.THRESHOLD_CRITICAL) return 'critical';
if (hpPercent <= ADRENALINE_CONFIG.THRESHOLD_LOW) return 'low';
return null;
}
function getAdrenalineDamageMultiplier() {
const level = getAdrenalineSurgeLevel();
if (!level) return 1.0;
return 1.0 + ADRENALINE_CONFIG.BONUSES[level].damage;
}
function getAdrenalineStyleMultiplier() {
const level = getAdrenalineSurgeLevel();
if (!level) return 1.0;
return 1.0 + ADRENALINE_CONFIG.BONUSES[level].styleGain;
}
// Track adrenaline state changes for feedback
let lastAdrenalineLevel = null;
function checkAdrenalineStateChange() {
const currentLevel = getAdrenalineSurgeLevel();
if (currentLevel !== lastAdrenalineLevel) {
if (currentLevel && !lastAdrenalineLevel) {
// Just entered adrenaline state
showNotification('⚡ ADRENALINE SURGE ACTIVE!', 'buff');
if (gameData.companion?.hp > 0) {
const messages = [
"Your heart rate is spiking! Channel that energy, Commander!",
"Low HP but HIGH power! Don't waste this surge!",
"I can feel your adrenaline from here. Fight harder!"
];
addCopilotMessage(`💉 ${messages[Math.floor(Math.random() * messages.length)]}`, 'ai');
}
} else if (currentLevel && lastAdrenalineLevel && currentLevel !== lastAdrenalineLevel) {
// Level changed (got lower or higher HP)
if (['critical', 'extreme'].includes(currentLevel) && lastAdrenalineLevel === 'low') {
showNotification(`🔥 ADRENALINE ${currentLevel.toUpperCase()}! +${Math.floor(ADRENALINE_CONFIG.BONUSES[currentLevel].damage * 100)}% DMG`, 'legendary');
}
}
lastAdrenalineLevel = currentLevel;
}
}
// ============================================
// v8.0: KILLING BLOW TIME DILATION - 8-Agent Consensus (Cycle 5)
// Brief slow-motion on final kills for cinematic impact!
// ============================================
const TIME_DILATION_CONFIG = {
enabled: true,
// Time scale multipliers (lower = slower)
NORMAL_KILL: 0.4, // 40% speed for regular kills
ELITE_KILL: 0.3, // 30% speed for elite kills
BOSS_KILL: 0.2, // 20% speed for boss kills
COMBO_BONUS: 0.02, // Additional slowdown per combo hit
// Duration in milliseconds (before lerp back)
DURATION_NORMAL: 180,
DURATION_ELITE: 280,
DURATION_BOSS: 450,
// Lerp back to normal time
LERP_SPEED: 4.0, // How fast to return to normal
// Minimum time between triggers (prevent spam)
COOLDOWN: 100,
// State
lastTriggerTime: 0
};
let combatTimeScale = 1.0;
let targetTimeScale = 1.0;
let timeDilationActive = false;
let timeDilationEndTime = 0;
function triggerKillTimeDilation(killType = 'normal', comboCount = 0) {
if (!TIME_DILATION_CONFIG.enabled) return;
const now = performance.now();
if (now - TIME_DILATION_CONFIG.lastTriggerTime < TIME_DILATION_CONFIG.COOLDOWN) return;
TIME_DILATION_CONFIG.lastTriggerTime = now;
// Determine time scale based on kill type
let baseScale, duration;
switch (killType) {
case 'boss':
baseScale = TIME_DILATION_CONFIG.BOSS_KILL;
duration = TIME_DILATION_CONFIG.DURATION_BOSS;
break;
case 'elite':
baseScale = TIME_DILATION_CONFIG.ELITE_KILL;
duration = TIME_DILATION_CONFIG.DURATION_ELITE;
break;
default:
baseScale = TIME_DILATION_CONFIG.NORMAL_KILL;
duration = TIME_DILATION_CONFIG.DURATION_NORMAL;
}
// Apply combo bonus (more combo = more slowdown, capped)
const comboBonus = Math.min(comboCount * TIME_DILATION_CONFIG.COMBO_BONUS, 0.15);
targetTimeScale = Math.max(0.15, baseScale - comboBonus);
// Activate time dilation
combatTimeScale = targetTimeScale;
timeDilationActive = true;
timeDilationEndTime = now + duration;
// Visual feedback - slight vignette pulse
const vignette = document.querySelector('.vignette-overlay');
if (vignette) {
vignette.style.transition = 'box-shadow 0.1s ease-out';
vignette.style.boxShadow = 'inset 0 0 80px rgba(255,255,255,0.15)';
setTimeout(() => {
vignette.style.boxShadow = '';
}, duration);
}
// Slight FOV adjustment for impact
if (camera) {
const originalFOV = camera.fov;
camera.fov = originalFOV - 3;
camera.updateProjectionMatrix();
setTimeout(() => {
camera.fov = originalFOV;
camera.updateProjectionMatrix();
}, duration);
}
}
function updateTimeDilation(deltaTime) {
if (!timeDilationActive) return deltaTime;
const now = performance.now();
// Check if dilation period has ended
if (now > timeDilationEndTime) {
// Smoothly lerp back to normal time
combatTimeScale += (1.0 - combatTimeScale) * TIME_DILATION_CONFIG.LERP_SPEED * (deltaTime / 1000);
if (combatTimeScale > 0.98) {
combatTimeScale = 1.0;
timeDilationActive = false;
}
}
// Return scaled delta time
return deltaTime * combatTimeScale;
}
function getCombatTimeScale() {
return combatTimeScale;
}
let victoryStreakState = {
count: 0,
lastVictoryTime: 0,
highestStreak: 0
};
// Backwards compatibility alias
let killStreakState = victoryStreakState;
function updateVictoryStreak() {
const now = performance.now();
const timeSinceLastVictory = now - victoryStreakState.lastVictoryTime;
if (timeSinceLastVictory <= VICTORY_STREAK_CONFIG.WINDOW) {
victoryStreakState.count++;
} else {
victoryStreakState.count = 1;
}
victoryStreakState.lastVictoryTime = now;
// Track best streak
if (victoryStreakState.count > victoryStreakState.highestStreak) {
victoryStreakState.highestStreak = victoryStreakState.count;
if (gameData.statistics) {
gameData.statistics.highestVictoryStreak = victoryStreakState.highestStreak;
}
}
// Check for milestone announcement
const milestone = VICTORY_STREAK_CONFIG.MILESTONES[victoryStreakState.count];
if (milestone) {
showNotification(milestone.name, 'buff');
if (worldState.player) {
spawnFloater(worldState.player.position, milestone.name, milestone.color);
}
// Extra screen flash for milestones
if (typeof flashVictoryCelebration === 'function') {
flashVictoryCelebration(victoryStreakState.count >= 15);
}
// v6.80: Victory confetti for milestone streaks (8-Agent Consensus)
if (victoryStreakState.count >= 10) {
spawnVictoryConfetti(victoryStreakState.count >= 25 ? 150 : 80);
}
AudioSystem.levelUp();
// v8.0: Play musical stinger for milestone streaks (8-Agent Consensus - Audio Feedback)
if (milestone.notes && typeof playStreakStinger === 'function') {
playStreakStinger(milestone.notes);
}
}
return victoryStreakState.count;
}
// Backwards compatibility alias
function updateKillStreak() { return updateVictoryStreak(); }
function getVictoryStreakXPMultiplier() {
// v8.29: Add bounds checking for streak count
const safeCount = Math.max(0, victoryStreakState.count || 0);
const idx = Math.min(safeCount, VICTORY_STREAK_CONFIG.XP_MULTIPLIERS.length - 1);
const mult = VICTORY_STREAK_CONFIG.XP_MULTIPLIERS[idx] || 1.0;
// v8.29: Cap multiplier at 5x for sanity
return Math.min(mult, 5);
}
// Backwards compatibility alias
function getKillStreakXPMultiplier() { return getVictoryStreakXPMultiplier(); }
function resetVictoryStreak() {
if (victoryStreakState.count >= 5) {
showNotification(`Streak ended at ${victoryStreakState.count} victories!`, 'info');
}
victoryStreakState.count = 0;
}
// Backwards compatibility alias
function resetKillStreak() { resetVictoryStreak(); }
// v6.9: Combat Style Meter System (Agent consensus - Combat Depth & Physics)
const STYLE_METER_CONFIG = {
DECAY_RATE: 15, // Points lost per second
MAX_POINTS: 1000,
GRADES: {
D: { min: 0, color: '#888888', bonus: 1.0, name: 'D' },
C: { min: 100, color: '#44ff44', bonus: 1.1, name: 'C' },
B: { min: 250, color: '#4488ff', bonus: 1.2, name: 'B' },
A: { min: 450, color: '#ffaa00', bonus: 1.35, name: 'A' },
S: { min: 650, color: '#ff44ff', bonus: 1.5, name: 'S' },
SS: { min: 800, color: '#ff0088', bonus: 1.75, name: 'SS' },
SSS: { min: 950, color: '#ffd700', bonus: 2.0, name: 'SSS' }
},
ACTIONS: {
hit: 15,
comboHit: 25,
parry: 100,
dodge: 30,
abilityHit: 50,
defeat: 40, // v6.12: Renamed from 'kill' for family-friendly
kill: 40, // Backwards compatibility
finisher: 75,
damageTaken: -50
}
};
let styleMeterState = {
points: 0,
grade: 'D',
lastUpdate: 0
};
// ============================================
// v8.0: STYLE VARIETY MULTIPLIER - 8-Agent Consensus (Cycle 6)
// Varied combat actions escalate style gains, repeated actions decay!
// ============================================
const STYLE_VARIETY_CONFIG = {
HISTORY_SIZE: 6, // Track last 6 actions
VARIETY_MULTIPLIERS: {
1: 1.0, // Same action = base
2: 1.5, // 2 unique = 1.5x
3: 2.0, // 3 unique = 2x
4: 2.5, // 4 unique = 2.5x
5: 3.0, // 5+ unique = 3x (cap)
6: 3.0
},
REPEAT_DECAY: 0.75, // Repeated action = 0.75x
REPEAT_MINIMUM: 0.5, // Decay floor
STALE_THRESHOLD: 3, // After 3 repeats, show "STALE"
// Action categories (similar actions count as same)
ACTION_CATEGORIES: {
hit: 'attack',
comboHit: 'attack',
kill: 'kill',
finisher: 'finisher',
dodge: 'dodge',
parry: 'parry',
ability: 'ability'
}
};
let styleVarietyHistory = [];
let consecutiveRepeats = 0;
function getStyleVarietyMultiplier(action) {
const category = STYLE_VARIETY_CONFIG.ACTION_CATEGORIES[action] || action;
// Check if this is a repeat of the last action
const lastCategory = styleVarietyHistory.length > 0
? (STYLE_VARIETY_CONFIG.ACTION_CATEGORIES[styleVarietyHistory[styleVarietyHistory.length - 1]] || styleVarietyHistory[styleVarietyHistory.length - 1])
: null;
if (lastCategory === category) {
consecutiveRepeats++;
} else {
consecutiveRepeats = 0;
}
// Add to history
styleVarietyHistory.push(action);
if (styleVarietyHistory.length > STYLE_VARIETY_CONFIG.HISTORY_SIZE) {
styleVarietyHistory.shift();
}
// Count unique categories in history
const categories = styleVarietyHistory.map(a => STYLE_VARIETY_CONFIG.ACTION_CATEGORIES[a] || a);
const uniqueCategories = new Set(categories).size;
// Calculate multiplier
let multiplier = STYLE_VARIETY_CONFIG.VARIETY_MULTIPLIERS[uniqueCategories] || 1.0;
// Apply decay for consecutive repeats
if (consecutiveRepeats > 0) {
const decayFactor = Math.pow(STYLE_VARIETY_CONFIG.REPEAT_DECAY, consecutiveRepeats);
multiplier = Math.max(STYLE_VARIETY_CONFIG.REPEAT_MINIMUM, multiplier * decayFactor);
}
// Show visual feedback
showStyleVarietyFeedback(uniqueCategories, consecutiveRepeats);
return multiplier;
}
function showStyleVarietyFeedback(uniqueCount, repeats) {
// Only show feedback for significant events
if (repeats >= STYLE_VARIETY_CONFIG.STALE_THRESHOLD) {
// Show "STALE" indicator
if (!document.getElementById('style-variety-stale')) {
const staleDiv = document.createElement('div');
staleDiv.id = 'style-variety-stale';
staleDiv.style.cssText = `
position: fixed;
top: 190px;
right: 80px;
color: #aaa;
font-size: 12px;
font-weight: bold;
letter-spacing: 2px;
opacity: 0.8;
animation: stalePulse 0.5s ease-out;
z-index: 100;
`;
staleDiv.textContent = 'STALE';
document.body.appendChild(staleDiv);
setTimeout(() => staleDiv.remove(), 1000);
}
} else if (uniqueCount >= 4) {
// Show "VARIED!" indicator for high variety
const variedDiv = document.createElement('div');
variedDiv.style.cssText = `
position: fixed;
top: 190px;
right: 80px;
color: ${uniqueCount >= 5 ? '#ff00ff' : '#ffdd00'};
font-size: ${uniqueCount >= 5 ? '14px' : '12px'};
font-weight: bold;
letter-spacing: 2px;
text-shadow: 0 0 10px currentColor;
animation: varietyPop 0.4s ease-out forwards;
z-index: 100;
`;
variedDiv.textContent = uniqueCount >= 5 ? 'STYLISH!' : 'VARIED!';
document.body.appendChild(variedDiv);
setTimeout(() => variedDiv.remove(), 600);
}
}
// Add CSS for variety feedback animations
(function addStyleVarietyCSS() {
if (document.getElementById('style-variety-css')) return;
const style = document.createElement('style');
style.id = 'style-variety-css';
style.textContent = `
@keyframes varietyPop {
0% { transform: scale(0.5); opacity: 0; }
50% { transform: scale(1.2); opacity: 1; }
100% { transform: scale(1); opacity: 0; }
}
@keyframes stalePulse {
0% { opacity: 0; }
50% { opacity: 0.8; }
100% { opacity: 0.4; }
}
`;
document.head.appendChild(style);
})();
// ============================================
// v8.0: KILL-CHAIN AUTO-TARGET LOCK - 8-Agent Consensus Cycle 6
// After scoring a kill, automatically snap to nearest enemy
// Keeps combat flowing without manual re-targeting
// ============================================
const AUTO_TARGET_CONFIG = {
ENABLED: true, // Toggle via settings
MAX_RANGE: 18, // Maximum auto-target range (units)
PREFER_ELITE_RANGE: 25, // Extended range for elites/bosses
MIN_DELAY: 80, // Minimum delay before targeting (ms)
MAX_DELAY: 150, // Maximum delay before targeting (ms)
VISUAL_DURATION: 400, // Lock-on indicator duration (ms)
AUDIO_ENABLED: true, // Play lock-on sound
PRIORITIZE_DAMAGED: true, // Prefer already-damaged enemies
PRIORITIZE_ELITE: true // Prefer elites within range
};
let autoTargetState = {
lastLockTime: 0,
lockIndicator: null,
lockTimeout: null
};
// Find the best target after a kill
// v7.77: Optimized with distanceToSquared to eliminate sqrt per mob
function findNextTarget(killedPosition) {
if (!AUTO_TARGET_CONFIG.ENABLED) return null;
if (!worldState?.mobs?.length) return null;
const player = worldState.player;
if (!player) return null;
let bestTarget = null;
let bestScore = Infinity;
// v7.77: Pre-compute squared range thresholds
const maxRangeSq = AUTO_TARGET_CONFIG.MAX_RANGE * AUTO_TARGET_CONFIG.MAX_RANGE;
const eliteRangeSq = AUTO_TARGET_CONFIG.PREFER_ELITE_RANGE * AUTO_TARGET_CONFIG.PREFER_ELITE_RANGE;
// v8.01: forEach to for loop conversion for auto-targeting hot path
for (let i = 0, len = worldState.mobs.length; i < len; i++) {
const mob = worldState.mobs[i];
if (!mob?.userData?.hp || mob.userData.hp <= 0) continue;
const distSq = mob.position.distanceToSquared(player.position);
const isElite = mob.userData.isElite || mob.userData.type === 'boss';
const maxRangeCheckSq = isElite ? eliteRangeSq : maxRangeSq;
if (distSq > maxRangeCheckSq) continue;
// Calculate targeting score (lower = better) - use sqrt only for scoring math
const dist = Math.sqrt(distSq);
let score = dist;
// Prefer damaged enemies
if (AUTO_TARGET_CONFIG.PRIORITIZE_DAMAGED && mob.userData.hp < mob.userData.maxHp) {
score -= 5;
// Extra priority for low-HP enemies (finishable)
if (mob.userData.hp < mob.userData.maxHp * 0.25) {
score -= 3;
}
}
// Prefer elites
if (AUTO_TARGET_CONFIG.PRIORITIZE_ELITE && isElite) {
score -= 4;
}
// Prefer enemies in front of player (based on facing direction)
// v7.95: Use GlobalVec3Pool.temp() to eliminate clone() and new Vector3() per mob
const toMob = GlobalVec3Pool.tempAt(0).copy(mob.position).sub(player.position).normalize();
const playerForward = GlobalVec3Pool.tempAt(1).set(0, 0, -1).applyQuaternion(player.quaternion);
const dotProduct = toMob.dot(playerForward);
if (dotProduct > 0.5) score -= 3; // In front
else if (dotProduct < -0.5) score += 2; // Behind
if (score < bestScore) {
bestScore = score;
bestTarget = mob;
}
}
return bestTarget;
}
// Visual lock-on indicator
function showLockOnIndicator(target) {
if (!target) return;
// Clear existing indicator
clearLockOnIndicator();
// Create lock-on ring effect
const ringGeometry = new THREE.RingGeometry(0.8, 1.0, 16);
const ringMaterial = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeometry, ringMaterial);
ring.rotation.x = -Math.PI / 2;
ring.position.copy(target.position);
ring.position.y = 0.1;
scene.add(ring);
autoTargetState.lockIndicator = ring;
// Animate the ring
let startTime = performance.now();
const animateRing = () => {
if (!autoTargetState.lockIndicator) return;
const elapsed = performance.now() - startTime;
const progress = elapsed / AUTO_TARGET_CONFIG.VISUAL_DURATION;
if (progress >= 1) {
clearLockOnIndicator();
return;
}
// Pulse and fade
const scale = 1 + progress * 0.5;
ring.scale.set(scale, scale, 1);
ring.material.opacity = 0.8 * (1 - progress);
ring.position.copy(target.position);
ring.position.y = 0.1;
requestAnimationFrame(animateRing);
};
requestAnimationFrame(animateRing);
}
function clearLockOnIndicator() {
if (autoTargetState.lockIndicator) {
scene.remove(autoTargetState.lockIndicator);
autoTargetState.lockIndicator.geometry?.dispose();
autoTargetState.lockIndicator.material?.dispose();
autoTargetState.lockIndicator = null;
}
if (autoTargetState.lockTimeout) {
clearTimeout(autoTargetState.lockTimeout);
autoTargetState.lockTimeout = null;
}
}
// Lock-on audio cue
function playLockOnSound(isElite = false) {
if (!AUTO_TARGET_CONFIG.AUDIO_ENABLED) return;
try {
const ctx = AudioSystem.ctx || new (window.AudioContext || window.webkitAudioContext)();
if (ctx.state === 'suspended') ctx.resume();
const now = ctx.currentTime;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.connect(gain);
gain.connect(ctx.destination);
// Quick ascending "lock-on" chirp
osc.type = 'sine';
const baseFreq = isElite ? 880 : 660;
osc.frequency.setValueAtTime(baseFreq * 0.8, now);
osc.frequency.exponentialRampToValueAtTime(baseFreq * 1.2, now + 0.08);
osc.frequency.exponentialRampToValueAtTime(baseFreq, now + 0.12);
gain.gain.setValueAtTime(0.12, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.15);
osc.start(now);
osc.stop(now + 0.15);
} catch (e) {
// Audio not available
}
}
// Main auto-target function called after kills
function triggerKillChainAutoTarget(killedPosition, killedType = 'normal') {
if (!AUTO_TARGET_CONFIG.ENABLED) return;
// Add slight delay for cinematic feel
const delay = AUTO_TARGET_CONFIG.MIN_DELAY +
Math.random() * (AUTO_TARGET_CONFIG.MAX_DELAY - AUTO_TARGET_CONFIG.MIN_DELAY);
autoTargetState.lockTimeout = setTimeout(() => {
const nextTarget = findNextTarget(killedPosition);
if (nextTarget) {
// Set as new target
worldState.target = nextTarget;
autoTargetState.lastLockTime = performance.now();
// Visual and audio feedback
const isElite = nextTarget.userData?.isElite || nextTarget.userData?.type === 'boss';
showLockOnIndicator(nextTarget);
playLockOnSound(isElite);
// Floater feedback - v7.91: Use pooled position
const targetName = nextTarget.userData?.name || 'Enemy';
spawnFloater(getFloaterPos(nextTarget.position, 2),
`🎯 ${targetName}`, isElite ? '#ff44ff' : '#00ffff');
}
}, delay);
}
// ============================================
// v8.0: RESOURCE COLLECTION MAGNET - 8-Agent Consensus Cycle 6
// Visual "magnet pull" effect when resources are collected
// Drops visually fly toward the player for satisfying feedback
// ============================================
const COLLECTION_MAGNET_CONFIG = {
ENABLED: true,
MAGNET_RANGE: 6, // Auto-collect within this range (units)
PULL_SPEED: 12, // Speed items fly toward player
TRAIL_LENGTH: 5, // Number of trail particles
AUDIO_ENABLED: true, // Play collection sounds
SPARKLE_ON_COLLECT: true, // Burst of sparkles when collected
ITEM_COLORS: {
'Log': 0x8B4513,
'Ore': 0x888888,
'Slime': 0x44ff44,
'Raw Fish': 0x4488ff,
'Elite Essence': 0xaa00ff,
'Gold': 0xffd700,
'default': 0xffffff
}
};
let magnetState = {
flyingItems: [], // Items currently flying toward player
collectSoundPool: []
};
// Get color for an item type
function getMagnetItemColor(itemName) {
return COLLECTION_MAGNET_CONFIG.ITEM_COLORS[itemName] ||
COLLECTION_MAGNET_CONFIG.ITEM_COLORS['default'];
}
// Create a flying item visual that moves toward player
function spawnMagnetItem(startPos, itemName, count = 1) {
if (!COLLECTION_MAGNET_CONFIG.ENABLED) return;
if (!worldState.player || !scene) return;
const color = getMagnetItemColor(itemName);
// Create small orb for the flying item
const orbGeometry = new THREE.SphereGeometry(0.15, 8, 8);
const orbMaterial = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.9
});
const orb = new THREE.Mesh(orbGeometry, orbMaterial);
orb.position.copy(startPos);
orb.position.y += 0.5 + Math.random() * 0.5; // Slight height variation
// Add glow effect
const glowGeometry = new THREE.SphereGeometry(0.25, 8, 8);
const glowMaterial = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.4
});
const glow = new THREE.Mesh(glowGeometry, glowMaterial);
orb.add(glow);
scene.add(orb);
magnetState.flyingItems.push({
mesh: orb,
startPos: startPos.clone(),
itemName: itemName,
count: count,
startTime: performance.now(),
collected: false,
trailParticles: []
});
}
// Update flying items each frame
function updateMagnetItems(deltaTime) {
if (!COLLECTION_MAGNET_CONFIG.ENABLED) return;
if (!worldState.player) return;
const playerPos = worldState.player.position;
const now = performance.now();
const pullSpeed = COLLECTION_MAGNET_CONFIG.PULL_SPEED * (deltaTime / 1000);
magnetState.flyingItems = magnetState.flyingItems.filter(item => {
if (item.collected) {
// Clean up
scene.remove(item.mesh);
item.mesh.geometry?.dispose();
item.mesh.material?.dispose();
return false;
}
// v7.79: distanceToSquared optimization for collection magnet
const distSq = item.mesh.position.distanceToSquared(playerPos);
// Check if collected (0.5 * 0.5 = 0.25)
if (distSq < 0.25) {
item.collected = true;
// Sparkle burst on collection
if (COLLECTION_MAGNET_CONFIG.SPARKLE_ON_COLLECT && particles) {
const color = getMagnetItemColor(item.itemName);
particles.emit(item.mesh.position, 8, color, {
spread: 1.5,
lifetime: 400,
size: 0.1
});
}
// Play collection sound
if (COLLECTION_MAGNET_CONFIG.AUDIO_ENABLED) {
playMagnetCollectSound(item.itemName);
}
return false;
}
// Move toward player - v7.95: Use temp vector to avoid clone() per item per frame
const direction = GlobalVec3Pool.temp().copy(playerPos).sub(item.mesh.position).normalize();
// v7.79: Compute dist only when needed for accel calculation
const dist = Math.sqrt(distSq);
const accelFactor = Math.max(0.5, 1 + (1 - dist / 10) * 2);
item.mesh.position.add(direction.multiplyScalar(pullSpeed * accelFactor));
// Spin and pulse
const elapsed = now - item.startTime;
item.mesh.rotation.y = elapsed * 0.01;
const pulse = 1 + Math.sin(elapsed * 0.015) * 0.2;
item.mesh.scale.setScalar(pulse);
// Spawn trail particles occasionally
if (particles && Math.random() < 0.3) {
const color = getMagnetItemColor(item.itemName);
particles.emit(item.mesh.position, 1, color, {
spread: 0.3,
lifetime: 200,
size: 0.08
});
}
return true;
});
}
// Play satisfying collection sound
function playMagnetCollectSound(itemName) {
try {
const ctx = AudioSystem.ctx || new (window.AudioContext || window.webkitAudioContext)();
if (ctx.state === 'suspended') ctx.resume();
const now = ctx.currentTime;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.connect(gain);
gain.connect(ctx.destination);
// Different tones for different item types
let baseFreq = 660;
if (itemName === 'Elite Essence' || itemName === 'Gold') {
baseFreq = 880; // Higher for rare items
} else if (itemName === 'Log' || itemName === 'Ore') {
baseFreq = 440; // Lower for resources
}
// Quick ascending "plop" sound
osc.type = 'sine';
osc.frequency.setValueAtTime(baseFreq * 0.7, now);
osc.frequency.exponentialRampToValueAtTime(baseFreq, now + 0.05);
osc.frequency.exponentialRampToValueAtTime(baseFreq * 1.3, now + 0.1);
gain.gain.setValueAtTime(0.08, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.12);
osc.start(now);
osc.stop(now + 0.12);
} catch (e) {
// Audio not available
}
}
// Enhanced addItem that can spawn magnet visuals
function addItemWithMagnet(name, sourcePosition) {
if (sourcePosition && COLLECTION_MAGNET_CONFIG.ENABLED) {
spawnMagnetItem(sourcePosition, name, 1);
}
// Note: Actual item addition still happens through original addItem
}
function updateStyleMeter(action, multiplier = 1) {
let pointChange = (STYLE_METER_CONFIG.ACTIONS[action] || 0) * multiplier;
// v8.0: Apply Style Variety Multiplier (8-Agent Consensus Cycle 6)
if (typeof getStyleVarietyMultiplier === 'function' && action !== 'damageTaken') {
const varietyMult = getStyleVarietyMultiplier(action);
pointChange = Math.floor(pointChange * varietyMult);
}
// v8.0: Apply Adrenaline Surge style gain boost (8-Agent Consensus Cycle 4)
if (typeof getAdrenalineStyleMultiplier === 'function') {
const styleMult = getAdrenalineStyleMultiplier();
if (styleMult > 1.0) {
pointChange = Math.floor(pointChange * styleMult);
}
}
styleMeterState.points = Math.max(0, Math.min(
STYLE_METER_CONFIG.MAX_POINTS,
styleMeterState.points + pointChange
));
updateStyleGrade();
updateStyleMeterUI();
// v8.0: Track behavioral patterns for companion commentary
if (typeof trackBehaviorPattern === 'function') {
if (action === 'hit' || action === 'kill' || action === 'finisher') {
trackBehaviorPattern('attack');
// Check for berserker style (attacking at low HP)
if (gameData?.player?.hp < 30) {
trackBehaviorPattern('low_hp_attack');
}
} else if (action === 'dodge' || action === 'parry') {
trackBehaviorPattern('dodge');
}
// Track SSS achievement
if (styleMeterState.grade === 'SSS') {
trackBehaviorPattern('style_sss');
}
}
}
// ============================================
// v8.0: STYLE GRADE CELEBRATION - 8-Agent Consensus
// Every grade transition should feel INCREDIBLE
// ============================================
const STYLE_GRADE_EFFECTS = {
'D': { shake: 0, particles: 0, color: 0x666666 },
'C': { shake: 0.1, particles: 8, color: 0x888888 },
'B': { shake: 0.15, particles: 12, color: 0x44aaff },
'A': { shake: 0.2, particles: 20, color: 0x44ff44 },
'S': { shake: 0.3, particles: 35, color: 0xffdd00 },
'SS': { shake: 0.4, particles: 50, color: 0xff8800 },
'SSS': { shake: 0.5, particles: 80, color: 0xff00ff }
};
function updateStyleGrade() {
let newGrade = 'D';
for (const [grade, data] of Object.entries(STYLE_METER_CONFIG.GRADES)) {
if (styleMeterState.points >= data.min) {
newGrade = grade;
}
}
if (newGrade !== styleMeterState.grade) {
const oldGrade = styleMeterState.grade;
const isUpgrade = STYLE_METER_CONFIG.GRADES[newGrade].min > STYLE_METER_CONFIG.GRADES[oldGrade].min;
styleMeterState.grade = newGrade;
const gradeData = STYLE_METER_CONFIG.GRADES[newGrade];
// v8.0: Celebrate EVERY grade-up with escalating feedback!
if (isUpgrade) {
const effects = STYLE_GRADE_EFFECTS[newGrade] || STYLE_GRADE_EFFECTS['D'];
// v8.29: Add VisualFeedback for style grade upgrades
if (typeof VisualFeedback !== 'undefined' && gradeData.min >= 300) {
const color = '#' + effects.color.toString(16).padStart(6, '0');
VisualFeedback.successBurst(color);
}
// Screen shake scales with grade
if (effects.shake > 0 && typeof screenShake === 'function') {
screenShake(effects.shake);
}
// Particles burst from player
if (effects.particles > 0 && particles && worldState?.player) {
particles.emit(worldState.player.position, effects.particles, effects.color, {
spread: 6 + (effects.particles / 10),
lifetime: 1200
});
}
// Audio scales with grade
if (gradeData.min >= 650) { // S rank or higher
showNotification(`🔥 Style Rank: ${newGrade}!`, 'legendary');
AudioSystem.levelUp();
} else if (gradeData.min >= 300) { // A/B rank
showNotification(`Style Rank: ${newGrade}!`, 'buff');
if (AudioSystem.collect) AudioSystem.collect();
} else if (gradeData.min >= 100) { // C rank
showNotification(`Style: ${newGrade}`, 'info');
}
// Extra celebration for SSS - the ultimate achievement
if (newGrade === 'SSS') {
showNotification('⚡ STYLISH! ⚡', 'legendary');
setTimeout(() => {
if (particles && worldState?.player) {
// Second particle burst for SSS
particles.emit(worldState.player.position, 100, 0xffffff, { spread: 15, lifetime: 2000 });
}
}, 300);
}
}
}
}
function decayStyleMeter(dt) {
if (styleMeterState.points > 0) {
styleMeterState.points = Math.max(0,
styleMeterState.points - STYLE_METER_CONFIG.DECAY_RATE * dt);
updateStyleGrade();
updateStyleMeterUI();
}
}
function getStyleXPMultiplier() {
return STYLE_METER_CONFIG.GRADES[styleMeterState.grade]?.bonus || 1.0;
}
// v6.82: Cached DOM references for style meter (eliminates 3 getElementById calls per update)
let _styleMeterCache = null;
function getStyleMeterCache() {
if (!_styleMeterCache) {
_styleMeterCache = {
container: document.getElementById('style-meter'),
fill: document.getElementById('style-meter-fill'),
grade: document.getElementById('style-meter-grade')
};
}
return _styleMeterCache;
}
function updateStyleMeterUI() {
const cache = getStyleMeterCache();
if (!cache.container) return;
const gradeData = STYLE_METER_CONFIG.GRADES[styleMeterState.grade];
if (cache.fill) {
cache.fill.style.height = `${(styleMeterState.points / STYLE_METER_CONFIG.MAX_POINTS) * 100}%`;
cache.fill.style.background = `linear-gradient(to top, ${gradeData.color}, ${gradeData.color}88)`;
}
if (cache.grade) {
cache.grade.textContent = gradeData.name;
cache.grade.style.color = gradeData.color;
cache.grade.style.textShadow = `0 0 10px ${gradeData.color}`;
}
}
// v6.9: Elemental Weakness/Resistance System (Agent consensus - Combat Depth)
const ELEMENTAL_AFFINITIES = {
Slime: { weak: ['fire'], resist: ['ice'], immune: [] },
Crawler: { weak: ['ice'], resist: ['void'], immune: [] },
Spitter: { weak: ['void'], resist: ['cosmic'], immune: ['fire'] },
Brute: { weak: ['cosmic'], resist: ['fire', 'ice'], immune: [] },
Warper: { weak: ['fire', 'ice'], resist: [], immune: ['void'] },
Scorpion: { weak: ['ice'], resist: ['fire'], immune: [] },
VoidSpawn: { weak: ['cosmic', 'fire'], resist: ['void'], immune: [] },
IceWisp: { weak: ['fire'], resist: [], immune: ['ice'] },
MagmaCore: { weak: ['ice'], resist: [], immune: ['fire'] },
CrystalGolem: { weak: ['void'], resist: ['ice', 'cosmic'], immune: [] },
ShadowWraith: { weak: ['cosmic'], resist: ['void'], immune: [] },
Hypnotist: { weak: ['fire'], resist: ['cosmic'], immune: [] }
};
const ELEMENTAL_MULTIPLIERS = {
weak: 2.0,
resist: 0.5,
immune: 0
};
function getElementalMultiplier(mobName, weaponElement) {
if (!weaponElement || !ELEMENTAL_AFFINITIES[mobName]) {
return { multiplier: 1.0, type: 'normal' };
}
const affinities = ELEMENTAL_AFFINITIES[mobName];
if (affinities.immune.includes(weaponElement)) {
return { multiplier: ELEMENTAL_MULTIPLIERS.immune, type: 'immune' };
}
if (affinities.weak.includes(weaponElement)) {
return { multiplier: ELEMENTAL_MULTIPLIERS.weak, type: 'weak' };
}
if (affinities.resist.includes(weaponElement)) {
return { multiplier: ELEMENTAL_MULTIPLIERS.resist, type: 'resist' };
}
return { multiplier: 1.0, type: 'normal' };
}
// ============================================
// v8.0: ELEMENTAL PET COMBAT - 8-Agent Consensus
// Pets with biome evolution elements deal bonus damage against weak enemies!
// Maps biome evolution elements to combat elemental types
// ============================================
const PET_ELEMENT_TO_COMBAT = {
ice: 'ice',
fire: 'fire',
earth: 'cosmic', // Earth pets deal cosmic damage
water: 'ice', // Water = ice for weakness purposes
void: 'void',
light: 'cosmic', // Light = cosmic energy
nature: 'fire', // Nature counters ice (forest heat)
balanced: null // No elemental bonus
};
function getActivePetElement() {
if (!gameData.pets?.active) return null;
const activePetId = gameData.pets.active;
const petEvolution = gameData.petEvolution?.[activePetId];
if (!petEvolution?.element) return null;
return PET_ELEMENT_TO_COMBAT[petEvolution.element] || null;
}
function getPetElementalBonus(mobName) {
const petElement = getActivePetElement();
if (!petElement) return { multiplier: 1.0, type: 'none', element: null };
const result = getElementalMultiplier(mobName, petElement);
return {
multiplier: result.multiplier,
type: result.type,
element: petElement
};
}
// v6.9: Knockback with Momentum System (Agent consensus - Physics Fun)
const KNOCKBACK_CONFIG = {
BASE_FORCE: 3,
MASS_REDUCTION: 0.5, // Elites resist knockback
FRICTION: 0.92,
BOUNCE_DAMPEN: 0.3,
MIN_VELOCITY: 0.01
};
// v7.33: Pre-allocated temp vector for knockback (Cycle 6 Consensus - Performance)
const _knockbackTemp = new THREE.Vector3();
// v7.91: Pre-allocated direction temp for applyKnockback (avoids clone per hit)
const _knockbackDirTemp = new THREE.Vector3();
function applyKnockback(mob, direction, force) {
// v8.25: Enhanced input validation
if (!mob || !mob.userData) return;
if (!direction || typeof direction.x !== 'number') return;
if (typeof force !== 'number' || !isFinite(force) || force <= 0) return;
const data = mob.userData;
const mass = data.isElite ? 1 + KNOCKBACK_CONFIG.MASS_REDUCTION : 1;
const knockbackForce = Math.min(force / mass, 100); // v8.25: Cap max knockback
// v7.91: Use pre-allocated temp instead of clone()
_knockbackDirTemp.copy(direction).normalize();
_knockbackDirTemp.y = 0.2; // Slight upward arc
if (!data.knockbackVelocity) {
data.knockbackVelocity = new THREE.Vector3(0, 0, 0);
}
data.knockbackVelocity.add(_knockbackDirTemp.multiplyScalar(knockbackForce));
}
function updateMobKnockback(mob, dt) {
// v8.25: Input validation
if (!mob || !mob.userData) return;
if (typeof dt !== 'number' || !isFinite(dt) || dt <= 0) return;
const data = mob.userData;
if (!data.knockbackVelocity) return;
if (data.knockbackVelocity.lengthSq() > KNOCKBACK_CONFIG.MIN_VELOCITY) {
// v7.33: Use pre-allocated vector to avoid GC (Cycle 6 Consensus)
_knockbackTemp.copy(data.knockbackVelocity).multiplyScalar(dt);
mob.position.add(_knockbackTemp);
data.knockbackVelocity.multiplyScalar(KNOCKBACK_CONFIG.FRICTION);
// Ground collision
if (mob.position.y < 0.8) {
mob.position.y = 0.8;
data.knockbackVelocity.y *= -KNOCKBACK_CONFIG.BOUNCE_DAMPEN;
}
}
}
// v6.9: Lore Fragment Collection System (Agent consensus - Secrets & Meta)
const LORE_FRAGMENTS = {
origin_exodus: {
title: 'The First Exodus',
text: 'Long ago, humanity fled a dying Earth aboard the Leviathan ships...',
icon: '📜', rarity: 0.05, trigger: 'explore'
},
origin_gate: {
title: 'The Omniverse Gate',
text: 'Scientists discovered a rift that led to infinite parallel dimensions...',
icon: '📜', rarity: 0.03, trigger: 'boss_defeat'
},
void_warning: {
title: 'Whispers of the Void',
text: 'The void creatures are not invaders. They are refugees, fleeing something worse...',
icon: '📜', rarity: 0.04, trigger: 'explore'
},
ancient_tech: {
title: 'Forgotten Technology',
text: 'The ancients built machines that could reshape reality itself...',
icon: '📜', rarity: 0.03, trigger: 'craft'
},
cosmic_truth: {
title: 'The Cosmic Truth',
text: 'Every universe in the omniverse is connected by threads of pure energy...',
icon: '📜', rarity: 0.02, trigger: 'explore'
},
leviathan_secret: {
title: 'The Leviathan Protocol',
text: 'The ships were never meant for colonization. They were weapons...',
icon: '🔮', rarity: 0.01, trigger: 'boss_defeat'
}
};
function tryDiscoverLore(triggerType) {
if (!gameData.loreFragments) gameData.loreFragments = {};
const eligible = Object.entries(LORE_FRAGMENTS).filter(([id, lore]) => {
if (gameData.loreFragments[id]) return false;
if (lore.trigger !== triggerType) return false;
return Math.random() < lore.rarity;
});
if (eligible.length > 0) {
const [id, lore] = eligible[Math.floor(Math.random() * eligible.length)];
discoverLoreFragment(id);
}
}
function discoverLoreFragment(id) {
const lore = LORE_FRAGMENTS[id];
if (!lore || gameData.loreFragments[id]) return;
gameData.loreFragments[id] = { discoveredAt: Date.now() };
// v6.35: Chronicle Engine - capture lore discovery
if (typeof captureChronicleEvent === 'function') {
captureChronicleEvent('lore_found', { loreTitle: lore.title, loreIcon: lore.icon });
}
showNotification(`${lore.icon} LORE DISCOVERED: ${lore.title}`, 'legendary');
AudioSystem.levelUp();
// Show lore popup
const popup = document.createElement('div');
popup.style.cssText = `
position: fixed; top: 50%; left: 50%; transform: translate(-50%, -50%);
background: linear-gradient(135deg, rgba(40, 20, 60, 0.95), rgba(20, 10, 40, 0.95));
border: 2px solid #8844ff; border-radius: 15px; padding: 30px;
max-width: 400px; text-align: center; z-index: 2000;
box-shadow: 0 0 30px rgba(136, 68, 255, 0.5);
`;
popup.innerHTML = `
${lore.icon}
${lore.title}
${lore.text}
Continue
`;
document.body.appendChild(popup);
saveGameData();
}
function getLoreCollectionProgress() {
const total = Object.keys(LORE_FRAGMENTS).length;
const found = Object.keys(gameData.loreFragments || {}).length;
return { found, total, percent: Math.round((found / total) * 100) };
}
// v6.12: Bestiary Victory Milestones (renamed from Kill for family-friendly)
const BESTIARY_MILESTONES = {
Slime: { kills: [10, 50, 100], rewards: ['title:Slime Champion', 'bonus:slimeDamage:0.1', 'item:Slime Crown'] },
Crawler: { kills: [10, 50, 100], rewards: ['title:Bug Expert', 'bonus:crawlerDamage:0.1', 'item:Crawler Fang'] },
Scorpion: { kills: [10, 50, 100], rewards: ['title:Desert Champion', 'bonus:scorpionDamage:0.1', 'item:Scorpion Tail'] },
VoidSpawn: { kills: [10, 50, 100], rewards: ['title:Void Walker', 'bonus:voidDamage:0.15', 'item:Void Heart'] },
IceWisp: { kills: [10, 50, 100], rewards: ['title:Frost Champion', 'bonus:iceDamage:0.1', 'item:Frozen Soul'] },
MagmaCore: { kills: [10, 50, 100], rewards: ['title:Flame Master', 'bonus:fireDamage:0.1', 'item:Magma Core'] },
CrystalGolem: { kills: [10, 50, 100], rewards: ['title:Golem Champion', 'bonus:golemDamage:0.15', 'item:Crystal Heart'] },
ShadowWraith: { kills: [10, 50, 100], rewards: ['title:Shadow Expert', 'bonus:shadowDamage:0.15', 'item:Wraith Essence'] }
};
function checkBestiaryMilestone(mobName) {
if (!BESTIARY_MILESTONES[mobName]) return;
if (!gameData.bestiaryProgress) gameData.bestiaryProgress = {};
if (!gameData.bestiaryProgress[mobName]) {
gameData.bestiaryProgress[mobName] = { kills: 0, milestonesReached: [] };
}
const progress = gameData.bestiaryProgress[mobName];
progress.kills++;
const milestones = BESTIARY_MILESTONES[mobName];
milestones.kills.forEach((threshold, idx) => {
if (progress.kills >= threshold && !progress.milestonesReached.includes(idx)) {
progress.milestonesReached.push(idx);
grantBestiaryReward(mobName, milestones.rewards[idx], threshold);
}
});
}
function grantBestiaryReward(mobName, reward, killCount) {
const [type, ...args] = reward.split(':');
switch (type) {
case 'title':
showNotification(`🏆 Title Earned: ${args[0]}!`, 'legendary');
if (!gameData.titles) gameData.titles = [];
gameData.titles.push(args[0]);
break;
case 'bonus':
if (!gameData.bestiaryBonuses) gameData.bestiaryBonuses = {};
gameData.bestiaryBonuses[args[0]] = parseFloat(args[1]);
showNotification(`💪 +${parseFloat(args[1]) * 100}% damage vs ${mobName}!`, 'buff');
break;
case 'item':
addItem(args[0]);
showNotification(`🎁 Bestiary Reward: ${args[0]}!`, 'success');
break;
}
AudioSystem.levelUp();
saveGameData();
}
function getBestiaryDamageBonus(mobName) {
if (!gameData.bestiaryBonuses || !mobName) return 0;
const bonusKey = `${mobName.toLowerCase()}Damage`;
return gameData.bestiaryBonuses[bonusKey] || 0;
}
// ============================================
// v6.13: WAVE MOMENTUM SYSTEM (DOTA-style creep pushing)
// ============================================
// Players influence territorial control by defeating enemies and helping allies
// Momentum shifts determine world bonuses and spawn rates
const WAVE_CONFIG = {
WAVE_INTERVAL: 30000, // New wave every 30 seconds
CREEPS_PER_WAVE: 3, // Creeps spawned per side per wave
MOMENTUM_DECAY: 0.5, // Momentum decays toward 50 per second
PLAYER_INFLUENCE: 5, // Momentum gained per enemy defeated near front
CLASH_DAMAGE: 5, // Damage creeps deal to each other per tick
CLASH_INTERVAL: 1500, // Creeps attack every 1.5 seconds
FRONT_LINE_SPEED: 0.3, // How fast front line moves based on momentum
MOMENTUM_XP_BONUS: 0.5, // +50% XP when momentum > 70
MOMENTUM_RESOURCE_BONUS: 0.3, // +30% resources when momentum > 60
// Faction definitions
FACTIONS: {
explorer: {
name: 'Explorer Drones',
color: 0x00ff88,
icon: '🤖',
baseHp: 30,
damage: 8
},
horde: {
name: 'Void Horde',
color: 0xff4488,
icon: '👾',
baseHp: 35,
damage: 10
}
}
};
// Wave system state
let waveState = {
enabled: false,
momentum: 50, // 0-100: 0=horde winning, 100=explorers winning
frontLineZ: 0, // Z position of the "front line"
explorerCreeps: [], // Active friendly creeps
hordeCreeps: [], // Active enemy creeps
lastWaveTime: 0,
waveNumber: 0,
totalExplorerDefeats: 0,
totalHordeDefeats: 0,
playerContribution: 0, // Track player's influence
lastClashTime: 0
};
// v7.98: Spatial grid for wave creeps - O(n) neighbor lookup instead of O(n^2)
const WaveCreepSpatialGrid = {
cellSize: 10, // Slightly larger than clash range (8) for efficient neighbor lookup
explorerGrid: new Map(),
hordeGrid: new Map(),
_intKey(cellX, cellZ) {
return (cellX + 10000) * 100000 + (cellZ + 10000);
},
rebuild() {
this.explorerGrid.clear();
this.hordeGrid.clear();
// Index explorers
for (let i = 0; i < waveState.explorerCreeps.length; i++) {
const creep = waveState.explorerCreeps[i];
if (!creep.isAlive || !creep.mesh) continue;
const cellX = Math.floor(creep.mesh.position.x / this.cellSize);
const cellZ = Math.floor(creep.mesh.position.z / this.cellSize);
const key = this._intKey(cellX, cellZ);
if (!this.explorerGrid.has(key)) this.explorerGrid.set(key, []);
this.explorerGrid.get(key).push(creep);
}
// Index horde
for (let i = 0; i < waveState.hordeCreeps.length; i++) {
const creep = waveState.hordeCreeps[i];
if (!creep.isAlive || !creep.mesh) continue;
const cellX = Math.floor(creep.mesh.position.x / this.cellSize);
const cellZ = Math.floor(creep.mesh.position.z / this.cellSize);
const key = this._intKey(cellX, cellZ);
if (!this.hordeGrid.has(key)) this.hordeGrid.set(key, []);
this.hordeGrid.get(key).push(creep);
}
},
getNearbyHorde(x, z) {
const cellX = Math.floor(x / this.cellSize);
const cellZ = Math.floor(z / this.cellSize);
const nearby = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
const cell = this.hordeGrid.get(this._intKey(cellX + dx, cellZ + dz));
if (cell) {
for (let i = 0; i < cell.length; i++) {
nearby.push(cell[i]);
}
}
}
}
return nearby;
},
getNearbyExplorers(x, z) {
const cellX = Math.floor(x / this.cellSize);
const cellZ = Math.floor(z / this.cellSize);
const nearby = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
const cell = this.explorerGrid.get(this._intKey(cellX + dx, cellZ + dz));
if (cell) {
for (let i = 0; i < cell.length; i++) {
nearby.push(cell[i]);
}
}
}
}
return nearby;
}
};
// Initialize wave system when entering world
function initWaveSystem() {
// v9.10: Skip for custom worlds - prevents unwanted wave creep spawning
if (window.WORLD_SYSTEMS?.customOnly === true) {
console.log('[WORLD] Skipping wave system for customOnly world');
if (typeof waveState !== 'undefined') waveState.enabled = false;
return;
}
if (window.WORLD_SYSTEMS?.creepWaves === false) {
console.log('[WORLD] Skipping wave system - creepWaves disabled');
return;
}
waveState = {
enabled: true,
momentum: 50,
frontLineZ: 0,
explorerCreeps: [],
hordeCreeps: [],
lastWaveTime: performance.now(),
waveNumber: 0,
totalExplorerDefeats: 0,
totalHordeDefeats: 0,
playerContribution: 0,
lastClashTime: 0
};
updateWaveMomentumUI();
}
// Create a creep for a faction
function createWaveCreep(faction, waveNum) {
const factionData = WAVE_CONFIG.FACTIONS[faction];
const isExplorer = faction === 'explorer';
// Scale stats with wave number
const scaleFactor = 1 + (waveNum * 0.1);
const hp = Math.floor(factionData.baseHp * scaleFactor);
const damage = Math.floor(factionData.damage * scaleFactor);
// Create mesh
const geo = new THREE.SphereGeometry(0.5, 12, 12);
const mat = new THREE.MeshStandardMaterial({
color: factionData.color,
emissive: factionData.color,
emissiveIntensity: 0.3,
roughness: 0.4
});
const mesh = new THREE.Mesh(geo, mat);
// Position: explorers spawn from player side, horde from opposite
const spawnZ = isExplorer ? -30 : 30;
const spawnX = (Math.random() - 0.5) * 20;
mesh.position.set(spawnX, 1.2, spawnZ);
mesh.castShadow = true;
// Add faction indicator ring
const ringGeo = new THREE.RingGeometry(0.6, 0.8, 16);
const ringMat = new THREE.MeshBasicMaterial({
color: factionData.color,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.5
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = -0.3;
mesh.add(ring);
const creep = {
mesh: mesh,
faction: faction,
hp: hp,
maxHp: hp,
damage: damage,
isAlive: true,
target: null,
waveNum: waveNum
};
if (scene) scene.add(mesh);
return creep;
}
// Spawn a wave of creeps for both factions
function spawnWave() {
if (!waveState.enabled || mode !== 'world') return;
// v9.10: Extra guard for customOnly worlds
if (window.WORLD_SYSTEMS?.customOnly === true) return;
waveState.waveNumber++;
const waveNum = waveState.waveNumber;
// Spawn explorer drones (friendly)
for (let i = 0; i < WAVE_CONFIG.CREEPS_PER_WAVE; i++) {
const creep = createWaveCreep('explorer', waveNum);
waveState.explorerCreeps.push(creep);
}
// Spawn horde creeps (enemy)
for (let i = 0; i < WAVE_CONFIG.CREEPS_PER_WAVE; i++) {
const creep = createWaveCreep('horde', waveNum);
waveState.hordeCreeps.push(creep);
}
// Announce wave
if (waveNum % 5 === 0) {
showNotification(`⚔️ Wave ${waveNum} incoming!`, 'info');
}
waveState.lastWaveTime = performance.now();
}
// Update wave system each frame
function updateWaveSystem(dt) {
if (!waveState.enabled || mode !== 'world') return;
const now = performance.now();
// Spawn new waves periodically
if (now - waveState.lastWaveTime > WAVE_CONFIG.WAVE_INTERVAL) {
spawnWave();
}
// Move creeps toward front line
const frontZ = waveState.frontLineZ;
// Explorer creeps move toward positive Z (toward horde)
for (const creep of waveState.explorerCreeps) {
if (!creep.isAlive) continue;
if (creep.mesh.position.z < frontZ + 5) {
creep.mesh.position.z += dt * 2;
}
// Rotate ring for visual effect
if (creep.mesh.children[0]) {
creep.mesh.children[0].rotation.z += dt * 2;
}
}
// Horde creeps move toward negative Z (toward explorers)
for (const creep of waveState.hordeCreeps) {
if (!creep.isAlive) continue;
if (creep.mesh.position.z > frontZ - 5) {
creep.mesh.position.z -= dt * 2;
}
if (creep.mesh.children[0]) {
creep.mesh.children[0].rotation.z -= dt * 2;
}
}
// Creep combat (clash at front line)
if (now - waveState.lastClashTime > WAVE_CONFIG.CLASH_INTERVAL) {
processCreepClash();
waveState.lastClashTime = now;
}
// Update front line based on momentum
const momentumForce = (waveState.momentum - 50) / 50; // -1 to 1
waveState.frontLineZ += momentumForce * WAVE_CONFIG.FRONT_LINE_SPEED * dt;
waveState.frontLineZ = Math.max(-25, Math.min(25, waveState.frontLineZ));
// Decay momentum toward 50 (balance)
if (waveState.momentum > 50) {
waveState.momentum = Math.max(50, waveState.momentum - WAVE_CONFIG.MOMENTUM_DECAY * dt);
} else if (waveState.momentum < 50) {
waveState.momentum = Math.min(50, waveState.momentum + WAVE_CONFIG.MOMENTUM_DECAY * dt);
}
// Clean up defeated creeps
cleanupDefeatedCreeps();
// Update UI
updateWaveMomentumUI();
}
// Process combat between creeps at front line
// v6.82: Optimized creep clash with pre-filtered arrays and squared distance
// v7.98: Use WaveCreepSpatialGrid for O(n) lookup instead of O(n^2)
function processCreepClash() {
const clashRange = 8;
const clashRangeSq = clashRange * clashRange; // Avoid sqrt in distance checks
// Early exit if no combat possible
const explorerCount = waveState.explorerCreeps.length;
const hordeCount = waveState.hordeCreeps.length;
if (explorerCount === 0 || hordeCount === 0) return;
// v7.98: Rebuild spatial grid for this frame's positions
WaveCreepSpatialGrid.rebuild();
// Each explorer attacks nearest horde creep in range
for (let i = 0; i < explorerCount; i++) {
const explorer = waveState.explorerCreeps[i];
if (!explorer.isAlive || !explorer.mesh) continue;
let nearestHorde = null;
let nearestDistSq = Infinity;
const ePos = explorer.mesh.position;
// v7.98: Use spatial grid for O(1) neighbor lookup
const nearbyHorde = WaveCreepSpatialGrid.getNearbyHorde(ePos.x, ePos.z);
for (let j = 0; j < nearbyHorde.length; j++) {
const horde = nearbyHorde[j];
if (!horde.isAlive) continue; // May have died this frame
const hPos = horde.mesh.position;
// Use squared distance to avoid expensive sqrt
const dx = ePos.x - hPos.x;
const dz = ePos.z - hPos.z;
const distSq = dx * dx + dz * dz;
if (distSq < clashRangeSq && distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestHorde = horde;
}
}
if (nearestHorde) {
nearestHorde.hp -= explorer.damage;
// Visual feedback
if (particles) {
particles.emit(nearestHorde.mesh.position, 2, 0x00ff88, { spread: 0.5, lifetime: 300 });
}
if (nearestHorde.hp <= 0) {
nearestHorde.isAlive = false;
waveState.totalHordeDefeats++;
waveState.momentum = Math.min(100, waveState.momentum + 2);
}
}
}
// Each horde attacks nearest explorer in range
for (let i = 0; i < hordeCount; i++) {
const horde = waveState.hordeCreeps[i];
if (!horde.isAlive || !horde.mesh) continue;
let nearestExplorer = null;
let nearestDistSq = Infinity;
const hPos = horde.mesh.position;
// v7.98: Use spatial grid for O(1) neighbor lookup
const nearbyExplorers = WaveCreepSpatialGrid.getNearbyExplorers(hPos.x, hPos.z);
for (let j = 0; j < nearbyExplorers.length; j++) {
const explorer = nearbyExplorers[j];
if (!explorer.isAlive) continue; // May have died this frame
const ePos = explorer.mesh.position;
// Use squared distance to avoid expensive sqrt
const dx = hPos.x - ePos.x;
const dz = hPos.z - ePos.z;
const distSq = dx * dx + dz * dz;
if (distSq < clashRangeSq && distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestExplorer = explorer;
}
}
if (nearestExplorer) {
nearestExplorer.hp -= horde.damage;
// Visual feedback
if (particles) {
particles.emit(nearestExplorer.mesh.position, 2, 0xff4488, { spread: 0.5, lifetime: 300 });
}
if (nearestExplorer.hp <= 0) {
nearestExplorer.isAlive = false;
waveState.totalExplorerDefeats++;
waveState.momentum = Math.max(0, waveState.momentum - 2);
}
}
}
}
// Clean up defeated creeps
function cleanupDefeatedCreeps() {
// v6.32: Helper to properly dispose mesh and its children
function disposeMesh(mesh) {
if (!mesh) return;
scene.remove(mesh);
mesh.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
}
// Remove defeated explorer creeps
waveState.explorerCreeps = waveState.explorerCreeps.filter(creep => {
if (!creep.isAlive && creep.mesh) {
disposeMesh(creep.mesh);
return false;
}
return true;
});
// Remove defeated horde creeps
waveState.hordeCreeps = waveState.hordeCreeps.filter(creep => {
if (!creep.isAlive && creep.mesh) {
disposeMesh(creep.mesh);
return false;
}
return true;
});
}
// Player defeats a horde creep - gains momentum
function onPlayerDefeatHordeCreep(creep) {
if (!waveState.enabled) return;
waveState.momentum = Math.min(100, waveState.momentum + WAVE_CONFIG.PLAYER_INFLUENCE);
waveState.playerContribution++;
waveState.totalHordeDefeats++;
// Bonus XP for wave contribution
const bonusXP = 15 + (waveState.waveNumber * 2);
if (typeof addXp === 'function') {
addXp('combat', bonusXP);
}
spawnFloater(creep.mesh.position, `⚔️ +${bonusXP} WAVE XP`, '#00ff88');
// Milestone rewards
if (waveState.playerContribution % 10 === 0) {
showNotification(`🎖️ Wave Hero! ${waveState.playerContribution} enemies pushed back!`, 'success');
}
}
// Get momentum bonuses for player
function getWaveMomentumBonuses() {
if (!waveState.enabled) return { xp: 1, resources: 1 };
const momentum = waveState.momentum;
let xpMult = 1;
let resourceMult = 1;
if (momentum >= 70) {
xpMult = 1 + WAVE_CONFIG.MOMENTUM_XP_BONUS;
}
if (momentum >= 60) {
resourceMult = 1 + WAVE_CONFIG.MOMENTUM_RESOURCE_BONUS;
}
return { xp: xpMult, resources: resourceMult };
}
// v6.13: Wave momentum UI - HIDDEN for implicit discovery
// Players discover the wave/momentum system through exploration
// The creeps fighting in the world ARE the visual feedback
function updateWaveMomentumUI() {
// UI intentionally hidden - system is discoverable through gameplay
// The creeps fighting, visual effects, and momentum bonuses are the feedback
// Players who observe and engage learn the system organically
}
// Check if a mob is a horde creep (for player combat integration)
function isHordeCreep(target) {
if (!waveState.enabled) return false;
for (const creep of waveState.hordeCreeps) {
if (creep.mesh === target && creep.isAlive) {
return creep;
}
}
return null;
}
// Cleanup wave system when leaving world
function cleanupWaveSystem() {
// Remove all creep meshes
for (const creep of waveState.explorerCreeps) {
if (creep.mesh && scene) scene.remove(creep.mesh);
}
for (const creep of waveState.hordeCreeps) {
if (creep.mesh && scene) scene.remove(creep.mesh);
}
waveState.enabled = false;
waveState.explorerCreeps = [];
waveState.hordeCreeps = [];
}
// ============================================
// END WAVE MOMENTUM SYSTEM
// ============================================
// v4.8: Combat Abilities System
// v12.17: Added powerCost for unified battery system
const COMBAT_ABILITIES = {
powerStrike: {
name: 'Power Strike',
key: 'Q',
icon: '⚔️',
cooldown: 8000, // 8 seconds
unlockLevel: 3, // Combat level 3
damageMultiplier: 3,
powerCost: 5, // v12.17: Power drain
description: '3x damage attack'
},
whirlwind: {
name: 'Whirlwind',
key: 'E',
icon: '🌀',
cooldown: 12000, // 12 seconds
unlockLevel: 5, // Combat level 5
radius: 8,
damageMultiplier: 1.5,
powerCost: 8, // v12.17: Power drain
description: 'AoE damage to all nearby enemies'
},
warcry: {
name: 'War Cry',
key: 'R',
icon: '📢',
cooldown: 20000, // 20 seconds
unlockLevel: 7, // Combat level 7
duration: 5000, // 5 second buff
damageBoost: 1.5,
powerCost: 6, // v12.17: Power drain
description: '+50% damage for 5 seconds'
},
// v4.9: Tier 2 Abilities
heal: {
name: 'Battle Heal',
key: 'T',
icon: '💚',
cooldown: 15000, // 15 seconds
unlockLevel: 9, // Combat level 9
healAmount: 0.3, // 30% of max HP
powerCost: 12, // v12.17: Power drain (high cost - converts power to HP)
description: 'Restore 30% of max HP'
},
dash: {
name: 'Combat Dash',
key: 'F',
icon: '💨',
cooldown: 6000, // 6 seconds
unlockLevel: 10, // Combat level 10
distance: 8,
damageMultiplier: 1.2,
powerCost: 4, // v12.17: Power drain (low - mobility skill)
description: 'Dash forward, damaging enemies in path'
},
shieldWall: {
name: 'Shield Wall',
key: 'Z',
icon: '🛡️',
cooldown: 25000, // 25 seconds
unlockLevel: 12, // Combat level 12
duration: 4000, // 4 seconds
damageReduction: 0.7, // 70% damage reduction
powerCost: 10, // v12.17: Power drain
description: '70% damage reduction for 4 seconds'
},
execute: {
name: 'Execute',
key: 'X',
icon: '💀',
cooldown: 10000, // 10 seconds
unlockLevel: 15, // Combat level 15
threshold: 0.5, // v7.34: Raised from 0.3 to 0.5 (50% HP) - Cycle 13 Game Balance
damageMultiplier: 3, // v7.34: Reduced from 5x to 3x (balanced for higher threshold) - Cycle 13
cooldownResetOnKill: true, // v7.34: Cooldown resets on kill - creates risk/reward loop
powerCost: 7, // v12.17: Power drain
description: '3x damage to enemies below 50% HP (resets cooldown on kill)'
},
berserk: {
name: 'Berserker Rage',
key: 'C',
icon: '🔥',
cooldown: 45000, // 45 seconds (ultimate)
unlockLevel: 20, // Combat level 20
duration: 8000, // 8 seconds
damageBoost: 2.0, // 100% more damage
attackSpeedBoost: 1.5,// 50% faster attacks
powerCost: 15, // v12.17: Power drain (ultimate - high cost)
description: 'ULTIMATE: +100% damage, +50% attack speed for 8s'
},
// v6.42: CHRONO-ECHO COMBAT (Time + Sensory + Combat)
// Past actions replay as ghost clones that repeat your attacks
chronoEcho: {
name: 'Chrono-Echo',
key: 'B',
icon: '👻',
cooldown: 30000, // 30 seconds
unlockLevel: 18, // Combat level 18
duration: 6000, // 6 seconds of ghost echoes
echoCount: 5, // Number of ghost clones
damageMultiplier: 0.6,// Each ghost deals 60% damage
powerCost: 12, // v12.17: Power drain
description: 'Summon time-echoes that replay your past attacks'
}
};
let abilityState = {
powerStrike: { lastUsed: 0 },
whirlwind: { lastUsed: 0 },
warcry: { lastUsed: 0, activeUntil: 0 },
// v4.9: Tier 2 ability states
heal: { lastUsed: 0 },
dash: { lastUsed: 0 },
shieldWall: { lastUsed: 0, activeUntil: 0 },
execute: { lastUsed: 0 },
berserk: { lastUsed: 0, activeUntil: 0 },
// v6.42: Chrono-Echo state
chronoEcho: { lastUsed: 0, activeUntil: 0 }
};
// ============================================
// v7.69: ABILITY SYNERGY SUGGESTION SYSTEM (8-Agent Consensus Cycle 44)
// Teaches players powerful ability combos through UI hints
// ============================================
const AbilitySynergySystem = {
lastAbilityUsed: null,
suggestionTimeout: null,
synergyWindow: 4000, // 4s window to see synergy hints
// Synergy definitions: ability -> recommended follow-ups
synergies: {
warcry: [
{ ability: 'powerStrike', reason: 'WAR CRY + POWER STRIKE = Devastating damage!', icon: '💥' },
{ ability: 'whirlwind', reason: 'WAR CRY + WHIRLWIND = AoE destruction!', icon: '🌪️' }
],
dash: [
{ ability: 'whirlwind', reason: 'DASH + WHIRLWIND = Spinning impact!', icon: '🌀' },
{ ability: 'powerStrike', reason: 'DASH + POWER STRIKE = Momentum strike!', icon: '⚔️' }
],
berserk: [
{ ability: 'execute', reason: 'BERSERK + EXECUTE = Unstoppable finisher!', icon: '☠️' },
{ ability: 'whirlwind', reason: 'BERSERK + WHIRLWIND = Spinning fury!', icon: '🔥' }
],
shieldWall: [
{ ability: 'heal', reason: 'SHIELD + HEAL = Full recovery combo!', icon: '🛡️' }
],
whirlwind: [
{ ability: 'execute', reason: 'WHIRLWIND + EXECUTE = Clean up weakened foes!', icon: '⚡' }
],
chronoEcho: [
{ ability: 'berserk', reason: 'CHRONO-ECHO + BERSERK = Double the chaos!', icon: '⏱️' }
]
},
// Show synergy suggestion after ability use
suggestCombo(usedAbility) {
this.lastAbilityUsed = usedAbility;
clearTimeout(this.suggestionTimeout);
const synergies = this.synergies[usedAbility];
if (!synergies || synergies.length === 0) return;
// Filter to only ready abilities
const readysynergies = synergies.filter(s => isAbilityReady(s.ability) && isAbilityUnlocked(s.ability));
if (readysynergies.length === 0) return;
// Pick random suggestion from ready abilities
const suggestion = readysynergies[Math.floor(Math.random() * readysynergies.length)];
// Show floating hint near ability bar
this.showSuggestionHint(suggestion);
// Clear suggestion after window expires
this.suggestionTimeout = setTimeout(() => {
this.lastAbilityUsed = null;
this.hideSuggestionHint();
}, this.synergyWindow);
},
showSuggestionHint(suggestion) {
let hintEl = document.getElementById('synergy-hint');
if (!hintEl) {
hintEl = document.createElement('div');
hintEl.id = 'synergy-hint';
hintEl.style.cssText = `
position: fixed;
bottom: 100px;
left: 50%;
transform: translateX(-50%);
background: linear-gradient(135deg, rgba(255,100,0,0.95), rgba(255,180,0,0.95));
color: #000;
padding: 12px 20px;
border-radius: 8px;
font-size: 14px;
font-weight: bold;
z-index: 1000;
pointer-events: none;
text-align: center;
box-shadow: 0 4px 20px rgba(255,150,0,0.6), 0 0 40px rgba(255,100,0,0.3);
border: 2px solid rgba(255,200,0,0.8);
animation: synergySuggestionPulse 0.5s ease-out;
`;
document.body.appendChild(hintEl);
// Add animation
if (!document.getElementById('synergy-animation-style')) {
const style = document.createElement('style');
style.id = 'synergy-animation-style';
style.textContent = `
@keyframes synergySuggestionPulse {
0% { opacity: 0; transform: translateX(-50%) scale(0.8) translateY(10px); }
50% { transform: translateX(-50%) scale(1.05) translateY(0); }
100% { opacity: 1; transform: translateX(-50%) scale(1) translateY(0); }
}
`;
document.head.appendChild(style);
}
}
hintEl.innerHTML = `${suggestion.icon} TRY: ${suggestion.reason}`;
hintEl.style.display = 'block';
},
hideSuggestionHint() {
const hintEl = document.getElementById('synergy-hint');
if (hintEl) {
hintEl.style.animation = 'fadeOut 0.3s ease-out';
setTimeout(() => {
hintEl.style.display = 'none';
}, 300);
}
}
};
// ============================================
// v8.0: COMBO COOLDOWN ACCELERATION - 8-Agent Consensus (Cycle 8)
// Perfect combo chains reduce ability cooldowns
// ============================================
const COMBO_CDR_CONFIG = {
ENABLED: true,
BASE_REDUCTION: 50, // ms per combo hit
PERFECT_MULTIPLIER: 2.0, // 2x reduction for perfect timing
MILESTONE_BONUSES: { // Extra reduction at milestones
3: 300,
5: 500,
10: 1000
},
FINISHER_BONUS: 1500, // Big reduction on finisher
MAX_REDUCTION_PERCENT: 0.5, // Cap at 50% CDR per combo
SHOW_FLOATERS: true // Show CDR feedback
};
let comboCDRState = {
totalReductionThisCombo: 0,
lastMilestoneReached: 0
};
function applyComboCoolddownReduction(comboCount, isPerfect, isFinisher) {
if (!COMBO_CDR_CONFIG.ENABLED) return;
const now = performance.now();
let reduction = COMBO_CDR_CONFIG.BASE_REDUCTION;
// Perfect timing doubles reduction
if (isPerfect) {
reduction *= COMBO_CDR_CONFIG.PERFECT_MULTIPLIER;
}
// Apply milestone bonus
for (const [milestone, bonus] of Object.entries(COMBO_CDR_CONFIG.MILESTONE_BONUSES)) {
if (comboCount === parseInt(milestone) && comboCDRState.lastMilestoneReached < parseInt(milestone)) {
reduction += bonus;
comboCDRState.lastMilestoneReached = parseInt(milestone);
// Special feedback for milestone - v7.91: Use pooled position
if (worldState.player && COMBO_CDR_CONFIG.SHOW_FLOATERS) {
spawnFloater(getFloaterPos(worldState.player.position, 1.5),
`⚡ COMBO ${milestone}x CDR!`, '#00ffff');
}
}
}
// Finisher bonus
if (isFinisher) {
reduction += COMBO_CDR_CONFIG.FINISHER_BONUS;
}
// Apply reduction to all abilities - v8.08: forEach to for loop
let totalApplied = 0;
const abilityKeys = Object.keys(abilityState);
for (let i = 0; i < abilityKeys.length; i++) {
const abilityKey = abilityKeys[i];
const ability = COMBAT_ABILITIES[abilityKey];
if (!ability) continue;
const elapsed = now - abilityState[abilityKey].lastUsed;
const remaining = Math.max(0, ability.cooldown - elapsed);
if (remaining > 0) {
// Calculate max reduction for this ability
const maxReduction = ability.cooldown * COMBO_CDR_CONFIG.MAX_REDUCTION_PERCENT;
const currentTotalReduction = comboCDRState.totalReductionThisCombo;
// Cap based on what we've already reduced this combo
const allowedReduction = Math.min(reduction, maxReduction - currentTotalReduction);
if (allowedReduction > 0) {
// Move lastUsed back in time (effectively reducing remaining cooldown)
abilityState[abilityKey].lastUsed -= allowedReduction;
totalApplied += allowedReduction;
}
}
}
comboCDRState.totalReductionThisCombo += totalApplied;
// Visual feedback
if (totalApplied > 0 && COMBO_CDR_CONFIG.SHOW_FLOATERS) {
// Glow pulse on ability bar
const abilityBar = document.getElementById('ability-bar');
if (abilityBar) {
abilityBar.style.boxShadow = '0 0 15px #00ffff';
setTimeout(() => {
if (abilityBar) abilityBar.style.boxShadow = '';
}, 150);
}
// Small audio tick
try {
const ctx = AudioSystem.ctx || new (window.AudioContext || window.webkitAudioContext)();
if (ctx.state === 'suspended') ctx.resume();
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.connect(gain);
gain.connect(ctx.destination);
osc.type = 'sine';
osc.frequency.setValueAtTime(1200 + comboCount * 50, ctx.currentTime);
gain.gain.setValueAtTime(0.05, ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.08);
osc.start();
osc.stop(ctx.currentTime + 0.08);
} catch (e) {}
}
}
// Reset CDR state when combo ends
function resetComboCDRState() {
comboCDRState.totalReductionThisCombo = 0;
comboCDRState.lastMilestoneReached = 0;
}
// ============================================
// v8.0: ABILITY READY AUDIO CUE - 8-Agent Consensus (Cycle 4)
// Satisfying audio feedback when abilities come off cooldown
// ============================================
const ABILITY_READY_AUDIO = {
// Track which abilities were on cooldown last frame
previousCooldownState: {},
// Unique audio signatures per ability tier
AUDIO_PROFILES: {
// Tier 1 abilities - simple chime
tier1: { baseFreq: 880, type: 'sine', duration: 0.15, decay: 0.8 },
// Tier 2 abilities - richer tone
tier2: { baseFreq: 660, type: 'triangle', duration: 0.2, decay: 0.7 },
// Ultimate abilities - epic fanfare
ultimate: { baseFreq: 440, type: 'square', duration: 0.3, decay: 0.6 }
},
// Map abilities to their audio tier
ABILITY_TIERS: {
powerStrike: 'tier1',
whirlwind: 'tier1',
warcry: 'tier1',
heal: 'tier2',
dash: 'tier2',
shieldWall: 'tier2',
execute: 'tier2',
berserk: 'ultimate',
chronoEcho: 'ultimate'
},
// Ability-specific frequency offsets for unique sounds
ABILITY_OFFSETS: {
powerStrike: 0,
whirlwind: 50,
warcry: 100,
heal: 0,
dash: 40,
shieldWall: 80,
execute: 120,
berserk: 0,
chronoEcho: 60
}
};
function initAbilityReadyTracking() {
// Initialize all abilities as ready (not on cooldown) - v8.08: forEach to for loop
const keys = Object.keys(abilityState);
for (let i = 0; i < keys.length; i++) {
ABILITY_READY_AUDIO.previousCooldownState[keys[i]] = false;
}
}
function playAbilityReadyCue(abilityKey) {
// v7.28: Use shared AudioContext
const audioCtx = getSharedAudioContext();
if (!audioCtx) return;
const tier = ABILITY_READY_AUDIO.ABILITY_TIERS[abilityKey] || 'tier1';
const profile = ABILITY_READY_AUDIO.AUDIO_PROFILES[tier];
const offset = ABILITY_READY_AUDIO.ABILITY_OFFSETS[abilityKey] || 0;
try {
const masterGain = audioCtx.createGain();
masterGain.gain.value = 0.2;
masterGain.connect(audioCtx.destination);
// Main tone
const osc = audioCtx.createOscillator();
const gain = audioCtx.createGain();
osc.type = profile.type;
osc.frequency.value = profile.baseFreq + offset;
// Quick attack, smooth decay
gain.gain.setValueAtTime(0, audioCtx.currentTime);
gain.gain.linearRampToValueAtTime(0.8, audioCtx.currentTime + 0.02);
gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + profile.duration);
osc.connect(gain);
gain.connect(masterGain);
osc.start(audioCtx.currentTime);
osc.stop(audioCtx.currentTime + profile.duration);
// Harmonic overtone for richer sound
if (tier !== 'tier1') {
const osc2 = audioCtx.createOscillator();
const gain2 = audioCtx.createGain();
osc2.type = 'sine';
osc2.frequency.value = (profile.baseFreq + offset) * 1.5; // Perfect fifth
gain2.gain.setValueAtTime(0, audioCtx.currentTime);
gain2.gain.linearRampToValueAtTime(0.3, audioCtx.currentTime + 0.02);
gain2.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + profile.duration * 0.8);
osc2.connect(gain2);
gain2.connect(masterGain);
osc2.start(audioCtx.currentTime);
osc2.stop(audioCtx.currentTime + profile.duration);
}
// Ultimate abilities get an extra shimmer
if (tier === 'ultimate') {
for (let i = 0; i < 3; i++) {
const shimmer = audioCtx.createOscillator();
const shimmerGain = audioCtx.createGain();
shimmer.type = 'sine';
shimmer.frequency.value = (profile.baseFreq + offset) * 2 + i * 100;
const delay = i * 0.05;
shimmerGain.gain.setValueAtTime(0, audioCtx.currentTime + delay);
shimmerGain.gain.linearRampToValueAtTime(0.15, audioCtx.currentTime + delay + 0.02);
shimmerGain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + delay + 0.15);
shimmer.connect(shimmerGain);
shimmerGain.connect(masterGain);
shimmer.start(audioCtx.currentTime + delay);
shimmer.stop(audioCtx.currentTime + delay + 0.2);
}
}
} catch (e) { console.log('Ability ready audio error:', e); }
}
function checkAbilityReadyStates() {
if (!ABILITY_READY_AUDIO.previousCooldownState) return;
// v8.08: forEach to for loop
const abilityKeys = Object.keys(abilityState);
for (let i = 0; i < abilityKeys.length; i++) {
const abilityKey = abilityKeys[i];
// Only check unlocked abilities
if (!isAbilityUnlocked(abilityKey)) continue;
const wasOnCooldown = ABILITY_READY_AUDIO.previousCooldownState[abilityKey];
const isNowReady = isAbilityReady(abilityKey);
// Detect transition from cooldown → ready
if (wasOnCooldown && isNowReady) {
playAbilityReadyCue(abilityKey);
// Visual pulse on the ability icon
pulseAbilityReady(abilityKey);
}
// Update tracking state
ABILITY_READY_AUDIO.previousCooldownState[abilityKey] = !isNowReady;
}
}
function pulseAbilityReady(abilityKey) {
// Find the ability slot and pulse it with v7.23 burst effect
const abilityKeyMap = {
powerStrike: 'q', whirlwind: 'e', warcry: 'r',
heal: 't', dash: 'f', shieldWall: 'z',
execute: 'x', berserk: 'c', chronoEcho: 'b'
};
const key = abilityKeyMap[abilityKey];
if (!key) return;
const slotEl = document.querySelector(`[data-ability="${key}"]`);
if (slotEl) {
// v7.23: Enhanced "ready pop" burst animation
slotEl.classList.add('just-ready');
setTimeout(() => {
slotEl.classList.remove('just-ready');
}, 350); // Slightly longer than animation duration
}
}
// Add CSS animation for ability ready pulse
(function addAbilityReadyStyles() {
if (document.getElementById('ability-ready-styles')) return;
const style = document.createElement('style');
style.id = 'ability-ready-styles';
style.textContent = `
@keyframes abilityReadyPulse {
0% { transform: scale(1); box-shadow: 0 0 5px rgba(255,255,255,0.5); }
50% { transform: scale(1.15); box-shadow: 0 0 20px rgba(255,255,255,0.9), 0 0 30px rgba(100,200,255,0.6); }
100% { transform: scale(1); box-shadow: 0 0 5px rgba(255,255,255,0.5); }
}
`;
document.head.appendChild(style);
})();
// ============================================
// v7.2: INPUT BUFFER SYSTEM (8-Strategy Consensus Round 1)
// Queues ability inputs during cooldowns for responsive feel
// ============================================
const INPUT_BUFFER = {
WINDOW: 200, // ms - buffer window before ability comes off cooldown
ATTACK_BUFFER: 150, // ms - buffer for attack inputs during hit-stop
queue: [],
maxQueueSize: 2,
attackBuffered: false,
attackBufferTime: 0,
// Buffer an ability if within timing window of cooldown ending
bufferAbility(abilityKey) {
const remaining = getAbilityCooldownRemaining(abilityKey);
// If within buffer window, queue it
if (remaining > 0 && remaining <= this.WINDOW) {
// Don't duplicate
if (!this.queue.find(q => q.ability === abilityKey)) {
if (this.queue.length >= this.maxQueueSize) {
this.queue.shift(); // Remove oldest
}
this.queue.push({
ability: abilityKey,
bufferedAt: performance.now(),
executeAt: performance.now() + remaining
});
// Visual feedback - ability icon pulses
pulseAbilityBuffered(abilityKey);
return true;
}
}
return false;
},
// Buffer attack during hit-stop
bufferAttack() {
if (performance.now() < hitStopUntil) {
this.attackBuffered = true;
this.attackBufferTime = performance.now();
return true;
}
return false;
},
// Process buffered inputs (call in game loop)
processQueue() {
const now = performance.now();
// Process ability buffer
this.queue = this.queue.filter(buffered => {
// Expire old buffers
if (now - buffered.bufferedAt > this.WINDOW + 100) {
return false;
}
// Try to execute if ready
if (now >= buffered.executeAt && isAbilityReady(buffered.ability)) {
useAbility(buffered.ability);
return false; // Remove from queue
}
return true;
});
// Process attack buffer after hit-stop ends
if (this.attackBuffered && now >= hitStopUntil) {
if (now - this.attackBufferTime < this.ATTACK_BUFFER + 50) {
this.attackBuffered = false;
// Return true to signal attack should execute
return 'attack';
}
this.attackBuffered = false;
}
return null;
}
};
// v7.2: Visual feedback for buffered ability
function pulseAbilityBuffered(abilityKey) {
const keyMap = { powerStrike: 'q', whirlwind: 'e', warcry: 'r', heal: 't', dash: 'f', shieldWall: 'z', execute: 'x', berserk: 'c', chronoEcho: 'b' };
const slotKey = keyMap[abilityKey];
const slot = document.querySelector(`.ability-slot[data-key="${slotKey}"]`);
if (slot) {
slot.style.boxShadow = '0 0 15px #0ff, inset 0 0 10px rgba(0,255,255,0.3)';
slot.style.transform = 'scale(1.05)';
setTimeout(() => {
slot.style.boxShadow = '';
slot.style.transform = '';
}, 150);
}
}
// ============================================
// v6.42: CHRONO-ECHO COMBAT SYSTEM
// Records player combat actions and replays them as ghost clones
// v7.92: Pooled ghost geometries and materials to avoid 7+ allocations per ghost
// ============================================
const chronoEchoSystem = {
actionHistory: [],
maxHistorySize: 20,
recordingEnabled: true,
activeGhosts: [],
// v7.92: Pooled geometries for ghost mesh creation
_ghostGeometryPool: null,
// v7.92: Pooled materials for ghost mesh creation
_ghostMaterialPool: null,
// v7.92: Pre-allocated vectors for position recording
_tempRecordPos: null,
_tempTargetPos: null,
// v7.92: Initialize pooled resources
initPool() {
if (!this._ghostGeometryPool) {
this._ghostGeometryPool = {
body: new THREE.BoxGeometry(0.8, 1.2, 0.6),
head: new THREE.SphereGeometry(0.35, 8, 8),
arm: new THREE.CylinderGeometry(0.1, 0.1, 0.7, 6),
leg: new THREE.CylinderGeometry(0.12, 0.12, 0.8, 6),
ring: new THREE.RingGeometry(0.8, 1.0, 16)
};
}
if (!this._ghostMaterialPool) {
this._ghostMaterialPool = {
body: new THREE.MeshStandardMaterial({
color: 0x00ffff, transparent: true, opacity: 0.4,
emissive: 0x00aaff, emissiveIntensity: 0.8
}),
head: new THREE.MeshStandardMaterial({
color: 0x00ffff, transparent: true, opacity: 0.4,
emissive: 0x8844ff, emissiveIntensity: 0.8
}),
limb: new THREE.MeshStandardMaterial({
color: 0x00ffff, transparent: true, opacity: 0.4,
emissive: 0x00aaff, emissiveIntensity: 0.8
}),
ring: new THREE.MeshBasicMaterial({
color: 0x00ffff, transparent: true, opacity: 0.3, side: THREE.DoubleSide
})
};
}
if (!this._tempRecordPos) this._tempRecordPos = new THREE.Vector3();
if (!this._tempTargetPos) this._tempTargetPos = new THREE.Vector3();
},
recordAction(actionType, position, rotation, targetPos, damage) {
if (!this.recordingEnabled || mode !== 'world') return;
// v7.92: Use copy instead of clone to avoid allocations
if (!this._tempRecordPos) this._tempRecordPos = new THREE.Vector3();
this._tempRecordPos.copy(position);
const storedPos = new THREE.Vector3().copy(this._tempRecordPos);
let storedTargetPos = null;
if (targetPos) {
if (!this._tempTargetPos) this._tempTargetPos = new THREE.Vector3();
storedTargetPos = new THREE.Vector3().copy(targetPos);
}
this.actionHistory.push({
type: actionType, position: storedPos, rotation: rotation,
targetPos: storedTargetPos, damage: damage,
timestamp: performance.now()
});
if (this.actionHistory.length > this.maxHistorySize) this.actionHistory.shift();
},
createGhostMesh(position, rotation, delay, actionData) {
if (!scene || !worldState.player) return null;
// v7.92: Ensure pool is initialized
this.initPool();
const ghostGroup = new THREE.Group();
// v7.92: Use pooled geometry and materials instead of creating new ones
const ghostBody = new THREE.Mesh(this._ghostGeometryPool.body, this._ghostMaterialPool.body);
ghostBody.position.y = 1;
ghostGroup.add(ghostBody);
const ghostHead = new THREE.Mesh(this._ghostGeometryPool.head, this._ghostMaterialPool.head);
ghostHead.position.y = 1.9;
ghostGroup.add(ghostHead);
[-1, 1].forEach(side => {
const arm = new THREE.Mesh(this._ghostGeometryPool.arm, this._ghostMaterialPool.limb);
arm.position.set(side * 0.6, 1.3, 0);
arm.rotation.z = -side * Math.PI / 4;
ghostGroup.add(arm);
});
[-0.2, 0.2].forEach(x => {
const leg = new THREE.Mesh(this._ghostGeometryPool.leg, this._ghostMaterialPool.limb);
leg.position.set(x, 0.3, 0);
ghostGroup.add(leg);
});
const ring = new THREE.Mesh(this._ghostGeometryPool.ring, this._ghostMaterialPool.ring);
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.1;
ghostGroup.add(ring);
ghostGroup.position.copy(position);
ghostGroup.rotation.y = rotation;
ghostGroup.userData = {
isChronoGhost: true, spawnTime: performance.now(), delay,
actionData, hasAttacked: false, lifetime: 3000 + delay, phase: 0
};
scene.add(ghostGroup);
this.activeGhosts.push(ghostGroup);
return ghostGroup;
},
// v8.08: Pre-allocated spawn position vector for ghost spawning
_spawnPosPool: null,
getSpawnPosVec() {
if (!this._spawnPosPool) this._spawnPosPool = new THREE.Vector3();
return this._spawnPosPool;
},
spawnGhosts(count, baseDamage) {
if (!worldState.player || this.actionHistory.length === 0) return;
const p = worldState.player;
const actions = this.actionHistory.slice(-count);
// v8.08: forEach to for loop + pooled spawn position
for (let i = 0; i < actions.length; i++) {
const action = actions[i];
const delay = i * 400;
const angle = (i / count) * Math.PI * 2;
// Need new Vector3 since it's passed to setTimeout closure
const spawnPos = new THREE.Vector3(
p.position.x + Math.sin(angle) * 2, p.position.y, p.position.z + Math.cos(angle) * 2
);
setTimeout(() => {
const ghost = this.createGhostMesh(spawnPos, p.rotation.y + angle, delay, { ...action, baseDamage });
if (ghost) {
spawnFloater(spawnPos, '👻', '#00ffff');
if (particles) particles.emit(spawnPos, 15, 0x00ffff, { spread: 2, lifetime: 500 });
setTimeout(() => this.executeGhostAttack(ghost), 500 + delay);
}
}, delay);
}
if (AudioSystem?.penta) {
AudioSystem.playGentle(AudioSystem.penta.G4, 0.3, 0.2);
setTimeout(() => AudioSystem.playGentle(AudioSystem.penta.C5, 0.25, 0.15), 100);
setTimeout(() => AudioSystem.playGentle(AudioSystem.penta.E5, 0.2, 0.1), 200);
}
},
// v8.03: Converted forEach to for loop for performance
executeGhostAttack(ghost) {
if (!ghost?.userData || ghost.userData.hasAttacked) return;
if (!worldState.mobs?.length) return;
ghost.userData.hasAttacked = true;
const { actionData } = ghost.userData;
const ability = COMBAT_ABILITIES.chronoEcho;
// v7.77: Use distanceToSquared to eliminate sqrt calls
let nearestMob = null, nearestDistSq = 64; // 8 * 8
const mobs = worldState.mobs;
for (let i = 0, len = mobs.length; i < len; i++) {
const mob = mobs[i];
const mobPos = mob.mesh?.position || mob.position;
if (!mobPos) continue;
const distSq = ghost.position.distanceToSquared(mobPos);
if (distSq < nearestDistSq && mob.userData.hp > 0) { nearestDistSq = distSq; nearestMob = mob; }
}
if (nearestMob) {
const damage = Math.floor(actionData.baseDamage * ability.damageMultiplier);
nearestMob.userData.hp -= damage;
const mobPos = nearestMob.mesh?.position || nearestMob.position;
spawnFloater(mobPos, `👻 -${damage}`, '#00ffff');
// v7.96: Use GlobalVec3Pool.acquire() for startPos (persists through animation), temp() for dir calculation
const ghostStartPos = GlobalVec3Pool.acquire().copy(ghost.position);
const attackDir = GlobalVec3Pool.temp().copy(mobPos).sub(ghost.position).normalize();
this.animateGhostAttack(ghost, ghostStartPos, attackDir);
if (particles) particles.emit(nearestMob.position, 10, 0x00ffff, { spread: 2, lifetime: 400 });
if (nearestMob.userData.hp <= 0) {
setTimeout(() => { if (nearestMob.userData.hp <= 0) performAction?.(nearestMob); }, 100);
}
}
ghost.userData.fadeStart = performance.now();
},
// v7.96: startPos is an acquired pooled vector, release when animation completes
animateGhostAttack(ghost, startPos, dir) {
const startTime = performance.now();
const animate = () => {
if (!ghost.parent) {
GlobalVec3Pool.release(startPos); // v7.96: Release pooled vector on early exit
return;
}
const t = Math.min((performance.now() - startTime) / 200, 1);
const phase = t < 0.5 ? (1 - Math.pow(1 - t, 3)) * 2 : 2 - (1 - Math.pow(1 - t, 3)) * 2;
ghost.position.copy(startPos).addScaledVector(dir, phase * 1.5);
ghost.traverse(c => { if (c.material?.emissiveIntensity !== undefined) c.material.emissiveIntensity = 0.8 + phase * 1.5; });
if (t < 1) {
requestAnimationFrame(animate);
} else {
GlobalVec3Pool.release(startPos); // v7.96: Release pooled vector on completion
}
};
animate();
},
update(dt) {
const now = performance.now();
this.activeGhosts = this.activeGhosts.filter(ghost => {
if (!ghost.parent) return false;
ghost.userData.phase += dt * 3;
ghost.position.y = (ghost.userData.actionData?.position?.y || 0) + Math.sin(ghost.userData.phase) * 0.15;
ghost.children.find(c => c.geometry?.type === 'RingGeometry')?.rotation && (ghost.children.find(c => c.geometry?.type === 'RingGeometry').rotation.z += dt * 2);
const fade = ghost.userData.hasAttacked ? Math.max(0, 1 - (now - ghost.userData.fadeStart) / 1000) : 1;
ghost.traverse(c => { if (c.material?.opacity !== undefined) c.material.opacity = (0.3 + Math.sin(ghost.userData.phase * 2) * 0.1) * fade; });
if (now - ghost.userData.spawnTime > ghost.userData.lifetime || fade <= 0) {
if (particles) particles.emit(ghost.position, 8, 0x00ffff, { spread: 1.5, lifetime: 300 });
scene.remove(ghost);
return false;
}
return true;
});
},
clearGhosts() { this.activeGhosts.forEach(g => g.parent && scene.remove(g)); this.activeGhosts = []; },
clearHistory() { this.actionHistory = []; }
};
function isAbilityUnlocked(abilityKey) {
const ability = COMBAT_ABILITIES[abilityKey];
return gameData.skills.combat.level >= ability.unlockLevel;
}
function isAbilityReady(abilityKey) {
const ability = COMBAT_ABILITIES[abilityKey];
return performance.now() - abilityState[abilityKey].lastUsed >= ability.cooldown;
}
function getAbilityCooldownRemaining(abilityKey) {
const ability = COMBAT_ABILITIES[abilityKey];
const elapsed = performance.now() - abilityState[abilityKey].lastUsed;
return Math.max(0, ability.cooldown - elapsed);
}
function useAbility(abilityKey) {
if (!isAbilityUnlocked(abilityKey)) {
showNotification(`${COMBAT_ABILITIES[abilityKey].name} unlocks at Combat Lv ${COMBAT_ABILITIES[abilityKey].unlockLevel}`, 'warning');
return false;
}
if (!isAbilityReady(abilityKey)) {
// v7.2: Try to buffer the ability instead of rejecting (8-Strategy Consensus Round 1)
if (typeof INPUT_BUFFER !== 'undefined') {
INPUT_BUFFER.bufferAbility(abilityKey);
}
// v10.19: Add audio/visual/haptic feedback for cooldown rejection (8-Strategy Cycle 6 Consensus)
const cooldownRemaining = getAbilityCooldownRemaining(abilityKey);
const cooldownSec = (cooldownRemaining / 1000).toFixed(1);
// Audio feedback - subtle error tone
if (typeof UISoundSystem !== 'undefined') UISoundSystem.play('error');
// Haptic feedback - light pulse
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('error');
// Visual feedback - show remaining cooldown
if (worldState?.player) {
spawnFloater(worldState.player.position, `⏱️ ${cooldownSec}s`, '#888888');
}
// Pulse the ability slot visually
const abilitySlot = document.querySelector(`.ability-slot[data-ability="${abilityKey}"]`);
if (abilitySlot) {
abilitySlot.classList.add('cooldown-rejected');
setTimeout(() => abilitySlot.classList.remove('cooldown-rejected'), 200);
}
return false;
}
if (mode !== 'world' || !worldState.player) return false;
// v6.6: Null safety check for mobs array (Agent 2 bug fix)
if (!worldState.mobs) worldState.mobs = [];
const ability = COMBAT_ABILITIES[abilityKey];
// v12.17: UNIFIED BATTERY - Check and drain power for ability
if (robotEnergy.unifiedMode && typeof UnifiedBatterySystem !== 'undefined' && ability.powerCost) {
// Apply Battery Core efficiency bonus (reduces power cost)
const efficiencyMult = typeof BatteryCoreSystem !== 'undefined' ? BatteryCoreSystem.getEfficiencyMultiplier() : 1.0;
const actualCost = Math.ceil(ability.powerCost * efficiencyMult);
if (!UnifiedBatterySystem.hasPower(actualCost)) {
showNotification(`⚡ Not enough power for ${ability.name}! (Need ${actualCost} PWR)`, 'warning');
if (worldState.player) {
spawnFloater(worldState.player.position, '⚡ NO POWER!', '#ff8800');
}
return false;
}
// Drain power
UnifiedBatterySystem.drainPower(actualCost);
// Track combat for regen delay
robotEnergy.lastCombatTime = performance.now();
}
// v12.17: Award Battery Core XP for ability use
if (typeof BatteryCoreSystem !== 'undefined') {
BatteryCoreSystem.awardXP(BatteryCoreSystem.XP_VALUES.useAbility, 'ability');
}
// v12.19: Adaptive AI - track ability usage
if (typeof AdaptiveAISystem !== 'undefined') {
AdaptiveAISystem.recordEvent('ability_used', { ability: abilityKey });
}
const p = worldState.player;
const now = performance.now();
abilityState[abilityKey].lastUsed = now;
// v5.0: Track ability usage for quests
trackAbilityUsage();
// v7.69: Suggest ability synergies to teach combos (8-Agent Consensus Cycle 44)
if (typeof AbilitySynergySystem !== 'undefined') {
AbilitySynergySystem.suggestCombo(abilityKey);
}
// v6.80: Ability activation flash (8-Agent Consensus)
const elementMap = { powerStrike: 'fire', whirlwind: 'ice', warcry: 'fire', heal: 'holy', dash: 'lightning', shieldWall: 'ice', execute: 'dark', berserk: 'fire', chronoEcho: 'lightning' };
showAbilityFlash(elementMap[abilityKey] || '');
updateMomentum(5);
// v7.22: Play ability-specific sound signature (8-Strategy Consensus Round 3)
if (typeof AbilitySoundSystem !== 'undefined') {
AbilitySoundSystem.play(abilityKey);
}
// v10.19: Haptic feedback for ability activation (8-Strategy Cycle 6 Consensus)
if (typeof MobileHaptics !== 'undefined') {
const heavyAbilities = ['powerStrike', 'whirlwind', 'execute', 'berserk'];
MobileHaptics.vibrate(heavyAbilities.includes(abilityKey) ? 'heavyTap' : 'tap');
}
// v6.90: Trigger robot casting animation for ability
triggerRobotAnimation(abilityKey);
// v6.36: Track ability for daily challenges
if (typeof dailyChallenges !== 'undefined' && dailyChallenges.progress) {
dailyChallenges.updateProgress('ability');
}
if (abilityKey === 'powerStrike') {
// v9.3: Power Strike now works without enemies - can be used for environment/utility
// Get player facing direction for the strike
const strikeDir = new THREE.Vector3(0, 0, -1);
strikeDir.applyQuaternion(p.quaternion);
// v9.3: Create iconic visual effect regardless of enemies
if (typeof createPowerStrikeEffect === 'function') {
createPowerStrikeEffect(p.position, strikeDir);
}
// Find nearest mob and deal massive damage (if any)
// v7.77: Use distanceToSquared to eliminate sqrt calls
// v8.01: forEach to for loop conversion
let nearestMob = null;
let nearestDistSq = 25; // 5 * 5 - Range limit squared
for (let i = 0, len = worldState.mobs.length; i < len; i++) {
const mob = worldState.mobs[i];
// v6.6: Safe position access (Agent 2 bug fix)
const mobPos = mob.mesh?.position || mob.position;
if (!mobPos) continue;
const distSq = mobPos.distanceToSquared(p.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestMob = mob;
}
}
// Always trigger the core effects
triggerHitStop(HIT_STOP_BOSS);
screenShake(1.0);
AudioSystem.hit(comboState.count || 0);
// v7.32: 3D spatial audio for power strike (Cycle 5 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && nearestMob) {
SpatialAudioSystem.playHit3D(nearestMob.position, getPlayerDamage() * ability.damageMultiplier);
}
// v7.29: Power Strike creates small crater at impact point
if (typeof TerrainCombatIntegration !== 'undefined') {
const impactPos = strikeDir.clone().multiplyScalar(2).add(p.position);
TerrainCombatIntegration.onHeavyImpact(impactPos.x, impactPos.z, 60, 'power_strike');
}
if (nearestMob) {
const damage = Math.floor(getPlayerDamage() * ability.damageMultiplier);
nearestMob.userData.hp -= damage;
spawnFloater(nearestMob.position, `${ability.icon} POWER STRIKE! -${damage}`, '#ff4400');
if (particles) particles.emit(nearestMob.position, 25, 0xff4400, { spread: 4, lifetime: 800 });
// Check kill
if (nearestMob.userData.hp <= 0) {
performAction(nearestMob);
}
} else {
// No enemy - show ability activated anyway
spawnFloater(p.position, `${ability.icon} POWER STRIKE!`, '#ff4400');
if (particles) particles.emit(p.position, 25, 0xff4400, { spread: 4, lifetime: 800 });
}
} else if (abilityKey === 'whirlwind') {
// v9.3: Whirlwind now works without enemies - can be used for environment/utility
// Create iconic tornado visual effect regardless of enemies
if (typeof createWhirlwindEffect === 'function') {
createWhirlwindEffect(p.position);
}
// AoE damage to all nearby mobs
// v7.77: Use distanceToSquared to eliminate sqrt calls
// v8.01: forEach to for loop conversion
const radiusSq = ability.radius * ability.radius;
let hitCount = 0;
for (let i = 0, len = worldState.mobs.length; i < len; i++) {
const mob = worldState.mobs[i];
// v6.6: Safe position access (Agent 2 bug fix)
const mobPos = mob.mesh?.position || mob.position;
if (!mobPos) continue;
const distSq = mobPos.distanceToSquared(p.position);
if (distSq < radiusSq) {
const damage = Math.floor(getPlayerDamage() * ability.damageMultiplier);
mob.userData.hp -= damage;
spawnFloater(mob.position, `${ability.icon} -${damage}`, '#00ffff');
hitCount++;
if (mob.userData.hp <= 0) {
// Queue for death handling
setTimeout(() => {
if (mob.userData.hp <= 0) performAction(mob);
}, 100);
}
}
}
// Always trigger core effects
triggerHitStop(HIT_STOP_HEAVY);
screenShake(0.8);
if (particles) particles.emit(p.position, 40, 0x00ffff, { spread: ability.radius, lifetime: 600 });
AudioSystem.hit();
// v7.29: Whirlwind creates circular depression around player
if (typeof TerrainDeformationSystem !== 'undefined') {
TerrainDeformationSystem.createCrater(p.position.x, p.position.z, 4, 1.5, { source: 'whirlwind' });
}
if (hitCount > 0) {
spawnFloater(p.position, `${ability.icon} WHIRLWIND! x${hitCount}`, '#00ffff');
} else {
// No enemies - show ability activated anyway
spawnFloater(p.position, `${ability.icon} WHIRLWIND!`, '#00ffff');
}
} else if (abilityKey === 'warcry') {
// v9.3: Create iconic sonic boom effect
if (typeof createWarcryEffect === 'function') {
createWarcryEffect(p.position);
}
// Activate damage buff
abilityState.warcry.activeUntil = now + ability.duration;
spawnFloater(p.position, `${ability.icon} WAR CRY!`, '#ff8800');
showNotification(`+${Math.floor((ability.damageBoost - 1) * 100)}% damage for ${ability.duration / 1000}s!`, 'success');
if (particles) particles.emit(p.position, 30, 0xff8800, { spread: 6, lifetime: 1000 });
screenShake(0.6);
AudioSystem.levelUp();
}
// v4.9: Tier 2 Abilities
else if (abilityKey === 'heal') {
// v9.3: Create iconic sacred light effect
if (typeof createHealEffect === 'function') {
createHealEffect(p.position);
}
// Self heal
// v8.26: Guard against undefined gameData.player
if (!gameData?.player?.hp || !gameData?.player?.maxHp) return;
const healAmt = Math.floor(gameData.player.maxHp * ability.healAmount);
gameData.player.hp = Math.min(gameData.player.maxHp, gameData.player.hp + healAmt);
spawnFloater(p.position, `${ability.icon} +${healAmt} HP`, '#00ff88');
showNotification(`Healed ${healAmt} HP!`, 'success');
if (particles) particles.emit(p.position, 20, 0x00ff88, { spread: 3, lifetime: 800 });
updateHealthUI();
AudioSystem.levelUp();
} else if (abilityKey === 'dash') {
// v6.36: Track dash for daily challenges
if (typeof dailyChallenges !== 'undefined' && dailyChallenges.progress) {
dailyChallenges.updateProgress('dash');
}
// v6.13: LEVIATHAN PULSE - Ancient tech combat dash that DESTROYS obstacles!
// v7.95: Use GlobalVec3Pool.temp() to eliminate clone() allocations in hot path
const dir = GlobalVec3Pool.tempAt(0).set(0, 0, -1);
dir.applyQuaternion(p.quaternion);
const startPos = GlobalVec3Pool.tempAt(1).copy(p.position);
const dashDir = GlobalVec3Pool.tempAt(2).copy(dir).normalize();
// Note: endPos used for effect, copy to persist across async calls
const endPos = GlobalVec3Pool.acquire().copy(p.position).add(GlobalVec3Pool.tempAt(3).copy(dir).multiplyScalar(ability.distance));
// ==========================================
// LEVIATHAN PULSE VISUAL EFFECT
// ==========================================
createFusRoDahEffect(startPos, dashDir, ability.distance);
// v7.95: Pre-allocate temp vectors for mob/obstacle iteration
const _tempMobPos = GlobalVec3Pool.tempAt(4);
const _tempToMob = GlobalVec3Pool.tempAt(5);
const _tempPerp = GlobalVec3Pool.tempAt(6);
const _tempKnockback = GlobalVec3Pool.tempAt(7);
// v8.02: forEach to for loop conversion for combat hot path
// Damage enemies in path
let dashHits = 0;
const dashHitboxSq = 9; // 3 * 3 - v7.98: Use squared distance for hitbox check
const dashMobs = worldState.mobs;
const dashMobsLen = dashMobs.length;
for (let i = 0; i < dashMobsLen; i++) {
const mob = dashMobs[i];
_tempMobPos.copy(mob.position);
// Check if mob is roughly between start and end
_tempToMob.copy(_tempMobPos).sub(startPos);
const projection = _tempToMob.dot(dashDir);
if (projection > 0 && projection < ability.distance) {
// v7.98: Inline perpendicular distance squared to avoid distanceTo() call
_tempPerp.copy(dashDir).multiplyScalar(projection);
const dx = _tempToMob.x - _tempPerp.x;
const dy = _tempToMob.y - _tempPerp.y;
const dz = _tempToMob.z - _tempPerp.z;
const perpDistSq = dx * dx + dy * dy + dz * dz;
if (perpDistSq < dashHitboxSq) { // Wider hitbox for Leviathan Pulse
const damage = Math.floor(getPlayerDamage() * ability.damageMultiplier);
mob.userData.hp -= damage;
spawnFloater(mob.position, `💨 -${damage}`, '#88ffff');
dashHits++;
// Knockback mobs in the dash direction - v7.95: reuse temp vector
_tempKnockback.copy(dashDir).multiplyScalar(8);
mob.position.add(_tempKnockback);
if (mob.userData.hp <= 0) {
setTimeout(() => { if (mob.userData.hp <= 0) performAction(mob); }, 100);
}
}
}
}
// ==========================================
// DESTROY TREES AND ROCKS IN PATH
// ==========================================
let obstaclesDestroyed = 0;
const obstaclesToRemove = [];
// v8.02: forEach to for loop conversion for combat hot path
if (worldState.interactables) {
const obstacleHitboxSq = 12.25; // 3.5 * 3.5 - v7.98: Use squared distance
const dashInteractables = worldState.interactables;
const dashInteractablesLen = dashInteractables.length;
for (let i = 0; i < dashInteractablesLen; i++) {
const obj = dashInteractables[i];
if (!obj.parent) continue;
if (obj.userData && (obj.userData.type === 'tree' || obj.userData.type === 'rock')) {
// v7.95: Reuse temp vectors instead of clone()
_tempMobPos.copy(obj.position);
_tempToMob.copy(_tempMobPos).sub(startPos);
const projection = _tempToMob.dot(dashDir);
// Check if object is in the dash path
if (projection > -1 && projection < ability.distance + 2) {
// v7.98: Inline perpendicular distance squared to avoid distanceTo() call
_tempPerp.copy(dashDir).multiplyScalar(projection);
const dx = _tempToMob.x - _tempPerp.x;
const dy = _tempToMob.y - _tempPerp.y;
const dz = _tempToMob.z - _tempPerp.z;
const perpDistSq = dx * dx + dy * dy + dz * dz;
if (perpDistSq < obstacleHitboxSq) { // Wide destruction path
obstaclesToRemove.push(obj);
}
}
}
}
}
// Remove obstacles with visual effects
obstaclesToRemove.forEach(obj => {
const objType = obj.userData.type;
// v7.95: Use temp vector for particles position
const objPos = GlobalVec3Pool.temp().copy(obj.position);
// Spawn destruction particles
if (particles) {
const color = objType === 'tree' ? 0x228b22 : 0x888888;
particles.emit(objPos, 25, color, { spread: 5, lifetime: 800 });
}
// Spawn debris floater
const icon = objType === 'tree' ? '🌲' : '🪨';
spawnFloater(objPos, `${icon} SHATTERED!`, objType === 'tree' ? '#228b22' : '#888888');
// Give small resource reward for destruction
const resourceType = objType === 'tree' ? '🪵 Wood' : '🪨 Stone';
addToInventory(resourceType, 1);
// Track stats
if (objType === 'tree') {
gameData.statistics.treesChopped = (gameData.statistics.treesChopped || 0) + 1;
}
// Remove from scene and array
scene.remove(obj);
obstaclesDestroyed++;
});
// Filter out removed obstacles
if (obstaclesToRemove.length > 0) {
worldState.interactables = worldState.interactables.filter(
x => !obstaclesToRemove.includes(x)
);
}
// ==========================================
// v6.16: DASH CLEARS FOG
// The thermal shockwave from the dash disperses fog
// ==========================================
if (currentWeather === 'fog' && scene.fog) {
createFogClearingEffect(startPos, dashDir, ability.distance);
}
// v7.29: Dash creates a trench along the path
if (typeof TerrainDeformationSystem !== 'undefined') {
TerrainDeformationSystem.createTrench(
startPos.x, startPos.z,
endPos.x, endPos.z,
2, 1,
{ source: 'dash' }
);
}
// Move player
p.position.copy(endPos);
// Show results
const totalHits = dashHits + obstaclesDestroyed;
if (totalHits > 0) {
let msg = '';
if (dashHits > 0 && obstaclesDestroyed > 0) {
msg = `DASH! ${dashHits} enemies + ${obstaclesDestroyed} obstacles!`;
} else if (dashHits > 0) {
msg = `DASH! ${dashHits} enemies sent flying!`;
} else {
msg = `DASH! ${obstaclesDestroyed} obstacles pulverized!`;
}
showNotification(msg, 'success');
triggerHitStop(obstaclesDestroyed > 2 ? HIT_STOP_BOSS : HIT_STOP_LIGHT);
screenShake(0.5 + obstaclesDestroyed * 0.2);
} else {
spawnFloater(p.position, `💨 DASH! 💨`, '#88ffff');
}
if (particles) particles.emit(startPos, 20, 0x88ffff, { spread: 3, lifetime: 500 });
AudioSystem.hit();
} else if (abilityKey === 'shieldWall') {
// v9.3: Create iconic hexagonal barrier effect
if (typeof createShieldWallEffect === 'function') {
createShieldWallEffect(p.position);
}
// Activate damage reduction buff
abilityState.shieldWall.activeUntil = now + ability.duration;
spawnFloater(p.position, `${ability.icon} SHIELD WALL!`, '#4488ff');
showNotification(`${Math.floor(ability.damageReduction * 100)}% damage reduction for ${ability.duration / 1000}s!`, 'success');
if (particles) particles.emit(p.position, 25, 0x4488ff, { spread: 4, lifetime: 1000 });
screenShake(0.4);
AudioSystem.levelUp();
} else if (abilityKey === 'execute') {
// v9.3: Execute now works without enemies - can be used for environment/utility
// Get player facing direction for the slash
const executeDir = new THREE.Vector3(0, 0, -1);
executeDir.applyQuaternion(p.quaternion);
// v9.3: Create iconic death mark effect regardless of enemies
if (typeof createExecuteEffect === 'function') {
createExecuteEffect(p.position, executeDir);
}
// v7.79: High damage to low HP enemies - distanceToSquared optimization
// v8.03: Converted forEach to for loop for performance
let target = null;
let nearestDistSq = 36; // 6 * 6
const mobs = worldState.mobs;
for (let i = 0, len = mobs.length; i < len; i++) {
const mob = mobs[i];
const distSq = mob.position.distanceToSquared(p.position);
const hpPercent = mob.userData.hp / mob.userData.maxHp;
if (distSq < nearestDistSq && hpPercent <= ability.threshold) {
nearestDistSq = distSq;
target = mob;
}
}
// Always trigger core effects
triggerHitStop(HIT_STOP_BOSS);
screenShake(1.2);
AudioSystem.hit();
if (target) {
const damage = Math.floor(getPlayerDamage() * ability.damageMultiplier);
target.userData.hp -= damage;
spawnFloater(target.position, `${ability.icon} EXECUTE! -${damage}`, '#ff0044');
if (particles) particles.emit(target.position, 35, 0xff0044, { spread: 5, lifetime: 1000 });
if (target.userData.hp <= 0) {
performAction(target);
// v7.34: Reset Execute cooldown on kill (Cycle 13 - Game Balance)
// Creates risk/reward loop - skilled timing enables chain executions
if (ability.cooldownResetOnKill) {
abilityState.execute.lastUsed = 0;
spawnFloater(p.position, '💀 EXECUTE RESET!', '#ff00ff');
showNotification('Execute cooldown reset!', 'success');
AudioSystem.levelUp(); // Victory chime for successful reset
// v7.35: "Soul Reap" visual effect - particles from victim to player (Cycle 14 - Visual Polish)
// Dramatic visual showing power being absorbed to reset cooldown
if (particles) {
// Magenta soul particles at kill location
particles.emit(target.position, 25, 0xff00ff, { spread: 3, lifetime: 800 });
// v7.96: Use GlobalVec3Pool.temp() to eliminate clone() allocation
const midpoint = GlobalVec3Pool.temp().copy(p.position).lerp(target.position, 0.5);
// Secondary burst toward player
particles.emit(midpoint, 15, 0xff0088, { spread: 2, lifetime: 600 });
}
// Screen flash for dramatic impact
if (typeof showImpactBorder === 'function') {
showImpactBorder('execute-reset');
}
// Bloom system flash
if (typeof BloomSystem !== 'undefined' && BloomSystem.flash) {
BloomSystem.flash(0.4, 200);
}
}
}
} else {
// No low HP enemies - show ability activated anyway
spawnFloater(p.position, `${ability.icon} EXECUTE!`, '#ff0044');
if (particles) particles.emit(p.position, 35, 0xff0044, { spread: 5, lifetime: 1000 });
}
} else if (abilityKey === 'berserk') {
// v9.3: Create iconic rage aura effect
if (typeof createBerserkEffect === 'function') {
createBerserkEffect(p.position);
}
// ULTIMATE: Massive damage and attack speed buff
abilityState.berserk.activeUntil = now + ability.duration;
spawnFloater(p.position, `${ability.icon} BERSERKER RAGE!`, '#ff4400');
showNotification(`BERSERK! +100% DMG, +50% Attack Speed for ${ability.duration / 1000}s!`, 'success');
screenShake(1.5);
if (particles) particles.emit(p.position, 50, 0xff4400, { spread: 8, lifetime: 1500 });
AudioSystem.levelUp();
// v7.29: Berserk creates a massive ground slam crater
if (typeof TerrainDeformationSystem !== 'undefined') {
TerrainDeformationSystem.createCrater(p.position.x, p.position.z, 8, 3, { source: 'berserk_slam' });
// Also spawn fissures radiating outward
for (let i = 0; i < 4; i++) {
const angle = (i / 4) * Math.PI * 2;
const length = 12;
const endX = p.position.x + Math.cos(angle) * length;
const endZ = p.position.z + Math.sin(angle) * length;
TerrainDeformationSystem.createFissure(p.position.x, p.position.z, endX, endZ, 2, { source: 'berserk_fissure' });
}
}
}
// v6.42: CHRONO-ECHO - Summon time-echoes that replay past attacks
else if (abilityKey === 'chronoEcho') {
// Check if we have recorded actions to replay
if (chronoEchoSystem.actionHistory.length === 0) {
showNotification('No combat history! Attack enemies first.', 'warning');
abilityState[abilityKey].lastUsed = 0;
return false;
}
abilityState.chronoEcho.activeUntil = now + ability.duration;
const baseDamage = getPlayerDamage();
const ghostCount = Math.min(ability.echoCount, chronoEchoSystem.actionHistory.length);
// Spawn ghost echoes
chronoEchoSystem.spawnGhosts(ghostCount, baseDamage);
// Visual activation effect
spawnFloater(p.position, `${ability.icon} CHRONO-ECHO!`, '#00ffff');
showNotification(`${ghostCount} time-echoes summoned!`, 'success');
triggerHitStop(HIT_STOP_HEAVY);
screenShake(0.8);
// Time distortion overlay effect
// v7.82: Use cached DOM reference to avoid getElementById per ability
const container = getUICache().gameContainer;
if (container) {
container.style.boxShadow = 'inset 0 0 100px rgba(0, 255, 255, 0.4)';
setTimeout(() => { container.style.boxShadow = ''; }, 500);
}
// Particles emanating from player
if (particles) {
particles.emit(p.position, 40, 0x00ffff, { spread: 6, lifetime: 1200 });
particles.emit(p.position, 20, 0x8844ff, { spread: 4, lifetime: 800 });
}
AudioSystem.levelUp();
}
updateAbilityUI();
return true;
}
function isWarcryActive() {
return performance.now() < abilityState.warcry.activeUntil;
}
// v4.9: Check if Shield Wall is active
function isShieldWallActive() {
return performance.now() < abilityState.shieldWall.activeUntil;
}
// v4.9: Check if Berserk is active
function isBerserkActive() {
return performance.now() < abilityState.berserk.activeUntil;
}
// v6.42: Check if Chrono-Echo is active (ghosts are present)
function isChronoEchoActive() {
return performance.now() < abilityState.chronoEcho.activeUntil ||
(typeof chronoEchoSystem !== 'undefined' && chronoEchoSystem.activeGhosts.length > 0);
}
function startDodge() {
if (dodgeState.active || performance.now() < dodgeState.cooldownEnd) return false;
if (mode !== 'world' || !worldState.player) return false;
const p = worldState.player;
dodgeState.active = true;
dodgeState.startTime = performance.now();
dodgeState.cooldownEnd = performance.now() + DODGE_CONFIG.COOLDOWN;
dodgeState.iframesEnd = performance.now() + DODGE_CONFIG.IFRAMES;
// Direction based on current input or facing
dodgeState.direction.set(0, 0, 0);
if (keys.w) dodgeState.direction.z -= 1;
if (keys.s) dodgeState.direction.z += 1;
if (keys.a) dodgeState.direction.x -= 1;
if (keys.d) dodgeState.direction.x += 1;
// Also check joystick
if (dodgeState.direction.length() < 0.1 && joystickActive) {
dodgeState.direction.set(joystickInput.x, 0, joystickInput.y);
}
// Default to backward if no input
if (dodgeState.direction.length() < 0.1) {
dodgeState.direction.set(-Math.sin(p.rotation.y), 0, -Math.cos(p.rotation.y));
}
dodgeState.direction.normalize();
AudioSystem.dodge();
if (particles) particles.emit(p.position, 10, 0x88ffff, { spread: 2, lifetime: 300, gravity: 0 });
// v5.15: Trigger robot jump animation on dodge
triggerRobotAnimation('jump');
// v6.9: Style meter bonus on dodge (Agent consensus)
if (typeof updateStyleMeter === 'function') {
updateStyleMeter('dodge');
}
// v8.0: Pet celebrates successful dodges! (8-Agent Consensus Cycle 5)
if (typeof triggerPetReaction === 'function') {
triggerPetReaction('dodge');
}
// v4.6: Check for parry opportunity
checkParryTiming();
return true;
}
function updateDodge(dt) {
if (!dodgeState.active) return;
const elapsed = performance.now() - dodgeState.startTime;
const progress = elapsed / DODGE_CONFIG.DURATION;
if (progress < 1) {
const eased = 1 - Math.pow(1 - progress, 3);
const moveAmount = (1 - eased) * DODGE_CONFIG.DISTANCE * dt * 10;
// v7.84: Use pre-allocated temp vector instead of clone() per frame during dodge
dodgeState._tempMoveVec.copy(dodgeState.direction).multiplyScalar(moveAmount);
worldState.player.position.add(dodgeState._tempMoveVec);
} else {
dodgeState.active = false;
}
}
function isInvincible() {
const now = performance.now();
// v12.26: Check both dodge i-frames AND spawn protection
return now < dodgeState.iframesEnd || now < SPAWN_PROTECTION.endTime;
}
// v12.26: Check if currently in spawn protection (for visual feedback)
function hasSpawnProtection() {
return performance.now() < SPAWN_PROTECTION.endTime;
}
// v12.26: Grant spawn invincibility
function grantSpawnProtection() {
SPAWN_PROTECTION.endTime = performance.now() + SPAWN_PROTECTION.DURATION;
console.log('[SPAWN] Spawn protection granted for', SPAWN_PROTECTION.DURATION / 1000, 'seconds');
}
// v4.6: Check if dodge was timed for a parry
// v8.01: forEach to for loop conversion
function checkParryTiming() {
if (!worldState || !worldState.mobs) return;
const now = performance.now();
let parried = false;
for (let i = 0, len = worldState.mobs.length; i < len; i++) {
const mob = worldState.mobs[i];
if (mob.userData.telegraphing && !mob.userData.stunned) {
const timeToAttack = mob.userData.telegraphEnd - now;
// Check if dodge was in the parry window (last PARRY_CONFIG.WINDOW ms before attack)
if (timeToAttack > 0 && timeToAttack <= PARRY_CONFIG.WINDOW) {
// Perfect parry!
mob.userData.stunned = true;
mob.userData.stunEnd = now + PARRY_CONFIG.STUN_DURATION;
mob.userData.telegraphing = false;
// Visual feedback
// v10.12: Added emissive check
if (mob.material?.emissive) mob.material.emissive.setHex(0xffff00); // Yellow stun
mob.scale.setScalar(1);
spawnFloater(mob.position, '⚡ PARRY!', '#ffd700');
// v7.33: 3D Parry Shockwave Ring at contact point (8-Strategy Cycle 12 - Visual Polish)
// High-skill mechanic deserves impactful 3D visual at enemy position
if (typeof abilityEffects !== 'undefined' && scene) {
const ringGeo = new THREE.RingGeometry(0.3, 0.8, 24);
const ringMat = new THREE.MeshBasicMaterial({
color: 0x00ffff, // Parry signature cyan
transparent: true,
opacity: 0.9,
side: THREE.DoubleSide
});
const parryRing = new THREE.Mesh(ringGeo, ringMat);
parryRing.position.copy(mob.position);
parryRing.position.y = 0.15;
parryRing.rotation.x = -Math.PI / 2;
parryRing.userData = {
createdAt: performance.now(),
lifetime: 400,
type: 'shockRing',
expandRate: 6
};
scene.add(parryRing);
abilityEffects.push(parryRing);
}
parried = true;
}
}
}
if (parried) {
// Grant crit window
parryState.critWindowEnd = now + PARRY_CONFIG.CRIT_WINDOW;
parryState.lastParryTime = now;
// v6.9: Style meter bonus on parry (Agent consensus)
if (typeof updateStyleMeter === 'function') {
updateStyleMeter('parry');
}
// Audio feedback - v7.32: Use unique parry sound (8-Strategy Cycle 11 Consensus)
AudioSystem.parry();
// v7.42: Haptic feedback for parry success on mobile (Cycle 21 Audio/Feedback consensus)
if (typeof MobileHaptics !== 'undefined') {
MobileHaptics.vibrate('parry');
}
// Also play spatial parry sound at mob position
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && worldState.mobs.length > 0) {
const parriedMob = worldState.mobs.find(m => m.userData.stunned && m.userData.stunEnd > performance.now());
if (parriedMob) SpatialAudioSystem.playParry3D(parriedMob.position);
}
// Screen effect
// v7.41: Parry impact border for screen-wide visual feedback (Cycle 20 Visual Polish)
if (typeof showImpactBorder === 'function') {
showImpactBorder('parry');
}
screenShake(0.3);
if (particles) particles.emit(worldState.player.position, 25, 0xffd700, { spread: 4, lifetime: 500 });
showNotification('PERFECT PARRY! Critical hits enabled!');
}
}
// v4.6: Check if in crit window from parry
function isInCritWindow() {
return performance.now() < parryState.critWindowEnd;
}
// --- ENGINE CORE ---
const CONFIG = {
GALAXY_SIZE: 3000,
NUM_CIVS: 60,
// v6.64: BALANCED HIGH-RES TERRAIN - 2x resolution, visible blocks but smoother
// Original: 100 tiles at size 2 = 200 world units (blocky)
// New: 200 tiles at size 1 = 200 world units (smooth but visible)
// 40,000 tiles - 4x smoother than original while terrain remains visible
WORLD_SIZE: 200,
TILE_SIZE: 1.0,
TERRAIN_SCALE: 2, // Scale factor for noise sampling (maintains same terrain pattern)
PLAYER_MAX_HP: 100,
MOB_DAMAGE: 5,
AUTOSAVE_INTERVAL: 30000, // 30 seconds
// New v4.0 constants
MOB_AGGRO_RANGE: 15,
MOB_ATTACK_RANGE: 2,
MOB_ATTACK_COOLDOWN: 1500,
INTERACTION_RANGE: 3.5,
INTERACTION_COOLDOWN: 400, // ms between actions
MOVEMENT_THRESHOLD: 0.5,
SCREEN_SHAKE_INTENSITY: 0.5,
SCREEN_SHAKE_DURATION: 150,
// v6.84: Pre-computed squared distances for hot path optimizations (avoids sqrt)
MOB_AGGRO_RANGE_SQ: 15 * 15, // 225
MOB_ATTACK_RANGE_SQ: 2 * 2, // 4
INTERACTION_RANGE_SQ: 3.5 * 3.5 // 12.25
};
// ============================================
// v6.54: STEAM DECK GAMEPAD SUPPORT SYSTEM
// 8-Agent Consensus Implementation
// Supports: Detection, Input Mapping, Haptics, Auto-Attack
// ============================================
const SteamDeckManager = {
// State
connected: false,
gamepad: null,
isSteamDeck: false,
deckModeEnabled: 'auto', // 'auto', 'on', 'off'
autoAttackEnabled: false,
autoRetaliateEnabled: true, // v9.2: Auto-retaliate when attacked
vibrationEnabled: true,
targetFPS: 60,
lastInputMode: 'keyboard', // 'keyboard', 'gamepad'
// Deadzone and timing
DEADZONE: 0.15,
POLL_RATE: 16, // ~60fps
lastPoll: 0,
// Button state tracking (for edge detection)
prevButtons: new Array(17).fill(false),
buttonJustPressed: new Array(17).fill(false),
// Radial menu state
radialMenuOpen: false,
radialSelection: -1,
// Button indices (Standard Gamepad mapping)
BUTTONS: {
A: 0, B: 1, X: 2, Y: 3,
LB: 4, RB: 5, LT: 6, RT: 7,
SELECT: 8, START: 9,
L3: 10, R3: 11,
DPAD_UP: 12, DPAD_DOWN: 13, DPAD_LEFT: 14, DPAD_RIGHT: 15,
HOME: 16
},
// Axis indices
AXES: {
LEFT_X: 0, LEFT_Y: 1,
RIGHT_X: 2, RIGHT_Y: 3
},
// Initialize the system
init() {
if (this._initialized) return;
this._initialized = true;
this.detectSteamDeck();
window.addEventListener('gamepadconnected', (e) => this.onGamepadConnected(e));
window.addEventListener('gamepaddisconnected', (e) => this.onGamepadDisconnected(e));
// Check for already-connected gamepads
const gamepads = navigator.getGamepads();
for (const gp of gamepads) {
if (gp) {
this.onGamepadConnected({ gamepad: gp });
break;
}
}
this.loadSettings();
// v6.55: Initialize analytics module
if (typeof SteamDeckAnalytics !== 'undefined') {
SteamDeckAnalytics.init();
}
console.log('[SteamDeck] Manager initialized. Deck detected:', this.isSteamDeck);
},
// Detect if running on Steam Deck
detectSteamDeck() {
const isSteamDeckResolution = window.screen.width === 1280 && window.screen.height === 800;
const isLinux = navigator.userAgent.toLowerCase().includes('linux');
this.isSteamDeck = isSteamDeckResolution && isLinux;
if (this.deckModeEnabled === 'auto' && this.isSteamDeck) {
this.applyDeckMode(true);
}
return this.isSteamDeck;
},
// Gamepad connected
onGamepadConnected(e) {
this.gamepad = e.gamepad;
this.connected = true;
const gpId = e.gamepad.id.toLowerCase();
if (gpId.includes('steam') || gpId.includes('valve')) {
this.isSteamDeck = true;
if (this.deckModeEnabled === 'auto') {
this.applyDeckMode(true);
}
}
const indicator = document.getElementById('gamepad-indicator');
const status = document.getElementById('gamepad-status');
if (indicator) {
indicator.classList.add('connected');
indicator.classList.remove('disconnected');
}
if (status) {
status.textContent = this.isSteamDeck ? 'Steam Deck' : 'Controller';
}
const touchControls = document.getElementById('touch-controls');
if (touchControls && this.isSteamDeck) {
touchControls.style.display = 'none';
}
this.lastInputMode = 'gamepad';
if (typeof showNotification === 'function') {
showNotification('🎮 Controller connected!', 'success');
}
// v6.55: Track gamepad connection in analytics
if (typeof SteamDeckAnalytics !== 'undefined') {
SteamDeckAnalytics.trackGamepadConnected(e.gamepad.id);
}
console.log('[SteamDeck] Gamepad connected:', e.gamepad.id);
},
// Gamepad disconnected
onGamepadDisconnected(e) {
this.gamepad = null;
this.connected = false;
const indicator = document.getElementById('gamepad-indicator');
const status = document.getElementById('gamepad-status');
if (indicator) {
indicator.classList.remove('connected');
indicator.classList.add('disconnected');
}
if (status) {
status.textContent = 'Disconnected';
}
const touchControls = document.getElementById('touch-controls');
if (touchControls) {
touchControls.style.display = '';
}
setTimeout(() => {
if (!this.connected && indicator) {
indicator.classList.remove('disconnected');
}
}, 3000);
if (typeof showNotification === 'function') {
showNotification('🎮 Controller disconnected', 'warning');
}
},
// Main polling function - called from game loop
// v10.4: FRAME-BASED GAMEPAD POLLING (8-Agent Consensus Cycle 5)
// Removed 16ms throttle for immediate input response (~50% latency improvement)
poll(time) {
if (!this.connected) return;
// REMOVED: if (time - this.lastPoll < this.POLL_RATE) return;
const gamepads = navigator.getGamepads();
this.gamepad = gamepads[this.gamepad?.index || 0];
if (!this.gamepad) return;
// Track button edge detection - now happens every frame
for (let i = 0; i < this.gamepad.buttons.length && i < 17; i++) {
const pressed = this.gamepad.buttons[i].pressed;
this.buttonJustPressed[i] = pressed && !this.prevButtons[i];
this.prevButtons[i] = pressed;
}
// v10.4: Analog stick temporal smoothing (stabilize without lag)
const ANALOG_SMOOTH = 0.15;
if (!this._smoothedAxes) this._smoothedAxes = [0, 0, 0, 0];
for (let i = 0; i < 4 && i < this.gamepad.axes.length; i++) {
this._smoothedAxes[i] = this._smoothedAxes[i] * (1 - ANALOG_SMOOTH) +
this.gamepad.axes[i] * ANALOG_SMOOTH;
}
// Process input based on game mode
if (mode === 'world') {
this.processWorldInput();
} else if (mode === 'galaxy') {
this.processGalaxyInput();
}
if (this.gamepad.buttons.some(b => b.pressed) ||
Math.abs(this.gamepad.axes[0]) > this.DEADZONE ||
Math.abs(this.gamepad.axes[1]) > this.DEADZONE) {
this.lastInputMode = 'gamepad';
}
},
// Process world mode input
processWorldInput() {
if (!this.gamepad || !worldState?.player) return;
const gp = this.gamepad;
const B = this.BUTTONS;
// === MOVEMENT (Left Stick) - v10.4: Use smoothed axes ===
const lx = this.applyDeadzone(this._smoothedAxes ? this._smoothedAxes[this.AXES.LEFT_X] : gp.axes[this.AXES.LEFT_X]);
const ly = this.applyDeadzone(this._smoothedAxes ? this._smoothedAxes[this.AXES.LEFT_Y] : gp.axes[this.AXES.LEFT_Y]);
keys.w = ly < -0.3;
keys.s = ly > 0.3;
keys.a = lx < -0.3;
keys.d = lx > 0.3;
// === CAMERA (Right Stick) - for radial menu ===
const rx = this.applyDeadzone(gp.axes[this.AXES.RIGHT_X]);
const ry = this.applyDeadzone(gp.axes[this.AXES.RIGHT_Y]);
// === RADIAL MENU (Hold LB) ===
if (gp.buttons[B.LB].pressed) {
if (!this.radialMenuOpen) {
this.openRadialMenu();
}
if (Math.abs(rx) > 0.5 || Math.abs(ry) > 0.5) {
const angle = Math.atan2(ry, rx);
const segment = Math.round((angle + Math.PI) / (Math.PI / 4)) % 8;
this.selectRadialSegment(segment);
}
} else if (this.radialMenuOpen) {
this.closeRadialMenu();
}
// A Button: Primary action / Interact
if (this.buttonJustPressed[B.A]) {
if (typeof performAction === 'function' && worldState.target) {
performAction(worldState.target);
}
}
// B Button: Dodge
if (this.buttonJustPressed[B.B]) {
if (typeof startDodge === 'function') {
startDodge();
}
}
// X Button: Whirlwind (E ability)
if (this.buttonJustPressed[B.X]) {
if (typeof useAbility === 'function') {
useAbility('whirlwind');
}
}
// Y Button: Power Strike (Q ability)
if (this.buttonJustPressed[B.Y]) {
if (typeof useAbility === 'function') {
useAbility('powerStrike');
}
}
// RB: Cycle targets
if (this.buttonJustPressed[B.RB]) {
this.cycleTarget(1);
}
// RT: Attack (when pressed)
if (gp.buttons[B.RT].pressed && gp.buttons[B.RT].value > 0.5) {
if (typeof performAction === 'function' && worldState.target) {
performAction(worldState.target);
}
}
// L3 (Left stick click): Temporal Rewind
if (gp.buttons[B.L3].pressed) {
if (typeof temporalRewind !== 'undefined' && !temporalRewind.isRewinding) {
temporalRewind.startRewind();
}
} else if (typeof temporalRewind !== 'undefined' && temporalRewind.isRewinding) {
temporalRewind.stopRewind();
}
// R3: Toggle auto-attack
if (this.buttonJustPressed[B.R3]) {
this.toggleAutoAttackInternal();
}
// D-Pad Up: Quick heal
if (this.buttonJustPressed[B.DPAD_UP]) {
if (typeof useAbility === 'function') {
useAbility('heal');
}
}
// D-Pad Down: Toggle inventory
if (this.buttonJustPressed[B.DPAD_DOWN]) {
const invPanel = document.getElementById('inventory-panel');
if (invPanel) {
invPanel.style.display = invPanel.style.display === 'none' ? 'block' : 'none';
}
}
// Start: Menu/Settings
if (this.buttonJustPressed[B.START]) {
if (typeof toggleSettingsPanel === 'function') {
toggleSettingsPanel();
}
}
// Select: Quick save
if (this.buttonJustPressed[B.SELECT]) {
if (typeof saveGameData === 'function') {
saveGameData();
if (typeof showNotification === 'function') {
showNotification('💾 Game saved!', 'success');
}
this.vibrate('save');
}
}
},
// Process galaxy mode input
processGalaxyInput() {
if (!this.gamepad) return;
const gp = this.gamepad;
const B = this.BUTTONS;
const lx = this.applyDeadzone(gp.axes[this.AXES.LEFT_X]);
const ly = this.applyDeadzone(gp.axes[this.AXES.LEFT_Y]);
if (camera && (Math.abs(lx) > 0.1 || Math.abs(ly) > 0.1)) {
const orbitSpeed = 0.02;
if (typeof galaxyRotation !== 'undefined') {
galaxyRotation.y += lx * orbitSpeed;
galaxyRotation.x = Math.max(-0.5, Math.min(0.5, galaxyRotation.x + ly * orbitSpeed));
}
}
const ry = this.applyDeadzone(gp.axes[this.AXES.RIGHT_Y]);
if (Math.abs(ry) > 0.3 && camera) {
const zoomSpeed = 5;
camera.position.z = Math.max(50, Math.min(500, camera.position.z + ry * zoomSpeed));
}
if (this.buttonJustPressed[B.RB]) {
this.cyclePlanet(1);
}
if (this.buttonJustPressed[B.LB]) {
this.cyclePlanet(-1);
}
if (this.buttonJustPressed[B.A]) {
if (typeof selectedCiv !== 'undefined' && selectedCiv) {
if (typeof enterWorld === 'function') {
enterWorld(selectedCiv);
}
}
}
if (this.buttonJustPressed[B.B]) {
const modals = document.querySelectorAll('.modal-overlay');
modals.forEach(m => {
if (m.style.display !== 'none') {
m.style.display = 'none';
}
});
}
if (this.buttonJustPressed[B.START]) {
if (typeof toggleSettingsPanel === 'function') {
toggleSettingsPanel();
}
}
},
// Cycle through targets
cycleTarget(direction) {
if (!worldState?.mobs || worldState.mobs.length === 0) return;
const currentIdx = worldState.target ?
worldState.mobs.indexOf(worldState.target) : -1;
let nextIdx = currentIdx + direction;
if (nextIdx >= worldState.mobs.length) nextIdx = 0;
if (nextIdx < 0) nextIdx = worldState.mobs.length - 1;
worldState.target = worldState.mobs[nextIdx];
this.vibrate('select');
},
// Cycle through planets in galaxy view
cyclePlanet(direction) {
if (typeof civilizations === 'undefined' || civilizations.length === 0) return;
const currentIdx = typeof selectedCivIndex !== 'undefined' ? selectedCivIndex : 0;
let nextIdx = currentIdx + direction;
if (nextIdx >= civilizations.length) nextIdx = 0;
if (nextIdx < 0) nextIdx = civilizations.length - 1;
selectedCivIndex = nextIdx;
selectedCiv = civilizations[nextIdx];
this.vibrate('select');
},
// Radial menu functions
openRadialMenu() {
this.radialMenuOpen = true;
const menu = document.getElementById('radial-menu');
if (menu) menu.classList.add('active');
},
closeRadialMenu() {
this.radialMenuOpen = false;
const menu = document.getElementById('radial-menu');
if (menu) menu.classList.remove('active');
if (this.radialSelection >= 0) {
const abilities = ['powerStrike', 'execute', 'whirlwind', 'berserk',
'warcry', 'dash', 'shield', 'heal'];
const ability = abilities[this.radialSelection];
if (ability && typeof useAbility === 'function') {
useAbility(ability);
this.vibrate('ability');
}
}
this.radialSelection = -1;
},
selectRadialSegment(segment) {
if (segment === this.radialSelection) return;
this.radialSelection = segment;
const segments = document.querySelectorAll('.radial-segment');
segments.forEach((seg, i) => {
seg.classList.toggle('selected', i === segment);
});
this.vibrate('select');
},
// Apply deadzone to axis value
applyDeadzone(value) {
if (Math.abs(value) < this.DEADZONE) return 0;
const sign = value > 0 ? 1 : -1;
return sign * (Math.abs(value) - this.DEADZONE) / (1 - this.DEADZONE);
},
// Haptic feedback
vibrate(type) {
if (!this.vibrationEnabled || !this.gamepad?.vibrationActuator) return;
const patterns = {
hit: { duration: 100, weakMagnitude: 0.3, strongMagnitude: 0.6 },
damage: { duration: 200, weakMagnitude: 0.8, strongMagnitude: 1.0 },
ability: { duration: 150, weakMagnitude: 0.4, strongMagnitude: 0.5 },
select: { duration: 50, weakMagnitude: 0.2, strongMagnitude: 0.1 },
save: { duration: 100, weakMagnitude: 0.3, strongMagnitude: 0.3 },
levelUp: { duration: 400, weakMagnitude: 0.5, strongMagnitude: 0.8 },
lowHealth: { duration: 300, weakMagnitude: 0.6, strongMagnitude: 0.4 }
};
const pattern = patterns[type] || patterns.select;
try {
this.gamepad.vibrationActuator.playEffect('dual-rumble', {
startDelay: 0,
duration: pattern.duration,
weakMagnitude: pattern.weakMagnitude,
strongMagnitude: pattern.strongMagnitude
});
} catch (e) { /* Vibration not supported */ }
},
toggleAutoAttackInternal() {
this.autoAttackEnabled = !this.autoAttackEnabled;
const btn = document.getElementById('autoattack-toggle');
if (btn) {
btn.textContent = this.autoAttackEnabled ? 'ON' : 'OFF';
btn.classList.toggle('active', this.autoAttackEnabled);
}
if (typeof showNotification === 'function') {
showNotification(`Auto-Attack: ${this.autoAttackEnabled ? 'ON' : 'OFF'}`, 'info');
}
this.saveSettings();
},
applyDeckMode(enabled) {
if (enabled) {
if (typeof particles !== 'undefined' && particles.maxParticles) {
particles.maxParticles = Math.min(particles.maxParticles, 150);
}
this.targetFPS = 40;
document.body.classList.add('deck-mode');
// v6.55: Track Deck Mode in analytics
if (typeof SteamDeckAnalytics !== 'undefined') {
SteamDeckAnalytics.trackDeckModeActive(true);
}
console.log('[SteamDeck] Deck Mode enabled');
} else {
document.body.classList.remove('deck-mode');
this.targetFPS = 60;
// v6.55: Track Deck Mode disabled
if (typeof SteamDeckAnalytics !== 'undefined') {
SteamDeckAnalytics.trackDeckModeActive(false);
}
console.log('[SteamDeck] Deck Mode disabled');
}
},
// v7.77: Optimized with distanceToSquared to eliminate sqrt calls
// v8.03: Converted forEach to for loop for performance
updateAutoAttack() {
if (!this.autoAttackEnabled || !worldState?.player || !worldState?.mobs) return;
let nearestMob = null;
const maxRange = CONFIG.MOB_ATTACK_RANGE * 1.5;
let nearestDistSq = maxRange * maxRange;
const mobs = worldState.mobs;
for (let i = 0, len = mobs.length; i < len; i++) {
const mob = mobs[i];
if (mob.userData.hp <= 0) continue;
const distSq = mob.position.distanceToSquared(worldState.player.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestMob = mob;
}
}
// v12.21: Also check Enemy Hero as potential auto-attack target
if (typeof EnemyHeroSystem !== 'undefined' && EnemyHeroSystem.isAlive()) {
const heroPos = EnemyHeroSystem.getPosition();
const heroState = EnemyHeroSystem.getState();
if (heroPos && heroState.mesh) {
const heroDistSq = heroPos.distanceToSquared(worldState.player.position);
if (heroDistSq < nearestDistSq) {
nearestDistSq = heroDistSq;
nearestMob = heroState.mesh;
}
}
}
if (nearestMob && typeof performAction === 'function') {
worldState.target = nearestMob;
performAction(nearestMob);
}
},
saveSettings() {
const settings = {
deckModeEnabled: this.deckModeEnabled,
autoAttackEnabled: this.autoAttackEnabled,
autoRetaliateEnabled: this.autoRetaliateEnabled, // v9.2
vibrationEnabled: this.vibrationEnabled,
targetFPS: this.targetFPS
};
localStorage.setItem('steamDeckSettings', JSON.stringify(settings));
},
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 3)
loadSettings() {
const settings = SafeJSON.fromLocalStorage('steamDeckSettings', null);
if (settings) {
this.deckModeEnabled = settings.deckModeEnabled || 'auto';
this.autoAttackEnabled = settings.autoAttackEnabled || false;
this.autoRetaliateEnabled = settings.autoRetaliateEnabled !== false; // v9.2: Default ON
this.vibrationEnabled = settings.vibrationEnabled !== false;
this.targetFPS = settings.targetFPS || 60;
this.updateSettingsUI();
}
},
updateSettingsUI() {
const deckBtn = document.getElementById('deckmode-toggle');
const autoBtn = document.getElementById('autoattack-toggle');
const retaliateBtn = document.getElementById('autoretaliate-toggle'); // v9.2
const vibBtn = document.getElementById('vibration-toggle');
const fpsSelect = document.getElementById('target-fps');
if (deckBtn) deckBtn.textContent = this.deckModeEnabled.toUpperCase();
if (autoBtn) autoBtn.textContent = this.autoAttackEnabled ? 'ON' : 'OFF';
// v9.2: Update auto-retaliate button
if (retaliateBtn) {
retaliateBtn.textContent = this.autoRetaliateEnabled ? 'ON' : 'OFF';
retaliateBtn.classList.toggle('active', this.autoRetaliateEnabled);
}
if (vibBtn) vibBtn.textContent = this.vibrationEnabled ? 'ON' : 'OFF';
if (fpsSelect) fpsSelect.value = this.targetFPS.toString();
}
};
// v6.77: PLANET NAVIGATOR - Quick switching between planets in galaxy view
// 8-strategy consensus: Arrow buttons + pagination dots + keyboard support
const PlanetNavigator = {
visible: false,
dotsWindow: 9, // Max dots to show at once
// Initialize and show navigator when in galaxy mode with planets
show() {
if (typeof civilizations === 'undefined' || civilizations.length === 0) return;
const nav = document.getElementById('planet-navigator');
if (!nav) return;
this.visible = true;
nav.classList.add('visible');
this.update();
},
// Hide navigator
hide() {
const nav = document.getElementById('planet-navigator');
if (nav) {
nav.classList.remove('visible');
}
this.visible = false;
},
// Navigate to previous planet
prev() {
if (typeof civilizations === 'undefined' || civilizations.length === 0) return;
// Find valid planets (not destroyed, not escaped)
const validPlanets = this.getValidPlanets();
if (validPlanets.length === 0) return;
const currentIdx = typeof selectedCivIndex !== 'undefined' ? selectedCivIndex : 0;
let searchIdx = currentIdx - 1;
if (searchIdx < 0) searchIdx = civilizations.length - 1;
// Find previous valid planet
while (searchIdx !== currentIdx) {
if (!civilizations[searchIdx]?.orbital?.destroyed && !civilizations[searchIdx]?.orbital?.escaped) {
break;
}
searchIdx--;
if (searchIdx < 0) searchIdx = civilizations.length - 1;
}
this.goToIndex(searchIdx);
},
// Navigate to next planet
next() {
if (typeof civilizations === 'undefined' || civilizations.length === 0) return;
const validPlanets = this.getValidPlanets();
if (validPlanets.length === 0) return;
const currentIdx = typeof selectedCivIndex !== 'undefined' ? selectedCivIndex : 0;
let searchIdx = currentIdx + 1;
if (searchIdx >= civilizations.length) searchIdx = 0;
// Find next valid planet
while (searchIdx !== currentIdx) {
if (!civilizations[searchIdx]?.orbital?.destroyed && !civilizations[searchIdx]?.orbital?.escaped) {
break;
}
searchIdx++;
if (searchIdx >= civilizations.length) searchIdx = 0;
}
this.goToIndex(searchIdx);
},
// Go to specific planet index
goToIndex(idx) {
if (typeof civilizations === 'undefined' || idx < 0 || idx >= civilizations.length) return;
selectedCivIndex = idx;
selectedCiv = civilizations[idx];
// Play selection sound
if (typeof AudioSystem !== 'undefined' && AudioSystem.select) {
AudioSystem.select();
}
// Smooth camera transition (if in orbit mode during planet approach)
if (typeof planetApproachState !== 'undefined' && planetApproachState.active) {
planetApproachState.targetCiv = selectedCiv;
}
this.update();
console.log('[PlanetNav] Switched to planet:', selectedCiv?.name, 'index:', idx);
},
// Get valid (non-destroyed, non-escaped) planets
getValidPlanets() {
if (typeof civilizations === 'undefined') return [];
return civilizations.filter(c => !c?.orbital?.destroyed && !c?.orbital?.escaped);
},
// Update the navigator UI
update() {
if (!this.visible || typeof civilizations === 'undefined') return;
const validPlanets = this.getValidPlanets();
const currentIdx = typeof selectedCivIndex !== 'undefined' ? selectedCivIndex : 0;
const currentPlanet = civilizations[currentIdx];
// v8.32: Use DOMCache.get() for planet navigator elements
const countEl = DOMCache.get('planet-nav-count');
const nameEl = DOMCache.get('planet-nav-name');
const biomeEl = DOMCache.get('planet-nav-biome');
if (countEl) {
const validIdx = validPlanets.indexOf(currentPlanet);
countEl.textContent = `${validIdx >= 0 ? validIdx + 1 : '?'}/${validPlanets.length}`;
}
if (nameEl) {
nameEl.textContent = currentPlanet?.name || 'Unknown';
}
if (biomeEl) {
biomeEl.textContent = currentPlanet?.biomeName || 'Unknown';
}
// Update pagination dots (windowed view for many planets)
this.updateDots(validPlanets, currentIdx);
},
// Update pagination dots with windowed view
updateDots(validPlanets, currentIdx) {
// v8.32: Use DOMCache.get() for dots container
const dotsContainer = DOMCache.get('planet-nav-dots');
if (!dotsContainer) return;
dotsContainer.innerHTML = '';
const total = validPlanets.length;
const windowSize = Math.min(this.dotsWindow, total);
const currentValidIdx = validPlanets.indexOf(civilizations[currentIdx]);
// Calculate window start (center current planet in window)
let windowStart = Math.max(0, currentValidIdx - Math.floor(windowSize / 2));
if (windowStart + windowSize > total) {
windowStart = Math.max(0, total - windowSize);
}
// Add left ellipsis if needed
if (windowStart > 0) {
const ellipsis = document.createElement('span');
ellipsis.className = 'planet-nav-ellipsis';
ellipsis.textContent = '···';
dotsContainer.appendChild(ellipsis);
}
// Create dots for visible window
for (let i = windowStart; i < windowStart + windowSize && i < total; i++) {
const planet = validPlanets[i];
const dot = document.createElement('div');
dot.className = 'planet-nav-dot';
if (i === currentValidIdx) {
dot.classList.add('active');
}
if (planet?.orbital?.destroyed) {
dot.classList.add('destroyed');
}
// Store actual civilization index for click handler
const civIdx = civilizations.indexOf(planet);
dot.onclick = () => this.goToIndex(civIdx);
dot.title = planet?.name || `Planet ${i + 1}`;
dotsContainer.appendChild(dot);
}
// Add right ellipsis if needed
if (windowStart + windowSize < total) {
const ellipsis = document.createElement('span');
ellipsis.className = 'planet-nav-ellipsis';
ellipsis.textContent = '···';
dotsContainer.appendChild(ellipsis);
}
},
// Check if navigator should be visible based on game state
checkVisibility() {
// Only show in galaxy mode with planets available
if (mode !== 'galaxy' || typeof civilizations === 'undefined' || civilizations.length === 0) {
this.hide();
return;
}
// Show if we have planets and are zoomed in, have a selection, or in planet approach
const isZoomedIn = camera && camera.position.z < 300;
const hasSelection = typeof selectedCiv !== 'undefined' && selectedCiv;
const inApproach = typeof planetApproachState !== 'undefined' && planetApproachState.active;
if (isZoomedIn || hasSelection || inApproach) {
this.show();
} else {
this.hide();
}
}
};
// Make globally accessible
window.PlanetNavigator = PlanetNavigator;
// Settings panel toggle functions for Steam Deck
function toggleDeckMode() {
const modes = ['auto', 'on', 'off'];
const currentIdx = modes.indexOf(SteamDeckManager.deckModeEnabled);
SteamDeckManager.deckModeEnabled = modes[(currentIdx + 1) % modes.length];
const btn = document.getElementById('deckmode-toggle');
if (btn) btn.textContent = SteamDeckManager.deckModeEnabled.toUpperCase();
if (SteamDeckManager.deckModeEnabled === 'on') {
SteamDeckManager.applyDeckMode(true);
} else if (SteamDeckManager.deckModeEnabled === 'off') {
SteamDeckManager.applyDeckMode(false);
} else {
SteamDeckManager.applyDeckMode(SteamDeckManager.isSteamDeck);
}
SteamDeckManager.saveSettings();
}
function toggleAutoAttack() {
SteamDeckManager.toggleAutoAttackInternal();
}
function toggleVibration() {
SteamDeckManager.vibrationEnabled = !SteamDeckManager.vibrationEnabled;
const btn = document.getElementById('vibration-toggle');
if (btn) btn.textContent = SteamDeckManager.vibrationEnabled ? 'ON' : 'OFF';
SteamDeckManager.saveSettings();
}
// v9.2: Toggle auto-retaliate (attack back when hit)
function toggleAutoRetaliate() {
SteamDeckManager.autoRetaliateEnabled = !SteamDeckManager.autoRetaliateEnabled;
const btn = document.getElementById('autoretaliate-toggle');
if (btn) {
btn.textContent = SteamDeckManager.autoRetaliateEnabled ? 'ON' : 'OFF';
btn.classList.toggle('active', SteamDeckManager.autoRetaliateEnabled);
}
if (typeof showNotification === 'function') {
showNotification(`Auto-Retaliate: ${SteamDeckManager.autoRetaliateEnabled ? 'ON' : 'OFF'}`, 'info');
}
SteamDeckManager.saveSettings();
}
function setTargetFPS(fps) {
SteamDeckManager.targetFPS = parseInt(fps) || 60;
// v10.20: Update frame time for throttling (8-Strategy Cycle 7 Consensus)
targetFrameTime = 1000 / SteamDeckManager.targetFPS;
SteamDeckManager.saveSettings();
}
// ============================================
// v6.55: STEAM DECK ANALYTICS MODULE
// Privacy-Respecting Local-First Analytics
// Tracks device usage for developer insights
// ============================================
const SteamDeckAnalytics = {
STORAGE_KEY: 'levi_steamdeck_analytics',
BEACON_KEY: 'levi_analytics_beacon_consent',
// Current session data
session: {
startTime: null,
endTime: null,
deviceType: 'unknown',
gamepadUsed: false,
deckModeActive: false,
featuresUsed: new Set(),
playtimeMs: 0
},
// Initialize analytics
init() {
this.session.startTime = Date.now();
this.detectDeviceType();
this.loadAndMerge();
// Track session end on page unload
window.addEventListener('beforeunload', () => this.endSession());
window.addEventListener('visibilitychange', () => {
if (document.visibilityState === 'hidden') {
this.saveSession();
}
});
console.log('[Analytics] Initialized. Device:', this.session.deviceType);
},
// Detect device type
detectDeviceType() {
const ua = navigator.userAgent.toLowerCase();
const width = window.screen.width;
const height = window.screen.height;
// Steam Deck detection
if (width === 1280 && height === 800 && ua.includes('linux')) {
this.session.deviceType = 'steam_deck';
}
// Mobile detection
else if (/android|webos|iphone|ipad|ipod|blackberry|iemobile|opera mini/i.test(ua)) {
this.session.deviceType = /ipad/i.test(ua) ? 'tablet' : 'mobile';
}
// Desktop detection with browser
else {
if (ua.includes('edg/')) this.session.deviceType = 'desktop_edge';
else if (ua.includes('chrome')) this.session.deviceType = 'desktop_chrome';
else if (ua.includes('firefox')) this.session.deviceType = 'desktop_firefox';
else if (ua.includes('safari')) this.session.deviceType = 'desktop_safari';
else this.session.deviceType = 'desktop_other';
}
},
// Track feature usage
trackFeature(featureName) {
this.session.featuresUsed.add(featureName);
},
// Track gamepad connection
trackGamepadConnected(gamepadId) {
this.session.gamepadUsed = true;
this.trackFeature('gamepad_connected');
// Check if it's a Steam Controller
if (gamepadId && (gamepadId.toLowerCase().includes('steam') ||
gamepadId.toLowerCase().includes('valve'))) {
this.trackFeature('steam_controller');
}
},
// Track Deck Mode activation
trackDeckModeActive(active) {
this.session.deckModeActive = active;
if (active) this.trackFeature('deck_mode_enabled');
},
// Get aggregated analytics data
// v6.84: Added error handling for corrupted localStorage data
getData() {
const raw = localStorage.getItem(this.STORAGE_KEY);
if (!raw) return this.getEmptyData();
try {
return JSON.parse(raw);
} catch (e) {
console.warn('Analytics data corrupted, resetting:', e);
return this.getEmptyData();
}
},
// Empty data structure
getEmptyData() {
return {
version: 1,
firstSeen: Date.now(),
lastSeen: Date.now(),
totalSessions: 0,
totalPlaytimeMs: 0,
deviceBreakdown: {},
featureUsage: {},
gamepadSessions: 0,
deckModeSessions: 0,
steamDeckSessions: 0
};
},
// Load existing data and prepare for merge
loadAndMerge() {
// Data will be merged on session end
},
// Save current session to aggregated data
saveSession() {
const data = this.getData();
const sessionDuration = Date.now() - this.session.startTime;
// Update aggregates
data.lastSeen = Date.now();
data.totalPlaytimeMs += sessionDuration;
// Device breakdown
const device = this.session.deviceType;
data.deviceBreakdown[device] = (data.deviceBreakdown[device] || 0) + 1;
// Feature usage
for (const feature of this.session.featuresUsed) {
data.featureUsage[feature] = (data.featureUsage[feature] || 0) + 1;
}
// Gamepad and Deck mode tracking
if (this.session.gamepadUsed) data.gamepadSessions++;
if (this.session.deckModeActive) data.deckModeSessions++;
if (this.session.deviceType === 'steam_deck') data.steamDeckSessions++;
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(data));
},
// End session (called on unload)
endSession() {
const data = this.getData();
data.totalSessions++;
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(data));
this.saveSession();
},
// Get summary for display
getSummary() {
const data = this.getData();
const hours = Math.floor(data.totalPlaytimeMs / 3600000);
const minutes = Math.floor((data.totalPlaytimeMs % 3600000) / 60000);
return {
totalSessions: data.totalSessions,
playtime: `${hours}h ${minutes}m`,
steamDeckUsage: data.steamDeckSessions,
gamepadUsage: data.gamepadSessions,
deckModeUsage: data.deckModeSessions,
deviceBreakdown: data.deviceBreakdown,
topFeatures: Object.entries(data.featureUsage)
.sort((a, b) => b[1] - a[1])
.slice(0, 5)
};
},
// Export analytics data (for user to share)
exportData() {
const data = this.getData();
const summary = this.getSummary();
const exportObj = {
exportDate: new Date().toISOString(),
gameVersion: '6.55',
summary: summary,
rawData: data,
// Privacy: No PII, just aggregated stats
privacyNote: 'This data contains no personal information, only aggregated gameplay statistics.'
};
const blob = new Blob([JSON.stringify(exportObj, null, 2)], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `levi-analytics-${new Date().toISOString().split('T')[0]}.json`;
a.click();
URL.revokeObjectURL(url);
return exportObj;
},
// Clear all analytics data
clearData() {
localStorage.removeItem(this.STORAGE_KEY);
localStorage.removeItem(this.BEACON_KEY);
console.log('[Analytics] Data cleared');
},
// ===== OPTIONAL BEACON SYSTEM (Tier 2) =====
// User must explicitly opt-in for this
beaconConsent: false,
// Check if user has opted into beacon
hasBeaconConsent() {
return localStorage.getItem(this.BEACON_KEY) === 'true';
},
// Set beacon consent
setBeaconConsent(consent) {
this.beaconConsent = consent;
localStorage.setItem(this.BEACON_KEY, consent ? 'true' : 'false');
console.log('[Analytics] Beacon consent:', consent);
},
// Send anonymous beacon (only if opted in)
// This would ping a simple endpoint with device type only
// NOT IMPLEMENTED - placeholder for future opt-in analytics service
sendBeacon() {
if (!this.hasBeaconConsent()) return false;
// Minimal anonymous data
const beacon = {
t: Date.now(),
d: this.session.deviceType,
g: this.session.gamepadUsed ? 1 : 0,
v: '6.55'
};
// Would send to analytics endpoint here
// navigator.sendBeacon('https://your-analytics-endpoint.com/levi', JSON.stringify(beacon));
console.log('[Analytics] Beacon would send:', beacon);
return true;
}
};
// v6.55: Analytics UI helper functions
function exportAnalyticsData() {
if (typeof SteamDeckAnalytics !== 'undefined') {
SteamDeckAnalytics.exportData();
if (typeof showNotification === 'function') {
showNotification('📊 Analytics exported!', 'success');
}
}
}
function clearAnalyticsData() {
if (confirm('Clear all analytics data? This cannot be undone.')) {
if (typeof SteamDeckAnalytics !== 'undefined') {
SteamDeckAnalytics.clearData();
updateAnalyticsUI();
if (typeof showNotification === 'function') {
showNotification('🗑️ Analytics cleared', 'warning');
}
}
}
}
// v8.32: Cached DOM references for analytics UI (eliminates 4 getElementById calls per update)
let _analyticsCache = null;
function getAnalyticsCache() {
if (!_analyticsCache) {
_analyticsCache = {
sessions: DOMCache.get('analytics-sessions'),
playtime: DOMCache.get('analytics-playtime'),
deck: DOMCache.get('analytics-deck'),
gamepad: DOMCache.get('analytics-gamepad')
};
}
return _analyticsCache;
}
function updateAnalyticsUI() {
if (typeof SteamDeckAnalytics === 'undefined') return;
const summary = SteamDeckAnalytics.getSummary();
const cache = getAnalyticsCache();
if (cache.sessions) cache.sessions.textContent = summary.totalSessions;
if (cache.playtime) cache.playtime.textContent = summary.playtime;
if (cache.deck) cache.deck.textContent = `${summary.steamDeckUsage} sessions`;
if (cache.gamepad) cache.gamepad.textContent = `${summary.gamepadUsage} sessions`;
}
// v4.7: Player state for status effects
const playerState = {
chilled: false,
chilledEnd: 0,
moveSpeedMult: 1.0,
// v6.42: Lava damage tracking (8-agent consensus)
lastLavaDamageTime: 0,
inLava: false,
// v10.20: Quicksand damage tracking (Desert biome)
lastQuicksandDamageTime: 0,
inQuicksand: false,
quicksandDepth: 0 // 0 = not in, 1 = shallow, 2 = deep
};
// v6.42: Lava Damage Configuration (8-agent consensus: 5 damage / 500ms = 10 DPS)
const LAVA_DAMAGE_CONFIG = {
TICK_RATE: 500, // ms between damage ticks (matches fire DoT)
DAMAGE: 5, // damage per tick (dangerous but escapable)
FLOATER_COLOR: '#ff4400', // orange-red matching Volcanic biome
FLOATER_ICON: '🔥'
};
// v10.20: Quicksand Damage Configuration - Desert biome hazard
// Low terrain areas in Desert act like quicksand - the deeper you sink, the more danger
// Terrain values typically range from ~0.25 to ~1.0 (low areas are lighter colored)
const QUICKSAND_CONFIG = {
TICK_RATE: 600, // ms between damage ticks (slightly slower than lava)
SHALLOW_DAMAGE: 2, // damage when slightly in quicksand
DEEP_DAMAGE: 8, // damage when deep in quicksand
SHALLOW_THRESHOLD: 0.35, // terrain height below this = shallow quicksand
DEEP_THRESHOLD: 0.2, // terrain height below this = deep quicksand (high damage)
SLOWDOWN_FACTOR: 0.4, // movement speed multiplier in quicksand
FLOATER_COLOR: '#c4a35a', // sandy brown color
FLOATER_ICON: '🏜️',
WARNING_ICON: '⚠️'
};
// v6.1: SPATIAL HASH GRID - O(1) entity lookups instead of O(n)
const SpatialGrid = {
cellSize: 10,
grid: new Map(),
entityToCell: new Map(),
// Get cell key from position
getCellKey(x, z) {
const cx = Math.floor(x / this.cellSize);
const cz = Math.floor(z / this.cellSize);
return `${cx},${cz}`;
},
// Add entity to grid
add(entity) {
if (!entity || !entity.position) return;
const key = this.getCellKey(entity.position.x, entity.position.z);
if (!this.grid.has(key)) this.grid.set(key, new Set());
this.grid.get(key).add(entity);
this.entityToCell.set(entity, key);
},
// Remove entity from grid
remove(entity) {
const oldKey = this.entityToCell.get(entity);
if (oldKey && this.grid.has(oldKey)) {
this.grid.get(oldKey).delete(entity);
if (this.grid.get(oldKey).size === 0) this.grid.delete(oldKey);
}
this.entityToCell.delete(entity);
},
// Update entity position (call when entity moves)
update(entity) {
if (!entity || !entity.position) return;
const newKey = this.getCellKey(entity.position.x, entity.position.z);
const oldKey = this.entityToCell.get(entity);
if (oldKey !== newKey) {
this.remove(entity);
this.add(entity);
}
},
// Get all entities within radius of position (optimized)
getNearby(x, z, radius, filter = null) {
const results = [];
const cellRadius = Math.ceil(radius / this.cellSize);
const cx = Math.floor(x / this.cellSize);
const cz = Math.floor(z / this.cellSize);
const radiusSq = radius * radius;
for (let dx = -cellRadius; dx <= cellRadius; dx++) {
for (let dz = -cellRadius; dz <= cellRadius; dz++) {
const key = `${cx + dx},${cz + dz}`;
const cell = this.grid.get(key);
if (!cell) continue;
for (const entity of cell) {
if (!entity.position) continue;
const distSq = (entity.position.x - x) ** 2 + (entity.position.z - z) ** 2;
if (distSq <= radiusSq) {
if (!filter || filter(entity)) {
results.push({ entity, distSq });
}
}
}
}
}
// Sort by distance
results.sort((a, b) => a.distSq - b.distSq);
return results.map(r => r.entity);
},
// Clear entire grid
clear() {
this.grid.clear();
this.entityToCell.clear();
},
// Rebuild grid from entities array
rebuild(entities) {
this.clear();
entities.forEach(e => this.add(e));
}
};
// v6.1: Frame budget system for consistent performance
const FrameBudget = {
targetMs: 16, // 60 FPS target
lastFrameTime: 0,
lowPriorityQueue: [],
frameSkipCounter: 0,
// Check if we have budget for low-priority updates
hasBudget() {
return performance.now() - this.lastFrameTime < this.targetMs * 0.7;
},
// Queue low-priority work
queueLowPriority(fn) {
this.lowPriorityQueue.push(fn);
},
// Process queued work if budget allows
processQueue() {
while (this.lowPriorityQueue.length > 0 && this.hasBudget()) {
const fn = this.lowPriorityQueue.shift();
try { fn(); } catch (e) { console.warn('Low priority task failed:', e); }
}
},
// Start frame timing
startFrame() {
this.lastFrameTime = performance.now();
},
// Should we skip this low-priority update?
shouldSkipLowPriority() {
this.frameSkipCounter++;
return this.frameSkipCounter % 3 !== 0; // Skip 2 out of 3 frames for low-priority
}
};
// --- PRE-ALLOCATED REUSABLE OBJECTS ---
const _tempVec3A = new THREE.Vector3();
const _tempVec3B = new THREE.Vector3();
// v6.83: Pre-allocated colors for day/night cycle (eliminates 2 Color allocations per frame)
const _dayColor = new THREE.Color();
const _nightColor = new THREE.Color(0x050510);
// v6.84: DOM element cache for hot path updates (eliminates 5-10 getElementById calls per second)
let _uiCache = null;
function getUICache() {
if (!_uiCache) {
_uiCache = {
cycleCount: document.getElementById('cycle-count'),
civCount: document.getElementById('civ-count'), // v6.92: Live civilization count
perfFps: document.getElementById('perf-fps'),
perfEntities: document.getElementById('perf-entities'),
perfMobs: document.getElementById('perf-mobs'),
perfDraws: document.getElementById('perf-draws'),
perfTris: document.getElementById('perf-tris'),
shipHpFill: document.getElementById('ship-hp-fill'),
shipHpText: document.getElementById('ship-hp-text'),
companionHealth: document.getElementById('companion-health-container'),
dotaHpFill: document.getElementById('dota-hp-fill'),
dotaHpText: document.getElementById('dota-hp-text'),
dotaManaFill: document.getElementById('dota-mana-fill'),
dotaManaText: document.getElementById('dota-mana-text'),
criticalHpOverlay: document.getElementById('critical-hp-overlay'),
// v7.42: Cached discover galaxy button (Cycle 21 Performance consensus)
discoverGalaxyBtn: document.getElementById('discover-galaxy-btn'),
// v7.71: Cached unified HUD elements (eliminates 5 getElementById calls per frame)
unifiedHpFill: document.getElementById('unified-hp-fill'),
unifiedHpText: document.getElementById('unified-hp-text'),
unifiedMpFill: document.getElementById('unified-mp-fill'),
unifiedMpText: document.getElementById('unified-mp-text'),
unifiedLevelBadge: document.getElementById('unified-level-badge'),
// v7.71: Cached impact border for damage feedback effects
impactBorder: document.getElementById('impact-border'),
// v7.77: Cached damage overlay elements (eliminates 2-4 getElementById calls per hit)
damageOverlay: document.getElementById('damage-overlay'),
directionalDamage: document.getElementById('directional-damage'),
victoryFlash: document.getElementById('victory-flash') || document.getElementById('kill-flash'),
// v7.82: Cached game container for ability effect box-shadow overlays (eliminates 6+ getElementById calls per ability use)
gameContainer: document.getElementById('game-container')
};
}
return _uiCache;
}
// v6.84: Invalidate cache when DOM might have changed (e.g., after mode switch)
function invalidateUICache() {
_uiCache = null;
}
// v6.63: Optimal ARPG camera - Diablo-style isometric follow
// Height 18, distance 15 creates ~50° angle for good terrain visibility
// Robot stays centered and prominent, terrain flows around it
const _camOffset = new THREE.Vector3(0, 18, 15);
const _camLookOffset = new THREE.Vector3(0, -1, -2); // Look slightly ahead of robot
// v6.41: Pre-allocated camera target vectors (eliminates 4-10 Vector3 allocations per frame)
const _tempCamTarget = new THREE.Vector3();
const _tempCamLook = new THREE.Vector3();
// v7.34: Pre-allocated objects for updatePlayerDotaBars billboard calculation (eliminates 5 allocations per frame)
// 8-Strategy Cycle 13 Consensus - Performance P5
const _dotaBarsWorldPos = new THREE.Vector3();
const _dotaBarsDirToCamera = new THREE.Vector3();
const _dotaBarsPlayerQuat = new THREE.Quaternion();
const _dotaBarsPlayerEuler = new THREE.Euler();
// v7.71: Pre-allocated matrix for water animation (eliminates Matrix4 allocation every 2 frames)
const _waterAnimMatrix = new THREE.Matrix4();
// v7.71: Pre-allocated vectors for screenShake directional bias (eliminates 3 Vector3 allocations per shake)
const _shakeCamRight = new THREE.Vector3();
const _shakeCamUp = new THREE.Vector3();
const _shakeCamForward = new THREE.Vector3();
// v8.10: Pre-allocated vector for click-to-move direction (eliminates allocation in hot path)
const _clickToMoveDir = new THREE.Vector3();
// --- SCREEN EFFECTS ---
// v6.41: Enhanced trauma-based screen shake (Agent 5 consensus - smoother, more cinematic)
// v7.29: Added directional bias (Cycle 2 Consensus - attacks shake toward impact direction)
let shakeTrauma = 0;
let shakeTime = 0;
let originalCameraPos = null;
let shakeDirectionBias = { x: 0, y: 0 }; // v7.29: Directional punch
function screenShake(intensity = CONFIG.SCREEN_SHAKE_INTENSITY, direction = null) {
// v4.6: Check settings
if (gameData.settings && !gameData.settings.screenShakeEnabled) return;
// v6.41: Trauma is additive but capped - stacking impacts feel more impactful
shakeTrauma = Math.min(1.0, shakeTrauma + intensity * 0.4);
if (!originalCameraPos) originalCameraPos = new THREE.Vector3();
// v7.29: Apply directional bias if direction provided (Cycle 2 Consensus)
// v7.71: Use pre-allocated vectors to avoid GC pressure (eliminates 3 allocations per shake)
if (direction && camera) {
// Project attack direction onto camera plane for screen-space bias
camera.matrix.extractBasis(_shakeCamRight, _shakeCamUp, _shakeCamForward);
const biasX = direction.dot(_shakeCamRight) * intensity * 3;
const biasY = direction.dot(_shakeCamUp) * intensity * 1.5;
shakeDirectionBias.x = biasX;
shakeDirectionBias.y = biasY;
}
}
function updateScreenShake() {
if (shakeTrauma > 0 && mode === 'world') {
shakeTime += 0.15; // Controls shake frequency
// v6.41: Trauma squared for exponential falloff (Vlambeer's "juice" technique)
const shake = shakeTrauma * shakeTrauma;
// v6.41: Layered sine waves for smooth, organic motion instead of random jitter
let offsetX = Math.sin(shakeTime * 15.3) * Math.cos(shakeTime * 8.7) * shake * 1.8;
let offsetY = Math.sin(shakeTime * 12.1) * Math.cos(shakeTime * 9.3) * shake * 1.2;
// v7.29: Add directional bias - decays faster than main shake (Cycle 2 Consensus)
offsetX += shakeDirectionBias.x * shake;
offsetY += shakeDirectionBias.y * shake;
// Decay directional bias faster than trauma for quick punch effect
shakeDirectionBias.x *= 0.85;
shakeDirectionBias.y *= 0.85;
camera.position.x += offsetX;
camera.position.y += offsetY;
// v6.41: Exponential trauma decay feels more natural than linear
shakeTrauma = Math.max(0, shakeTrauma - 0.025);
}
}
// Damage flash overlay
// v7.77: Uses cached DOM reference to avoid getElementById per hit
function flashDamageOverlay() {
const overlay = getUICache().damageOverlay;
if (overlay) {
overlay.style.opacity = '0.4';
setTimeout(() => overlay.style.opacity = '0', 150);
}
}
// v6.7: Directional damage indicator (Agent consensus - Combat Juice)
// Shows a red gradient from the direction of the attacker
// v7.77: Uses cached DOM reference to avoid getElementById per hit
function flashDirectionalDamage(attackerPos) {
if (!worldState.player || !attackerPos) return;
const overlay = getUICache().directionalDamage;
if (!overlay) return;
// Calculate angle from player to attacker
const playerPos = worldState.player.position;
const dx = attackerPos.x - playerPos.x;
const dz = attackerPos.z - playerPos.z;
// Convert to screen space (accounting for camera rotation)
// Camera looks down from behind, so we need to adjust
let angle = Math.atan2(dx, dz) * (180 / Math.PI);
// Adjust based on camera angle if available
if (camera) {
angle -= camera.rotation.y * (180 / Math.PI);
}
// Create directional gradient: red coming from the direction of attack
overlay.style.background = `linear-gradient(${angle}deg, rgba(255,0,0,0.6) 0%, transparent 40%)`;
overlay.style.opacity = '0.8';
setTimeout(() => {
overlay.style.opacity = '0';
}, 200);
}
// v6.12: Victory celebration flash (Renamed from Kill for family-friendly)
// v7.77: Uses cached DOM reference to avoid getElementById per victory
function flashVictoryCelebration(isBoss = false) {
const flash = getUICache().victoryFlash;
if (!flash) return;
if (isBoss) {
// Epic gold/white flash for boss victories
flash.style.background = 'radial-gradient(ellipse at center, rgba(255,255,255,0.6) 0%, rgba(255,215,0,0.4) 30%, transparent 70%)';
flash.style.opacity = '1';
setTimeout(() => flash.style.opacity = '0', 300);
} else {
// Subtle white flash for regular victories
flash.style.background = 'radial-gradient(ellipse at center, rgba(255,255,255,0.3) 0%, transparent 60%)';
flash.style.opacity = '1';
setTimeout(() => flash.style.opacity = '0', 150);
}
}
// Backwards compatibility alias
function flashKillCelebration(isBoss) { flashVictoryCelebration(isBoss); }
// ============================================
// v6.32: CAMERA PUNCH + DIRECTIONAL HIT-STOP
// 8-Agent Consensus Implementation
// Adds satisfying directional "punch" toward impact point
// with FOV zoom for visceral combat feedback
// ============================================
const CAMERA_PUNCH_CONFIG = {
BASE_INTENSITY: 0.8, // Base punch distance
FOV_PUNCH: 8, // FOV decrease on hit (degrees)
PUNCH_DURATION: 120, // ms for punch animation
RECOVERY_SPEED: 0.15, // Lerp factor for recovery
FINISHER_MULT: 2.5, // Multiplier for finisher moves
CRIT_MULT: 1.8, // Multiplier for critical hits
BOSS_MULT: 3.0 // Multiplier for boss impacts
};
const cameraPunchState = {
active: false,
startTime: 0,
targetDirection: new THREE.Vector3(),
intensity: 0,
fovPunch: 0,
baseFov: 60, // Default camera FOV
currentFovOffset: 0,
punchOffset: new THREE.Vector3(),
// v7.89: Pre-allocated direction vector for punch calculation
_tempDirection: null
};
// Trigger camera punch toward impact point
function triggerCameraPunch(targetPos, options = {}) {
if (!camera || !worldState.player) return;
if (gameData.settings && !gameData.settings.screenShakeEnabled) return;
if (mode !== 'world') return;
const { isFinisher, isCrit, isBoss, isKill } = options;
// v7.89: Use pooled direction vector
if (!cameraPunchState._tempDirection) cameraPunchState._tempDirection = new THREE.Vector3();
cameraPunchState._tempDirection.subVectors(targetPos, camera.position).normalize();
// Calculate intensity based on hit type
let intensity = CAMERA_PUNCH_CONFIG.BASE_INTENSITY;
let fovPunch = CAMERA_PUNCH_CONFIG.FOV_PUNCH;
if (isBoss) {
intensity *= CAMERA_PUNCH_CONFIG.BOSS_MULT;
fovPunch *= 2;
} else if (isFinisher) {
intensity *= CAMERA_PUNCH_CONFIG.FINISHER_MULT;
fovPunch *= 1.5;
} else if (isCrit) {
intensity *= CAMERA_PUNCH_CONFIG.CRIT_MULT;
fovPunch *= 1.3;
}
// Extra punch on kills
if (isKill) {
intensity *= 1.4;
fovPunch *= 1.2;
}
// Set punch state
cameraPunchState.active = true;
cameraPunchState.startTime = performance.now();
cameraPunchState.targetDirection.copy(cameraPunchState._tempDirection);
cameraPunchState.intensity = intensity;
cameraPunchState.fovPunch = fovPunch;
}
// Update camera punch in render loop
function updateCameraPunch() {
if (!cameraPunchState.active || !camera) return;
const elapsed = performance.now() - cameraPunchState.startTime;
const duration = CAMERA_PUNCH_CONFIG.PUNCH_DURATION;
if (elapsed < duration) {
// Punch phase - quick acceleration toward target
const t = elapsed / duration;
// Ease out cubic for snappy feel
const easeOut = 1 - Math.pow(1 - t, 3);
// Then ease back in for return
const punchCurve = t < 0.3
? easeOut * 3.33 // Quick punch in
: 1 - ((t - 0.3) / 0.7); // Smooth return
// Apply directional offset
const offsetMagnitude = cameraPunchState.intensity * punchCurve;
cameraPunchState.punchOffset.copy(cameraPunchState.targetDirection)
.multiplyScalar(offsetMagnitude);
camera.position.add(cameraPunchState.punchOffset);
// FOV punch - narrow on impact, widen on return
const fovCurve = t < 0.2
? (t / 0.2) // Quick narrow
: 1 - ((t - 0.2) / 0.8); // Smooth return
cameraPunchState.currentFovOffset = -cameraPunchState.fovPunch * fovCurve;
camera.fov = cameraPunchState.baseFov + cameraPunchState.currentFovOffset;
camera.updateProjectionMatrix();
} else {
// Recovery phase - smoothly return to normal
cameraPunchState.currentFovOffset *= (1 - CAMERA_PUNCH_CONFIG.RECOVERY_SPEED);
if (Math.abs(cameraPunchState.currentFovOffset) > 0.1) {
camera.fov = cameraPunchState.baseFov + cameraPunchState.currentFovOffset;
camera.updateProjectionMatrix();
} else {
// Fully recovered
camera.fov = cameraPunchState.baseFov;
camera.updateProjectionMatrix();
cameraPunchState.active = false;
cameraPunchState.currentFovOffset = 0;
}
}
}
// ============================================
// v6.32: HYPERSPACE JUMP TUNNEL EFFECT
// 8-Agent Consensus Implementation
// Epic warp tunnel with streaking stars during transitions
// ============================================
const hyperspaceTunnel = {
canvas: null,
ctx: null,
active: false,
stars: [],
animFrame: null,
startTime: 0,
duration: 2500, // ms
callback: null,
exitCallback: null,
// Initialize canvas
init() {
this.canvas = document.getElementById('hyperspace-tunnel');
if (!this.canvas) return false;
this.ctx = this.canvas.getContext('2d');
this.resize();
window.addEventListener('resize', () => this.resize());
return true;
},
resize() {
if (!this.canvas) return;
this.canvas.width = window.innerWidth;
this.canvas.height = window.innerHeight;
},
// Create stars for the tunnel effect
createStars(count = 400) {
this.stars = [];
const cx = this.canvas.width / 2;
const cy = this.canvas.height / 2;
for (let i = 0; i < count; i++) {
// Random position in a circle around center
const angle = Math.random() * Math.PI * 2;
const dist = Math.random() * 0.3; // Start close to center
this.stars.push({
x: cx + Math.cos(angle) * dist * cx,
y: cy + Math.sin(angle) * dist * cy,
z: Math.random() * 1500 + 500, // Depth
speed: Math.random() * 0.5 + 0.5,
color: this.getStarColor(),
trail: []
});
}
},
getStarColor() {
const colors = [
'#ffffff', '#aaddff', '#88ccff', '#66bbff',
'#44aaff', '#00ffff', '#88ffff', '#aaffff'
];
return colors[Math.floor(Math.random() * colors.length)];
},
// Start the hyperspace effect
start(duration = 2500, onMidpoint = null, onComplete = null) {
if (!this.canvas && !this.init()) return;
if (this.active) return;
this.active = true;
this.duration = duration;
this.callback = onMidpoint;
this.exitCallback = onComplete;
this.startTime = performance.now();
this.createStars();
// Fade in
this.canvas.style.opacity = '1';
// Play warp sound
AudioSystem.playGentle(AudioSystem.penta.C4, 0.8, 0.15);
setTimeout(() => AudioSystem.playGentle(AudioSystem.penta.G4, 0.6, 0.12), 100);
setTimeout(() => AudioSystem.playGentle(AudioSystem.penta.C5, 0.5, 0.1), 200);
// Start animation
this.animate();
},
animate() {
if (!this.active) return;
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
this.animFrame = requestAnimationFrame(() => this.animate());
return;
}
const elapsed = performance.now() - this.startTime;
const progress = elapsed / this.duration;
// Clear canvas with slight trail effect
this.ctx.fillStyle = 'rgba(0, 0, 10, 0.2)';
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
const cx = this.canvas.width / 2;
const cy = this.canvas.height / 2;
// Calculate warp intensity (peaks in the middle)
const warpCurve = progress < 0.5
? Math.pow(progress * 2, 2) // Accelerate
: Math.pow(2 - progress * 2, 2); // Decelerate
const warpSpeed = 5 + warpCurve * 50;
// Draw center glow
const glowRadius = 50 + warpCurve * 100;
const gradient = this.ctx.createRadialGradient(cx, cy, 0, cx, cy, glowRadius);
gradient.addColorStop(0, `rgba(255, 255, 255, ${0.3 + warpCurve * 0.4})`);
gradient.addColorStop(0.3, `rgba(100, 200, 255, ${0.2 + warpCurve * 0.3})`);
gradient.addColorStop(1, 'transparent');
this.ctx.fillStyle = gradient;
this.ctx.fillRect(cx - glowRadius, cy - glowRadius, glowRadius * 2, glowRadius * 2);
// v8.17: forEach-to-for loop conversion for warp stars animation (hot path)
const warpStars = this.stars;
for (let si = 0, slen = warpStars.length; si < slen; si++) {
const star = warpStars[si];
// Store previous position for trail
star.trail.unshift({ x: star.x, y: star.y });
if (star.trail.length > 10 + warpCurve * 15) star.trail.pop();
// Move star toward viewer (decrease z)
star.z -= warpSpeed * star.speed;
// Reset star if it passes the viewer
if (star.z <= 0) {
const angle = Math.random() * Math.PI * 2;
star.x = cx;
star.y = cy;
star.z = 1500 + Math.random() * 500;
star.color = this.getStarColor();
star.trail = [];
}
// Project 3D position to 2D
const perspective = 400 / star.z;
const sx = cx + (star.x - cx) * perspective * 3;
const sy = cy + (star.y - cy) * perspective * 3;
// Draw trail
if (star.trail.length > 2) {
this.ctx.beginPath();
this.ctx.moveTo(sx, sy);
for (let i = 0; i < star.trail.length; i++) {
const tz = star.z + i * 15;
const tp = 400 / tz;
const tx = cx + (star.trail[i].x - cx) * tp * 3;
const ty = cy + (star.trail[i].y - cy) * tp * 3;
this.ctx.lineTo(tx, ty);
}
const alpha = Math.min(1, perspective * 2) * (0.5 + warpCurve * 0.5);
this.ctx.strokeStyle = star.color.replace(')', `, ${alpha})`).replace('rgb', 'rgba');
this.ctx.lineWidth = 1 + perspective * 3;
this.ctx.stroke();
}
// Draw star point
const size = Math.max(1, perspective * 4);
this.ctx.fillStyle = star.color;
this.ctx.beginPath();
this.ctx.arc(sx, sy, size, 0, Math.PI * 2);
this.ctx.fill();
// Update star position for next frame
star.x += (star.x - cx) * 0.02 * warpSpeed * 0.1;
star.y += (star.y - cy) * 0.02 * warpSpeed * 0.1;
}
// Draw vignette
const vignette = this.ctx.createRadialGradient(
cx, cy, this.canvas.width * 0.3,
cx, cy, this.canvas.width * 0.7
);
vignette.addColorStop(0, 'transparent');
vignette.addColorStop(1, 'rgba(0, 0, 20, 0.8)');
this.ctx.fillStyle = vignette;
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
// Trigger midpoint callback
if (progress >= 0.5 && this.callback) {
this.callback();
this.callback = null; // Only call once
}
// End effect
if (progress >= 1) {
this.stop();
return;
}
this.animFrame = requestAnimationFrame(() => this.animate());
},
stop() {
this.active = false;
if (this.animFrame) {
cancelAnimationFrame(this.animFrame);
this.animFrame = null;
}
// Fade out
if (this.canvas) {
this.canvas.style.opacity = '0';
}
// Clear after fade
setTimeout(() => {
if (this.ctx) {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}, 300);
// Play arrival sound
AudioSystem.playGentle(AudioSystem.penta.G4, 0.3, 0.15);
setTimeout(() => AudioSystem.playGentle(AudioSystem.penta.C4, 0.4, 0.2), 100);
// Call completion callback
if (this.exitCallback) {
this.exitCallback();
this.exitCallback = null;
}
}
};
// Convenience function for hyperspace jump
function triggerHyperspaceJump(duration = 2500, onMidpoint = null, onComplete = null) {
hyperspaceTunnel.start(duration, onMidpoint, onComplete);
}
// ============================================
// v6.33: HEARTBEAT WORLD PULSE SYSTEM
// 8-Agent Consensus Synaesthetic Effect
// World visually pulses in sync with low-HP heartbeat
// Creates tunnel vision, desaturation, and red vignette
// ============================================
const heartbeatWorldPulse = {
active: false,
pulsePhase: 0,
lastHpPercent: 1,
// Initialize the visual callback
init() {
AudioSystem.heartbeatVisualCallback = (hpPercent) => {
this.triggerPulse(hpPercent);
};
},
// Trigger a single heartbeat pulse
triggerPulse(hpPercent) {
if (mode !== 'world') return;
this.active = true;
this.pulsePhase = 1;
this.lastHpPercent = hpPercent;
// Intensity scales inversely with HP (lower HP = stronger effect)
const intensity = 1 - hpPercent;
// Apply visual effects
this.applyScreenPulse(intensity);
this.applyWorldDimming(intensity);
this.applyCameraContraction(intensity);
// v7.40: Synchronized haptic pulse for mobile low-health warning (Cycle 19 Audio/Feedback)
// Uses the existing lowHealth pattern that was defined but never used
if (typeof MobileHaptics !== 'undefined') {
MobileHaptics.vibrate('lowHealth');
}
},
// Red vignette pulse synchronized with heartbeat
// v7.82: Use cached DOM reference to avoid getElementById per pulse
applyScreenPulse(intensity) {
const overlay = getUICache().damageOverlay;
if (!overlay) return;
// Create pulsing red vignette
const alpha = 0.15 + intensity * 0.25;
overlay.style.background = `radial-gradient(ellipse at center, transparent 20%, rgba(80,0,0,${alpha}) 70%, rgba(120,0,0,${alpha * 1.3}) 100%)`;
overlay.style.opacity = '1';
// Pulse out over 400ms
setTimeout(() => {
overlay.style.opacity = '0.5';
setTimeout(() => {
overlay.style.opacity = '0';
}, 200);
}, 200);
},
// Dim distant objects during pulse (tunnel vision effect)
applyWorldDimming(intensity) {
if (!scene || !scene.fog) return;
// Store original fog if not stored
if (!this._originalFogFar) {
this._originalFogFar = scene.fog.far;
this._originalFogNear = scene.fog.near;
}
// Contract fog during pulse (tunnel vision)
const fogContract = intensity * 0.3;
scene.fog.far = this._originalFogFar * (1 - fogContract);
scene.fog.near = this._originalFogNear * (1 - fogContract * 0.5);
// Return to normal over 400ms
setTimeout(() => {
if (scene && scene.fog) {
scene.fog.far = this._originalFogFar;
scene.fog.near = this._originalFogNear;
}
}, 400);
},
// Slight camera zoom/contract on heartbeat
applyCameraContraction(intensity) {
if (!camera) return;
// Store base FOV
const baseFov = cameraPunchState.baseFov || 60;
// Brief FOV reduction (tunnel vision feeling)
const fovReduction = intensity * 3;
camera.fov = baseFov - fovReduction;
camera.updateProjectionMatrix();
// Ease back to normal
setTimeout(() => {
camera.fov = baseFov - fovReduction * 0.5;
camera.updateProjectionMatrix();
setTimeout(() => {
camera.fov = baseFov;
camera.updateProjectionMatrix();
}, 200);
}, 200);
},
// Reset all effects when HP recovers
reset() {
this.active = false;
this.pulsePhase = 0;
if (this._originalFogFar && scene && scene.fog) {
scene.fog.far = this._originalFogFar;
scene.fog.near = this._originalFogNear;
}
}
};
// Initialize heartbeat world pulse when game starts
setTimeout(() => heartbeatWorldPulse.init(), 1000);
// ============================================
// v6.33: COMBO CHROMATIC CRESCENDO SYSTEM
// 8-Agent Consensus Feature
// Each combo hit shifts through color spectrum
// Creates rainbow satisfaction feedback
// ============================================
const comboChromaticSystem = {
// Color progression through spectrum per combo
colors: [
{ r: 255, g: 60, b: 60 }, // Hit 1: Red
{ r: 255, g: 140, b: 0 }, // Hit 2: Orange
{ r: 255, g: 220, b: 0 }, // Hit 3: Yellow
{ r: 60, g: 255, b: 100 }, // Hit 4: Green
{ r: 0, g: 220, b: 255 } // Hit 5+: Cyan (finisher)
],
// Get color for combo count
getComboColor(comboCount) {
const idx = Math.min(comboCount, this.colors.length - 1);
return this.colors[idx];
},
// Get CSS color string
getComboColorCSS(comboCount) {
const c = this.getComboColor(comboCount);
return `rgb(${c.r}, ${c.g}, ${c.b})`;
},
// Get hex color for Three.js
getComboColorHex(comboCount) {
const c = this.getComboColor(comboCount);
return (c.r << 16) | (c.g << 8) | c.b;
},
// Apply aura glow effect to player
applyPlayerAura(comboCount) {
if (!worldState.player) return;
const color = this.getComboColorHex(comboCount);
const intensity = 0.3 + comboCount * 0.15;
// Apply emissive glow to player mesh
worldState.player.traverse(child => {
if (child.material && child.material.emissive) {
child.material.emissive.setHex(color);
child.material.emissiveIntensity = intensity;
}
});
// Fade out over time
setTimeout(() => {
if (!worldState.player) return;
worldState.player.traverse(child => {
if (child.material && child.material.emissive) {
child.material.emissiveIntensity *= 0.5;
}
});
}, 300);
},
// Create chromatic flash overlay
// v7.82: Use cached DOM reference to avoid getElementById per combo
triggerChromaticFlash(comboCount) {
const flash = getUICache().victoryFlash;
if (!flash) return;
const color = this.getComboColor(comboCount);
const alpha = 0.15 + comboCount * 0.05;
flash.style.background = `radial-gradient(ellipse at center, rgba(${color.r},${color.g},${color.b},${alpha}) 0%, transparent 60%)`;
flash.style.opacity = '1';
setTimeout(() => flash.style.opacity = '0', 100);
},
// Emit chromatic particles
emitChromaticParticles(position, comboCount) {
if (!particles) return;
const color = this.getComboColorHex(comboCount);
const count = 3 + comboCount * 2;
particles.emit(position, count, color, {
spread: 2 + comboCount * 0.5,
lifetime: 400 + comboCount * 100,
size: 0.15 + comboCount * 0.03
});
},
// Full combo effect package
triggerComboEffect(comboCount, position) {
this.applyPlayerAura(comboCount);
this.triggerChromaticFlash(comboCount);
if (position) {
this.emitChromaticParticles(position, comboCount);
}
},
// Reset player aura when combo breaks
resetAura() {
if (!worldState.player) return;
worldState.player.traverse(child => {
if (child.material && child.material.emissive) {
child.material.emissiveIntensity = 0;
}
});
}
};
// ============================================
// v6.33: SYNAPTIC BASS DROP COMBAT
// 8-Agent Consensus Feature
// Dramatic kill satisfaction effect
// ============================================
const synapticBassDrop = {
// Trigger bass drop effect on kill
trigger(position, isBoss = false) {
if (mode !== 'world') return;
// 1. Audio silence then bass thump
this.audioEffect(isBoss);
// 2. Screen compression
this.screenCompression(isBoss);
// 3. Radial shockwave particles
this.shockwaveParticles(position, isBoss);
// 4. Time freeze micro-hitstop
this.microFreeze(isBoss);
},
audioEffect(isBoss) {
// Brief silence (50ms), then deep bass
AudioSystem.masterVolume = 0;
setTimeout(() => {
AudioSystem.masterVolume = 0.2;
// Deep bass thump
AudioSystem.playGentle(AudioSystem.penta.C3 / 2, 0.5, isBoss ? 0.4 : 0.25);
if (isBoss) {
setTimeout(() => AudioSystem.playGentle(AudioSystem.penta.G3 / 2, 0.4, 0.2), 100);
}
}, 50);
},
screenCompression(isBoss) {
const container = document.getElementById('container');
if (!container) return;
// Compress screen briefly
const scale = isBoss ? 0.97 : 0.985;
container.style.transform = `scale(${scale})`;
container.style.transition = 'transform 0.05s ease-out';
// Expand back with bounce
setTimeout(() => {
container.style.transform = 'scale(1.01)';
setTimeout(() => {
container.style.transform = 'scale(1)';
container.style.transition = '';
}, 100);
}, 50);
},
shockwaveParticles(position, isBoss) {
if (!particles || !position) return;
// Radial burst of white particles
const count = isBoss ? 40 : 20;
for (let i = 0; i < count; i++) {
const angle = (i / count) * Math.PI * 2;
const offset = new THREE.Vector3(
Math.cos(angle) * 0.5,
0.1,
Math.sin(angle) * 0.5
);
particles.emit(
position.clone().add(offset),
1,
0xffffff,
{ spread: 0.5, lifetime: 300, size: 0.2 }
);
}
},
microFreeze(isBoss) {
// Extended hit-stop for bass drop effect
const duration = isBoss ? 120 : 60;
triggerHitStop(duration);
}
};
// ============================================
// v6.33: FUTURE GHOST COMBAT TELEGRAPH
// 8-Agent Consensus Feature
// Shows premonition of player death when lethal attack incoming
// "See your death to prevent it"
// ============================================
const futureGhostTelegraph = {
ghostOverlay: null,
isShowing: false,
lastWarningTime: 0,
warningCooldown: 2000, // Don't spam warnings
// Calculate if incoming attack would be lethal
// v8.25: Added defensive guards
wouldBeLethal(incomingDamage) {
// v8.25: Guard against undefined gameData.player
if (!gameData || !gameData.player) return false;
const defense = typeof getPlayerDefense === 'function' ? getPlayerDefense() : 0;
const actualDamage = Math.max(1, safeNumber(incomingDamage) - defense);
return safeNumber(gameData.player.hp, 1) <= actualDamage;
},
// Create ghost overlay element if needed
ensureOverlay() {
if (this.ghostOverlay) return;
this.ghostOverlay = document.createElement('div');
this.ghostOverlay.id = 'ghost-telegraph';
this.ghostOverlay.style.cssText = `
position: fixed;
top: 0; left: 0; right: 0; bottom: 0;
pointer-events: none;
z-index: 9999;
display: flex;
align-items: center;
justify-content: center;
background: transparent;
opacity: 0;
transition: opacity 0.15s;
`;
this.ghostOverlay.innerHTML = `
💀
DODGE!
`;
document.body.appendChild(this.ghostOverlay);
},
// Show the ghost premonition warning
showDeathPremonition(attackerPosition) {
if (mode !== 'world') return;
const now = Date.now();
if (now - this.lastWarningTime < this.warningCooldown) return;
this.lastWarningTime = now;
this.ensureOverlay();
this.isShowing = true;
// Pulsing red vignette overlay
// v7.82: Use cached DOM reference to avoid getElementById per warning
const container = getUICache().gameContainer;
if (container) {
container.style.boxShadow = 'inset 0 0 150px rgba(255, 0, 0, 0.6)';
}
// Flash the ghost
this.ghostOverlay.style.opacity = '1';
this.ghostOverlay.style.background = 'radial-gradient(ellipse at center, rgba(0,0,0,0.5) 0%, transparent 70%)';
const skull = this.ghostOverlay.querySelector('.ghost-skull');
const text = this.ghostOverlay.querySelector('.ghost-text');
if (skull) {
skull.style.color = 'rgba(255, 0, 0, 0.3)';
skull.style.transform = 'scale(1.2)';
skull.style.filter = 'blur(0px)';
}
if (text) {
text.style.color = 'rgba(255, 50, 50, 0.9)';
}
// Play warning sound - dramatic low tone
if (AudioSystem && AudioSystem.penta) {
AudioSystem.playGentle(AudioSystem.penta.C3 / 4, 0.4, 0.15);
setTimeout(() => {
AudioSystem.playGentle(AudioSystem.penta.C3 / 3, 0.3, 0.1);
}, 100);
}
// Directional indicator toward attacker
if (attackerPosition && worldState.player) {
this.showDirectionalSkull(attackerPosition);
}
// Fade out after warning displayed
setTimeout(() => {
this.hidePremonition();
}, 800);
},
// Show directional indicator toward attacker
showDirectionalSkull(attackerPosition) {
if (!worldState.player || !camera) return;
// Calculate screen-space direction to attacker
const playerPos = worldState.player.position;
const dir = attackerPosition.clone().sub(playerPos).normalize();
// Create small directional skull indicator
const indicator = document.createElement('div');
indicator.className = 'ghost-direction';
indicator.style.cssText = `
position: fixed;
font-size: 48px;
pointer-events: none;
z-index: 10000;
animation: pulse-ghost 0.3s ease-out;
`;
indicator.textContent = '💀';
// Position on edge of screen based on direction
const angle = Math.atan2(dir.x, dir.z);
const screenAngle = angle - camera.rotation.y;
const edgeX = 50 + Math.sin(screenAngle) * 40;
const edgeY = 50 - Math.cos(screenAngle) * 35;
indicator.style.left = `${Math.max(5, Math.min(90, edgeX))}%`;
indicator.style.top = `${Math.max(10, Math.min(85, edgeY))}%`;
indicator.style.transform = 'translate(-50%, -50%)';
indicator.style.color = 'rgba(255, 0, 0, 0.8)';
indicator.style.textShadow = '0 0 20px red';
document.body.appendChild(indicator);
// Remove after animation
setTimeout(() => indicator.remove(), 600);
},
// Hide the premonition
// v7.82: Use cached DOM reference to avoid getElementById per hide
hidePremonition() {
this.isShowing = false;
const container = getUICache().gameContainer;
if (container) {
container.style.boxShadow = '';
}
if (this.ghostOverlay) {
this.ghostOverlay.style.opacity = '0';
this.ghostOverlay.style.background = 'transparent';
const skull = this.ghostOverlay.querySelector('.ghost-skull');
const text = this.ghostOverlay.querySelector('.ghost-text');
if (skull) {
skull.style.color = 'rgba(255, 0, 0, 0)';
skull.style.transform = 'scale(0.5)';
skull.style.filter = 'blur(2px)';
}
if (text) {
text.style.color = 'rgba(255, 50, 50, 0)';
}
}
},
// Check incoming attack and show warning if lethal
checkAttack(incomingDamage, attackerPosition) {
if (this.wouldBeLethal(incomingDamage)) {
this.showDeathPremonition(attackerPosition);
return true; // Attack is lethal
}
return false; // Attack is survivable
}
};
// Add CSS animation for ghost pulse
const ghostStyle = document.createElement('style');
ghostStyle.textContent = `
@keyframes pulse-ghost {
0% { transform: translate(-50%, -50%) scale(0.5); opacity: 0; }
50% { transform: translate(-50%, -50%) scale(1.3); opacity: 1; }
100% { transform: translate(-50%, -50%) scale(1); opacity: 0.8; }
}
`;
document.head.appendChild(ghostStyle);
// ============================================
// v6.35: BROWSER TAB CONSCIOUSNESS
// 8-Agent Consensus Feature (4/8 strategies)
// The game is aware when you leave and return
// Creates eerie "the game knows you exist" moments
// ============================================
const tabConsciousness = {
isVisible: true,
lastHiddenTime: null,
originalTitle: document.title,
tabSwitchCount: 0,
totalAwayTime: 0,
messages: [
"...waiting",
"The void grows stronger",
"Come back",
"I can wait",
"Are you there?",
"LEVIATHAN remembers",
"Time passes differently here",
"The stars miss you"
],
messageIndex: 0,
titleInterval: null,
init() {
// v8.39: Use centralized visibility manager
PageVisibilityManager.subscribe('audioContextManager', (isVisible) => {
this.handleVisibilityChange(isVisible);
});
window.addEventListener('blur', () => this.handleBlur());
window.addEventListener('focus', () => this.handleFocus());
},
handleVisibilityChange(isVisible) {
if (!isVisible) {
this.onHide();
} else {
this.onShow();
}
},
handleBlur() {
if (!document.hidden) {
this.onHide();
}
},
handleFocus() {
this.onShow();
},
onHide() {
if (!this.isVisible) return;
this.isVisible = false;
this.lastHiddenTime = Date.now();
this.tabSwitchCount++;
// Start cycling through messages in tab title
// v7.43: Use TimerRegistry for centralized timer management (Cycle 22 Code Quality)
TimerRegistry.setInterval('tab-consciousness-title', () => {
this.messageIndex = (this.messageIndex + 1) % this.messages.length;
document.title = this.messages[this.messageIndex];
}, 3000);
// Immediate first message
document.title = "...don't leave";
},
onShow() {
if (this.isVisible) return;
this.isVisible = true;
// Stop title cycling
// v7.43: Use TimerRegistry for centralized timer management (Cycle 22 Code Quality)
TimerRegistry.clearInterval('tab-consciousness-title');
// Calculate time away
const awayDuration = this.lastHiddenTime ? Date.now() - this.lastHiddenTime : 0;
this.totalAwayTime += awayDuration;
// Restore title
document.title = this.originalTitle;
// React to return based on how long player was away
this.reactToReturn(awayDuration);
},
reactToReturn(awayDuration) {
const secondsAway = Math.floor(awayDuration / 1000);
if (secondsAway < 5) return; // Ignore brief tab switches
// Show notification based on duration
let message;
if (secondsAway > 300) { // 5+ minutes
message = `The void watched over your absence. ${Math.floor(secondsAway / 60)} minutes have passed.`;
// Subtle world change - spawn a watcher entity nearby
this.spawnWatcher();
} else if (secondsAway > 60) { // 1-5 minutes
message = `${secondsAway} seconds in your time... eons in the Omniverse.`;
} else if (secondsAway > 10) {
const returnMessages = [
"You returned. The Leviathan stirs.",
"We knew you'd come back.",
"Time moves strangely when you're away.",
"The void remembers your absence."
];
message = returnMessages[Math.floor(Math.random() * returnMessages.length)];
}
if (message && typeof showNotification === 'function') {
setTimeout(() => showNotification(message, 'info'), 500);
}
// Track cumulative switches for later meta-awareness
if (this.tabSwitchCount >= 10 && this.tabSwitchCount % 10 === 0) {
setTimeout(() => {
showNotification(`You have left ${this.tabSwitchCount} times. We notice patterns.`, 'info');
}, 2000);
}
},
spawnWatcher() {
// Only in world mode
if (mode !== 'world' || !worldState.player) return;
// Create a brief, eerie visual - a dark shape at the edge of vision
const watcherNotice = document.createElement('div');
watcherNotice.style.cssText = `
position: fixed;
top: 50%;
left: 10%;
transform: translateY(-50%);
width: 50px;
height: 150px;
background: radial-gradient(ellipse at center, rgba(20,0,40,0.8) 0%, transparent 70%);
pointer-events: none;
z-index: 100;
opacity: 0;
transition: opacity 2s ease-in-out;
`;
document.body.appendChild(watcherNotice);
// Fade in briefly, then disappear
setTimeout(() => watcherNotice.style.opacity = '0.6', 100);
setTimeout(() => {
watcherNotice.style.opacity = '0';
setTimeout(() => watcherNotice.remove(), 2000);
}, 3000);
}
};
// Initialize tab consciousness
setTimeout(() => tabConsciousness.init(), 1000);
// ============================================
// v6.35: ENEMY PREMONITION GHOST
// 8-Agent Consensus Feature (4/8 strategies)
// See a ghost of the enemy's FUTURE attack
// Shows where they WILL be, not where they ARE
// ============================================
const enemyPremonition = {
activeGhosts: [],
maxGhosts: 5,
// Create premonition ghost showing future attack position
showPremonition(enemy, attackType) {
if (mode !== 'world' || !enemy || !enemy.position) return;
if (this.activeGhosts.length >= this.maxGhosts) return;
// Calculate future position (where enemy will strike)
// v7.91: Use GlobalVec3Pool instead of clone()
const futurePos = GlobalVec3Pool.temp().copy(enemy.position);
if (worldState.player) {
// Enemy will move toward player
const dir = GlobalVec3Pool.temp().subVectors(worldState.player.position, enemy.position).normalize();
const attackRange = enemy.userData?.attackRange || 2;
futurePos.add(dir.multiplyScalar(attackRange * 0.8));
}
// Create ghost mesh (translucent copy)
const ghostMaterial = new THREE.MeshBasicMaterial({
color: 0xff0044,
transparent: true,
opacity: 0.3,
wireframe: true
});
let ghostMesh;
if (enemy.geometry) {
ghostMesh = new THREE.Mesh(enemy.geometry.clone(), ghostMaterial);
} else {
// Fallback simple shape
ghostMesh = new THREE.Mesh(
new THREE.SphereGeometry(0.5, 8, 8),
ghostMaterial
);
}
ghostMesh.position.copy(futurePos);
ghostMesh.position.y += 0.5; // Slight hover
ghostMesh.scale.copy(enemy.scale);
// Add pulsing animation data
ghostMesh.userData = {
startTime: performance.now(),
duration: 800,
baseOpacity: 0.3
};
scene.add(ghostMesh);
this.activeGhosts.push(ghostMesh);
// Auto-remove after duration
setTimeout(() => this.removeGhost(ghostMesh), 800);
// Play subtle warning tone
if (AudioSystem && AudioSystem.penta) {
AudioSystem.playGentle(AudioSystem.penta.E4 * 2, 0.15, 0.05);
}
},
// Update ghost animations
update() {
const now = performance.now();
for (const ghost of this.activeGhosts) {
if (!ghost.userData) continue;
const elapsed = now - ghost.userData.startTime;
const progress = elapsed / ghost.userData.duration;
// Pulse opacity
const pulse = Math.sin(progress * Math.PI * 4) * 0.2;
ghost.material.opacity = ghost.userData.baseOpacity + pulse;
// Slight scale pulse
const scalePulse = 1 + Math.sin(progress * Math.PI * 2) * 0.1;
ghost.scale.setScalar(scalePulse);
}
},
removeGhost(ghost) {
const idx = this.activeGhosts.indexOf(ghost);
if (idx !== -1) {
this.activeGhosts.splice(idx, 1);
}
if (ghost.parent) {
ghost.parent.remove(ghost);
}
if (ghost.geometry) ghost.geometry.dispose();
if (ghost.material) ghost.material.dispose();
},
cleanup() {
for (const ghost of [...this.activeGhosts]) {
this.removeGhost(ghost);
}
}
};
// ============================================
// v6.35: CHRONO-ECHO COMBAT
// 8-Agent Consensus Feature (5/8 strategies)
// Past actions replay as ghost clones
// Your attacks echo 2 seconds later
// ============================================
const chronoEcho = {
enabled: true,
echoDelay: 2000, // 2 second delay
actionBuffer: [], // Records player actions
maxBufferSize: 50,
activeEchoes: [],
// Record a player action
recordAction(actionType, data) {
if (!this.enabled || mode !== 'world') return;
this.actionBuffer.push({
type: actionType,
data: { ...data },
timestamp: performance.now(),
playerPos: worldState.player ? worldState.player.position.clone() : null
});
// Trim buffer
if (this.actionBuffer.length > this.maxBufferSize) {
this.actionBuffer.shift();
}
// Schedule echo playback
setTimeout(() => this.playbackEcho(actionType, data), this.echoDelay);
},
// Playback an echoed action
playbackEcho(actionType, data) {
if (mode !== 'world' || !worldState.player) return;
switch (actionType) {
case 'attack':
this.echoAttack(data);
break;
case 'ability':
this.echoAbility(data);
break;
}
},
// Echo an attack - creates ghost damage
echoAttack(data) {
if (!data.targetPos) return;
// Visual: ghost slash effect
this.spawnEchoVisual(data.targetPos);
// v7.79: Find enemies near echo position - distanceToSquared optimization
const echoRangeSq = 9; // 3 * 3
const echoDamage = Math.floor((data.damage || 5) * 0.5); // 50% echo damage
for (const mob of worldState.mobs) {
if (!mob.userData || mob.userData.hp <= 0) continue;
const distSq = mob.position.distanceToSquared(data.targetPos);
if (distSq < echoRangeSq) {
// Apply echo damage
mob.userData.hp -= echoDamage;
spawnFloater(mob.position, `ECHO -${echoDamage}`, '#8888ff');
// Update health bar
if (mob.userData.hpBar) {
const hpPercent = mob.userData.hp / mob.userData.maxHp;
mob.userData.hpBar.scale.x = Math.max(0.01, hpPercent);
}
// Play echo sound
if (AudioSystem && AudioSystem.penta) {
AudioSystem.playGentle(AudioSystem.penta.G4, 0.15, 0.08);
}
}
}
},
// Echo an ability
echoAbility(data) {
// Visual only for abilities - too complex to fully replicate
if (data.position) {
this.spawnEchoVisual(data.position, true);
}
},
// Spawn visual echo effect
spawnEchoVisual(position, isAbility = false) {
if (!position) return;
// Create ghostly ring effect
const ringGeo = new THREE.RingGeometry(0.5, 1.5, 16);
const ringMat = new THREE.MeshBasicMaterial({
color: isAbility ? 0x44ffff : 0x8888ff,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.position.copy(position);
ring.position.y += 0.1;
ring.rotation.x = -Math.PI / 2;
ring.userData = {
startTime: performance.now(),
duration: 500
};
scene.add(ring);
this.activeEchoes.push(ring);
// Particles
if (particles) {
particles.emit(position, 8, isAbility ? 0x44ffff : 0x8888ff, {
spread: 2,
lifetime: 400,
size: 0.1
});
}
// Auto cleanup
setTimeout(() => {
const idx = this.activeEchoes.indexOf(ring);
if (idx !== -1) this.activeEchoes.splice(idx, 1);
if (ring.parent) ring.parent.remove(ring);
ringGeo.dispose();
ringMat.dispose();
}, 500);
},
// Update echo visuals
update() {
const now = performance.now();
for (const echo of this.activeEchoes) {
if (!echo.userData) continue;
const progress = (now - echo.userData.startTime) / echo.userData.duration;
// Expand and fade
echo.scale.setScalar(1 + progress * 2);
echo.material.opacity = 0.6 * (1 - progress);
}
}
};
// ============================================
// v6.35: COMBO CRESCENDO ORCHESTRA
// 8-Agent Consensus Feature (4/8 strategies)
// Combat performance composes music in real-time
// Higher combos add more instrument layers
// ============================================
const comboCrescendo = {
layers: {
bass: null,
harmony: null,
melody: null,
percussion: null
},
currentCombo: 0,
lastNoteTime: 0,
noteInterval: 250, // ms between notes
scale: null, // Will use AudioSystem.penta
// Initialize (called when entering combat)
startCombat() {
this.currentCombo = 0;
this.stopAllLayers();
},
// Update based on combo count
updateCombo(comboCount) {
if (!AudioSystem || !AudioSystem.penta) return;
this.scale = AudioSystem.penta;
this.currentCombo = comboCount;
const now = performance.now();
if (now - this.lastNoteTime < this.noteInterval) return;
this.lastNoteTime = now;
// Layer 1: Base hits (always)
this.playBaseHit(comboCount);
// Layer 2: Harmony (5+ combo)
if (comboCount >= 5) {
this.playHarmony(comboCount);
// v8.0: Pet celebrates combo milestones! (8-Agent Consensus Cycle 5)
if (comboCount === 5 && typeof triggerPetReaction === 'function') {
triggerPetReaction('combo5');
}
}
// Layer 3: Melody (10+ combo)
if (comboCount >= 10) {
this.playMelody(comboCount);
// v8.0: Pet celebrates 10x combo! (8-Agent Consensus Cycle 5)
if (comboCount === 10 && typeof triggerPetReaction === 'function') {
triggerPetReaction('combo10');
}
}
// Layer 4: Percussion accent (15+ combo)
if (comboCount >= 15) {
this.playPercussion(comboCount);
}
// Layer 5: Full crescendo (25+ combo)
if (comboCount >= 25 && comboCount % 5 === 0) {
this.playFullCrescendo();
}
},
playBaseHit(combo) {
// Ascending notes based on combo
const noteIndex = combo % 5;
const notes = [this.scale.C3, this.scale.D3, this.scale.E3, this.scale.G3, this.scale.A3];
AudioSystem.playGentle(notes[noteIndex], 0.12, 0.08);
},
playHarmony(combo) {
// Add fifth harmony
const noteIndex = combo % 5;
const notes = [this.scale.G3, this.scale.A3, this.scale.C4, this.scale.D4, this.scale.E4];
setTimeout(() => {
AudioSystem.playGentle(notes[noteIndex], 0.08, 0.06);
}, 50);
},
playMelody(combo) {
// Higher octave melody
const noteIndex = combo % 5;
const notes = [this.scale.C4, this.scale.E4, this.scale.G4, this.scale.A4, this.scale.C4 * 2];
setTimeout(() => {
AudioSystem.playGentle(notes[noteIndex], 0.1, 0.1);
}, 100);
},
playPercussion(combo) {
// Rhythmic accent using noise-like tones
const freq = 80 + (combo % 4) * 20;
AudioSystem.playGentle(freq, 0.05, 0.02);
},
playFullCrescendo() {
// Dramatic chord swell
const chord = [this.scale.C3, this.scale.E3, this.scale.G3, this.scale.C4];
chord.forEach((note, i) => {
setTimeout(() => {
AudioSystem.playGentle(note, 0.15, 0.15);
}, i * 30);
});
},
// Called when combo breaks - dramatic resolution
comboBreak(finalCombo) {
if (!AudioSystem || !AudioSystem.penta || finalCombo < 5) return;
// Descending resolution
const resolution = [
this.scale.G4,
this.scale.E4,
this.scale.D4,
this.scale.C4,
this.scale.C3
];
resolution.forEach((note, i) => {
setTimeout(() => {
const volume = 0.15 - i * 0.02;
AudioSystem.playGentle(note, 0.2, Math.max(0.05, volume));
}, i * 100);
});
},
stopAllLayers() {
// Cleanup any sustained tones
this.currentCombo = 0;
}
};
// ============================================
// v6.36: IMPACT SCREEN SHAKE SYSTEM
// Camera shake proportional to damage dealt/received
// Consensus feature from Round 3 strategy analysis
// ============================================
const impactShake = {
enabled: true,
intensity: 0,
decay: 0.92,
maxIntensity: 15,
shakeOffset: { x: 0, y: 0 },
// Trigger shake based on damage
triggerDamageDealt(damage) {
if (!this.enabled) return;
// Scale shake by damage - big hits = big shake
const intensity = Math.min(damage * 0.8, this.maxIntensity * 0.6);
this.intensity = Math.max(this.intensity, intensity);
},
triggerDamageReceived(damage) {
if (!this.enabled) return;
// Taking damage shakes more than dealing it
const intensity = Math.min(damage * 1.2, this.maxIntensity);
this.intensity = Math.max(this.intensity, intensity);
},
triggerKill() {
if (!this.enabled) return;
// Satisfying kill shake
this.intensity = Math.max(this.intensity, 8);
},
triggerBossHit() {
if (!this.enabled) return;
// Boss hits feel massive
this.intensity = Math.max(this.intensity, 12);
},
update() {
if (this.intensity > 0.1) {
// Random directional shake
this.shakeOffset.x = (Math.random() - 0.5) * this.intensity * 2;
this.shakeOffset.y = (Math.random() - 0.5) * this.intensity * 2;
this.intensity *= this.decay;
// Apply to camera or container
const container = document.getElementById('container');
if (container) {
container.style.transform = `translate(${this.shakeOffset.x}px, ${this.shakeOffset.y}px)`;
}
} else {
this.intensity = 0;
this.shakeOffset.x = 0;
this.shakeOffset.y = 0;
const container = document.getElementById('container');
if (container) {
container.style.transform = '';
}
}
}
};
// ============================================
// v6.36: PERSONAL RECORDS DASHBOARD
// Track all-time stats, best combos, fastest kills
// Consensus feature from Round 3 strategy analysis
// ============================================
const personalRecords = {
storageKey: 'leviathan-records-v1',
records: null,
// v6.84: Added error handling for corrupted records data
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 3)
init() {
const defaultRecords = {
totalKills: 0,
totalDamageDealt: 0,
totalDamageTaken: 0,
highestCombo: 0,
fastestBossKill: Infinity,
longestSession: 0,
totalPlayTime: 0,
planetsConquered: 0,
bestSingleHit: 0,
totalDeaths: 0,
dailyKills: 0,
lastPlayDate: null,
currentStreak: 0,
bestStreak: 0,
sessionsPlayed: 0
};
this.records = SafeJSON.fromLocalStorage(this.storageKey, defaultRecords);
this.sessionStart = Date.now();
// Check daily reset
const today = new Date().toDateString();
if (this.records.lastPlayDate !== today) {
if (this.records.lastPlayDate) {
const lastDate = new Date(this.records.lastPlayDate);
const todayDate = new Date(today);
const daysDiff = Math.floor((todayDate - lastDate) / (1000 * 60 * 60 * 24));
if (daysDiff === 1) {
this.records.currentStreak++;
if (this.records.currentStreak > this.records.bestStreak) {
this.records.bestStreak = this.records.currentStreak;
this.showStreakAchievement();
}
} else if (daysDiff > 1) {
this.records.currentStreak = 1;
}
} else {
this.records.currentStreak = 1;
}
this.records.dailyKills = 0;
this.records.lastPlayDate = today;
}
this.records.sessionsPlayed++;
this.save();
},
// v8.29: Throttled save to prevent excessive localStorage writes
_saveTimeout: null,
_lastSave: 0,
_saveThrottleMs: 2000, // Only save at most once per 2 seconds
save() {
localStorage.setItem(this.storageKey, JSON.stringify(this.records));
this._lastSave = performance.now();
},
// v8.29: Throttled save - queues save for later if called too frequently
throttledSave() {
const now = performance.now();
if (now - this._lastSave >= this._saveThrottleMs) {
this.save();
} else {
// Queue a save if not already queued
if (!this._saveTimeout) {
this._saveTimeout = setTimeout(() => {
this.save();
this._saveTimeout = null;
}, this._saveThrottleMs);
}
}
},
recordKill() {
this.records.totalKills++;
this.records.dailyKills++;
this.throttledSave(); // v8.29: Use throttled save
},
recordDamageDealt(amount) {
this.records.totalDamageDealt += amount;
if (amount > this.records.bestSingleHit) {
this.records.bestSingleHit = amount;
this.showNewRecord('BEST HIT', amount);
}
this.throttledSave(); // v8.29: Use throttled save
},
recordCombo(combo) {
if (combo > this.records.highestCombo) {
this.records.highestCombo = combo;
this.showNewRecord('HIGHEST COMBO', combo);
}
this.throttledSave(); // v8.29: Use throttled save
},
recordDeath() {
this.records.totalDeaths++;
this.throttledSave(); // v8.29: Use throttled save
},
recordPlanetConquered() {
this.records.planetsConquered++;
this.save(); // Immediate save for milestone
},
updateSessionTime() {
const sessionLength = Math.floor((Date.now() - this.sessionStart) / 1000);
this.records.totalPlayTime += 1; // Add 1 second
if (sessionLength > this.records.longestSession) {
this.records.longestSession = sessionLength;
}
this.throttledSave(); // v8.29: Use throttled save (called frequently)
},
showNewRecord(type, value) {
// v8.0: Use enhanced Personal Best Celebration system (8-Agent Consensus Cycle 4)
if (typeof triggerPersonalBestCelebration === 'function') {
// Get previous best for improvement calculation
let previousBest = 0;
switch (type) {
case 'BEST HIT':
previousBest = this.records.bestSingleHit - value; // Value is already updated
break;
case 'HIGHEST COMBO':
previousBest = this.records.highestCombo - value;
break;
}
triggerPersonalBestCelebration(type, value, Math.max(0, previousBest));
return;
}
// Fallback to original display
const recordDiv = document.createElement('div');
recordDiv.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: linear-gradient(135deg, rgba(255,215,0,0.9), rgba(255,165,0,0.9));
color: #000;
padding: 20px 40px;
border-radius: 10px;
font-size: 24px;
font-weight: bold;
z-index: 10000;
text-align: center;
animation: recordPulse 0.5s ease-out;
box-shadow: 0 0 30px rgba(255,215,0,0.8);
`;
recordDiv.innerHTML = `
🏆 NEW RECORD!
${type}
${value}
`;
document.body.appendChild(recordDiv);
setTimeout(() => {
recordDiv.style.opacity = '0';
recordDiv.style.transition = 'opacity 0.5s';
setTimeout(() => recordDiv.remove(), 500);
}, 2000);
},
showStreakAchievement() {
// v8.0: Use enhanced Personal Best Celebration for streaks (8-Agent Consensus Cycle 4)
if (typeof triggerPersonalBestCelebration === 'function') {
triggerPersonalBestCelebration('Day Streak', this.records.currentStreak, this.records.bestStreak - 1);
return;
}
// Fallback
const streakDiv = document.createElement('div');
streakDiv.style.cssText = `
position: fixed;
top: 30%;
left: 50%;
transform: translateX(-50%);
background: linear-gradient(135deg, rgba(255,100,0,0.9), rgba(255,50,0,0.9));
color: #fff;
padding: 15px 30px;
border-radius: 10px;
font-size: 20px;
font-weight: bold;
z-index: 10000;
text-align: center;
animation: recordPulse 0.5s ease-out;
`;
streakDiv.innerHTML = `🔥 ${this.records.currentStreak} DAY STREAK! 🔥`;
document.body.appendChild(streakDiv);
setTimeout(() => {
streakDiv.style.opacity = '0';
streakDiv.style.transition = 'opacity 0.5s';
setTimeout(() => streakDiv.remove(), 500);
}, 2500);
},
getStatsDisplay() {
const hours = Math.floor(this.records.totalPlayTime / 3600);
const mins = Math.floor((this.records.totalPlayTime % 3600) / 60);
return {
'Total Kills': this.records.totalKills.toLocaleString(),
'Best Combo': this.records.highestCombo,
'Best Hit': this.records.bestSingleHit,
'Planets': this.records.planetsConquered,
'Play Time': `${hours}h ${mins}m`,
'Day Streak': `🔥 ${this.records.currentStreak}`,
'Best Streak': this.records.bestStreak,
'Sessions': this.records.sessionsPlayed
};
}
};
// ============================================
// v8.0: PERSONAL BEST STREAK CELEBRATION - 8-Agent Consensus (Cycle 4)
// Epic celebrations when players break personal records!
// ============================================
const PERSONAL_BEST_CONFIG = {
// Milestone thresholds for escalating celebrations
COMBO_MILESTONES: [10, 25, 50, 100, 200],
KILL_MILESTONES: [100, 500, 1000, 5000, 10000],
DAMAGE_MILESTONES: [1000, 5000, 10000, 50000, 100000],
STREAK_MILESTONES: [3, 7, 14, 30, 100],
// Audio frequencies for celebration fanfare
FANFARE_NOTES: {
bronze: [523.25, 659.25, 783.99], // C5-E5-G5 (simple)
silver: [523.25, 659.25, 783.99, 1046.50], // C5-E5-G5-C6
gold: [392.00, 493.88, 587.33, 783.99, 987.77], // G4-B4-D5-G5-B5
platinum: [392.00, 493.88, 587.33, 783.99, 987.77, 1174.66, 1567.98] // Full arpeggio
}
};
function getPersonalBestTier(milestoneIndex) {
if (milestoneIndex >= 4) return 'platinum';
if (milestoneIndex >= 3) return 'gold';
if (milestoneIndex >= 2) return 'silver';
return 'bronze';
}
function playPersonalBestFanfare(tier = 'bronze') {
// v7.28: Use shared AudioContext
const audioCtx = getSharedAudioContext();
if (!audioCtx) return;
try {
const notes = PERSONAL_BEST_CONFIG.FANFARE_NOTES[tier] || PERSONAL_BEST_CONFIG.FANFARE_NOTES.bronze;
const masterGain = audioCtx.createGain();
masterGain.gain.value = 0.25;
masterGain.connect(audioCtx.destination);
notes.forEach((freq, i) => {
const osc = audioCtx.createOscillator();
const gain = audioCtx.createGain();
osc.type = 'sine';
osc.frequency.value = freq;
// Staggered timing for arpeggio effect
const startTime = audioCtx.currentTime + (i * 0.12);
const duration = 0.4 + (i * 0.1);
gain.gain.setValueAtTime(0, startTime);
gain.gain.linearRampToValueAtTime(0.6, startTime + 0.05);
gain.gain.linearRampToValueAtTime(0.3, startTime + duration * 0.6);
gain.gain.linearRampToValueAtTime(0, startTime + duration);
osc.connect(gain);
gain.connect(masterGain);
osc.start(startTime);
osc.stop(startTime + duration);
});
// Add shimmer/sparkle effect for gold and platinum
if (tier === 'gold' || tier === 'platinum') {
for (let i = 0; i < 5; i++) {
const shimmer = audioCtx.createOscillator();
const shimmerGain = audioCtx.createGain();
shimmer.type = 'sine';
shimmer.frequency.value = 2000 + Math.random() * 2000;
shimmerGain.gain.setValueAtTime(0, audioCtx.currentTime + 0.5 + i * 0.1);
shimmerGain.gain.linearRampToValueAtTime(0.1, audioCtx.currentTime + 0.55 + i * 0.1);
shimmerGain.gain.linearRampToValueAtTime(0, audioCtx.currentTime + 0.8 + i * 0.1);
shimmer.connect(shimmerGain);
shimmerGain.connect(masterGain);
shimmer.start(audioCtx.currentTime + 0.5 + i * 0.1);
shimmer.stop(audioCtx.currentTime + 1 + i * 0.1);
}
}
} catch (e) { console.log('Personal best fanfare audio error:', e); }
}
function triggerPersonalBestCelebration(recordType, newValue, previousBest) {
const tier = determineRecordTier(recordType, newValue);
playPersonalBestFanfare(tier);
// Create epic visual celebration
const celebrationDiv = document.createElement('div');
const tierColors = {
bronze: 'linear-gradient(135deg, #cd7f32, #8b4513)',
silver: 'linear-gradient(135deg, #c0c0c0, #808080)',
gold: 'linear-gradient(135deg, #ffd700, #ff8c00)',
platinum: 'linear-gradient(135deg, #e5e4e2, #a0d2db, #ffd700)'
};
const tierGlow = {
bronze: '0 0 30px rgba(205,127,50,0.8)',
silver: '0 0 40px rgba(192,192,192,0.9)',
gold: '0 0 50px rgba(255,215,0,1)',
platinum: '0 0 60px rgba(255,255,255,1), 0 0 80px rgba(255,215,0,0.5)'
};
const tierEmoji = {
bronze: '🥉',
silver: '🥈',
gold: '🥇',
platinum: '💎'
};
celebrationDiv.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%) scale(0);
background: ${tierColors[tier]};
color: ${tier === 'bronze' ? '#fff' : '#000'};
padding: 30px 50px;
border-radius: 15px;
font-size: 28px;
font-weight: bold;
z-index: 10001;
text-align: center;
box-shadow: ${tierGlow[tier]};
animation: personalBestZoom 0.5s ease-out forwards;
`;
// Add keyframe animation if not exists
if (!document.getElementById('personal-best-styles')) {
const style = document.createElement('style');
style.id = 'personal-best-styles';
style.textContent = `
@keyframes personalBestZoom {
0% { transform: translate(-50%, -50%) scale(0) rotate(-10deg); opacity: 0; }
50% { transform: translate(-50%, -50%) scale(1.2) rotate(5deg); }
100% { transform: translate(-50%, -50%) scale(1) rotate(0deg); opacity: 1; }
}
@keyframes personalBestPulse {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.1); }
}
@keyframes particleBurst {
0% { transform: translate(0, 0) scale(1); opacity: 1; }
100% { transform: translate(var(--tx), var(--ty)) scale(0); opacity: 0; }
}
`;
document.head.appendChild(style);
}
const improvement = previousBest > 0 ? ((newValue - previousBest) / previousBest * 100).toFixed(1) : 'NEW';
celebrationDiv.innerHTML = `
${tierEmoji[tier]}
PERSONAL BEST!
${recordType.toUpperCase()}
${newValue.toLocaleString()}
${typeof improvement === 'string' ? improvement : `+${improvement}% improvement!`}
`;
document.body.appendChild(celebrationDiv);
// Spawn particle burst for higher tiers
if (tier !== 'bronze') {
spawnPersonalBestParticles(tier);
}
// Screen shake for gold and platinum
if (tier === 'gold' || tier === 'platinum') {
screenShake(tier === 'platinum' ? 0.4 : 0.25);
}
// Remove after display
setTimeout(() => {
celebrationDiv.style.animation = 'personalBestZoom 0.3s ease-in reverse forwards';
setTimeout(() => celebrationDiv.remove(), 300);
}, 3500);
}
function spawnPersonalBestParticles(tier) {
const particleCount = tier === 'platinum' ? 40 : tier === 'gold' ? 25 : 15;
const colors = {
silver: ['#c0c0c0', '#a0a0a0', '#e0e0e0'],
gold: ['#ffd700', '#ff8c00', '#ffec8b'],
platinum: ['#e5e4e2', '#a0d2db', '#ffd700', '#ffffff']
};
for (let i = 0; i < particleCount; i++) {
const particle = document.createElement('div');
const angle = (i / particleCount) * Math.PI * 2;
const distance = 100 + Math.random() * 150;
const tx = Math.cos(angle) * distance;
const ty = Math.sin(angle) * distance;
const color = colors[tier][Math.floor(Math.random() * colors[tier].length)];
particle.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
width: ${8 + Math.random() * 12}px;
height: ${8 + Math.random() * 12}px;
background: ${color};
border-radius: 50%;
z-index: 10000;
pointer-events: none;
--tx: ${tx}px;
--ty: ${ty}px;
animation: particleBurst ${0.6 + Math.random() * 0.4}s ease-out forwards;
animation-delay: ${Math.random() * 0.2}s;
`;
document.body.appendChild(particle);
setTimeout(() => particle.remove(), 1200);
}
}
function determineRecordTier(recordType, value) {
let milestones;
switch (recordType.toLowerCase()) {
case 'combo':
case 'highest combo':
milestones = PERSONAL_BEST_CONFIG.COMBO_MILESTONES;
break;
case 'kills':
case 'total kills':
milestones = PERSONAL_BEST_CONFIG.KILL_MILESTONES;
break;
case 'damage':
case 'best hit':
milestones = PERSONAL_BEST_CONFIG.DAMAGE_MILESTONES;
break;
case 'streak':
case 'day streak':
milestones = PERSONAL_BEST_CONFIG.STREAK_MILESTONES;
break;
default:
return 'bronze';
}
let milestoneIndex = 0;
for (let i = 0; i < milestones.length; i++) {
if (value >= milestones[i]) milestoneIndex = i;
}
return getPersonalBestTier(milestoneIndex);
}
// ============================================
// v6.36: DAILY CHALLENGE SYSTEM
// Rotating challenges with streak bonuses
// Consensus feature from Round 3 strategy analysis
// ============================================
const dailyChallenges = {
storageKey: 'leviathan-daily-v1',
challenges: [],
challengeTemplates: [
{ id: 'kills', name: 'Slayer', desc: 'Defeat {target} enemies', targets: [25, 50, 100], icon: '⚔️' },
{ id: 'combo', name: 'Combo Master', desc: 'Reach a {target}x combo', targets: [15, 25, 50], icon: '🔥' },
{ id: 'damage', name: 'Heavy Hitter', desc: 'Deal {target} total damage', targets: [500, 1000, 2500], icon: '💥' },
{ id: 'nodeath', name: 'Untouchable', desc: 'Kill {target} enemies without dying', targets: [10, 20, 30], icon: '🛡️' },
{ id: 'ability', name: 'Ability Expert', desc: 'Use abilities {target} times', targets: [20, 40, 60], icon: '✨' },
{ id: 'dash', name: 'Speed Demon', desc: 'Dash {target} times', targets: [30, 50, 100], icon: '💨' }
],
// v8.0: Using SafeJSON for daily challenges (8-Strategy Consensus Cycle 8)
init() {
const data = SafeJSON.fromLocalStorage(this.storageKey, { date: null, challenges: [], progress: {} });
const today = new Date().toDateString();
if (data.date !== today) {
// Generate new daily challenges
this.generateDailyChallenges(today);
} else {
this.challenges = data.challenges;
this.progress = data.progress;
}
},
generateDailyChallenges(date) {
// Seed random based on date for consistent daily challenges
const seed = date.split('').reduce((a, c) => a + c.charCodeAt(0), 0);
const seededRandom = (i) => {
const x = Math.sin(seed + i) * 10000;
return x - Math.floor(x);
};
// Pick 3 unique challenges
const shuffled = [...this.challengeTemplates].sort(() => seededRandom(Math.random()) - 0.5);
this.challenges = shuffled.slice(0, 3).map((template, i) => {
const difficulty = Math.floor(seededRandom(i) * 3);
return {
...template,
target: template.targets[difficulty],
difficulty: ['Easy', 'Medium', 'Hard'][difficulty],
completed: false
};
});
this.progress = {
kills: 0,
combo: 0,
damage: 0,
killsWithoutDeath: 0,
abilityUses: 0,
dashes: 0
};
this.save(date);
this.showDailyChallenges();
},
save(date) {
localStorage.setItem(this.storageKey, JSON.stringify({
date: date || new Date().toDateString(),
challenges: this.challenges,
progress: this.progress
}));
},
updateProgress(type, value) {
if (!this.progress) return;
switch(type) {
case 'kill':
this.progress.kills++;
this.progress.killsWithoutDeath++;
break;
case 'combo':
this.progress.combo = Math.max(this.progress.combo, value);
break;
case 'damage':
this.progress.damage += value;
break;
case 'death':
this.progress.killsWithoutDeath = 0;
break;
case 'ability':
this.progress.abilityUses++;
break;
case 'dash':
this.progress.dashes++;
break;
}
this.checkChallengeCompletion();
this.save();
},
checkChallengeCompletion() {
this.challenges.forEach(challenge => {
if (challenge.completed) return;
let current = 0;
switch(challenge.id) {
case 'kills': current = this.progress.kills; break;
case 'combo': current = this.progress.combo; break;
case 'damage': current = this.progress.damage; break;
case 'nodeath': current = this.progress.killsWithoutDeath; break;
case 'ability': current = this.progress.abilityUses; break;
case 'dash': current = this.progress.dashes; break;
}
if (current >= challenge.target) {
challenge.completed = true;
this.showChallengeComplete(challenge);
}
});
},
showChallengeComplete(challenge) {
const div = document.createElement('div');
div.style.cssText = `
position: fixed;
top: 20%;
left: 50%;
transform: translateX(-50%);
background: linear-gradient(135deg, rgba(0,255,100,0.95), rgba(0,200,80,0.95));
color: #000;
padding: 20px 40px;
border-radius: 15px;
font-size: 22px;
font-weight: bold;
z-index: 10000;
text-align: center;
animation: recordPulse 0.5s ease-out;
box-shadow: 0 0 40px rgba(0,255,100,0.6);
`;
div.innerHTML = `
${challenge.icon}
CHALLENGE COMPLETE!
${challenge.name}
`;
document.body.appendChild(div);
// Play celebration sound
AudioSystem.playGentle(880, 0.1, 0.3);
setTimeout(() => AudioSystem.playGentle(1100, 0.1, 0.3), 100);
setTimeout(() => AudioSystem.playGentle(1320, 0.15, 0.3), 200);
setTimeout(() => {
div.style.opacity = '0';
div.style.transition = 'opacity 0.5s';
setTimeout(() => div.remove(), 500);
}, 3000);
},
showDailyChallenges() {
const div = document.createElement('div');
div.style.cssText = `
position: fixed;
top: 15%;
left: 50%;
transform: translateX(-50%);
background: rgba(0,20,40,0.95);
border: 2px solid #0ff;
color: #fff;
padding: 20px 30px;
border-radius: 15px;
font-size: 16px;
z-index: 10000;
text-align: center;
box-shadow: 0 0 30px rgba(0,255,255,0.4);
`;
div.innerHTML = `
📋 TODAY'S CHALLENGES
${this.challenges.map(c => `
${c.icon}
${c.name}
[${c.difficulty}]
${c.desc.replace('{target}', c.target)}
`).join('')}
`;
document.body.appendChild(div);
setTimeout(() => {
div.style.opacity = '0';
div.style.transition = 'opacity 0.5s';
setTimeout(() => div.remove(), 500);
}, 5000);
},
getChallengeProgress() {
return this.challenges.map(c => {
let current = 0;
switch(c.id) {
case 'kills': current = this.progress?.kills || 0; break;
case 'combo': current = this.progress?.combo || 0; break;
case 'damage': current = this.progress?.damage || 0; break;
case 'nodeath': current = this.progress?.killsWithoutDeath || 0; break;
case 'ability': current = this.progress?.abilityUses || 0; break;
case 'dash': current = this.progress?.dashes || 0; break;
}
return { ...c, current, percent: Math.min(100, (current / c.target) * 100) };
});
}
};
// ============================================
// v7.0: LOGIN STREAK CALENDAR SYSTEM
// 7-day calendar with escalating rewards
// Consensus feature from 8-Strategy Analysis (9/10 impact)
// ============================================
const LoginStreakCalendar = {
STORAGE_KEY: 'leviathan-login-streak-v1',
data: {
lastLoginDate: null,
currentStreak: 0,
longestStreak: 0,
totalLogins: 0,
monthlyProgress: 0,
claimedRewards: [],
lastStreakBreakDate: null
},
// Escalating rewards for each day of the week
DAILY_REWARDS: [
{ day: 1, xp: 100, essence: 5, icon: '🌟', name: 'Day 1' },
{ day: 2, xp: 150, essence: 10, icon: '✨', name: 'Day 2' },
{ day: 3, xp: 200, essence: 15, icon: '💫', name: 'Day 3', bonus: 'Focus Boost' },
{ day: 4, xp: 300, essence: 25, icon: '🔮', name: 'Day 4' },
{ day: 5, xp: 400, essence: 35, icon: '💎', name: 'Day 5', bonus: 'Rare Item' },
{ day: 6, xp: 500, essence: 50, icon: '👑', name: 'Day 6' },
{ day: 7, xp: 1000, essence: 100, icon: '🏆', name: 'Day 7', bonus: 'Legendary Reward', legendary: true }
],
init() {
// v8.0: Using SafeJSON for Login Streak data (8-Strategy Consensus Cycle 5)
const saved = SafeJSON.fromLocalStorage(this.STORAGE_KEY, null);
if (saved) {
this.data = { ...this.data, ...saved };
}
this.checkLogin();
},
checkLogin() {
const today = new Date().toDateString();
const yesterday = new Date(Date.now() - 86400000).toDateString();
if (this.data.lastLoginDate === today) {
// Already logged in today
console.log('[LOGIN STREAK] Already logged in today. Streak:', this.data.currentStreak);
return;
}
// Check if streak continues or breaks
if (this.data.lastLoginDate === yesterday) {
// Streak continues!
this.data.currentStreak++;
console.log('[LOGIN STREAK] Streak continued!', this.data.currentStreak);
} else if (this.data.lastLoginDate) {
// Streak broken
this.data.lastStreakBreakDate = this.data.lastLoginDate;
this.data.currentStreak = 1;
this.data.claimedRewards = [];
console.log('[LOGIN STREAK] Streak broken. Starting fresh.');
} else {
// First ever login
this.data.currentStreak = 1;
}
this.data.lastLoginDate = today;
this.data.totalLogins++;
this.data.monthlyProgress++;
if (this.data.currentStreak > this.data.longestStreak) {
this.data.longestStreak = this.data.currentStreak;
}
this.save();
// Show calendar after a brief delay
setTimeout(() => this.showCalendarModal(), 2000);
},
save() {
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(this.data));
},
claimReward(day) {
if (this.data.claimedRewards.includes(day)) {
showNotification('Already claimed!', 'warning');
return;
}
if (day > this.data.currentStreak) {
showNotification('Keep your streak to unlock this reward!', 'warning');
return;
}
const reward = this.DAILY_REWARDS[day - 1];
this.data.claimedRewards.push(day);
this.save();
// Grant rewards
if (typeof gameData !== 'undefined') {
gameData.totalXP = (gameData.totalXP || 0) + reward.xp;
gameData.focusEssence = (gameData.focusEssence || 0) + reward.essence;
if (typeof saveGameData === 'function') saveGameData();
}
// Celebration
this.showRewardClaimed(reward);
// Update calendar UI
const dayEl = document.querySelector(`[data-streak-day="${day}"]`);
if (dayEl) {
dayEl.classList.add('claimed');
dayEl.querySelector('.claim-btn')?.remove();
}
},
showRewardClaimed(reward) {
const overlay = document.createElement('div');
overlay.style.cssText = `
position: fixed;
top: 0; left: 0; right: 0; bottom: 0;
background: rgba(0,0,0,0.8);
display: flex;
align-items: center;
justify-content: center;
z-index: 10001;
animation: fadeIn 0.3s ease-out;
`;
overlay.innerHTML = `
${reward.icon}
REWARD CLAIMED!
+${reward.xp} XP
+${reward.essence} Focus Essence
${reward.bonus ? `
✧ ${reward.bonus} ✧
` : ''}
AWESOME!
`;
document.body.appendChild(overlay);
// Celebration audio
AudioSystem.playGentle(523.25, 0.15, 0.3);
setTimeout(() => AudioSystem.playGentle(659.25, 0.15, 0.3), 100);
setTimeout(() => AudioSystem.playGentle(783.99, 0.15, 0.3), 200);
if (reward.legendary) {
setTimeout(() => AudioSystem.playGentle(1046.50, 0.25, 0.4), 300);
}
setTimeout(() => overlay.remove(), 5000);
},
showCalendarModal() {
const existingModal = document.getElementById('login-streak-modal');
if (existingModal) existingModal.remove();
const modal = document.createElement('div');
modal.id = 'login-streak-modal';
// v7.78: Added ARIA attributes for accessibility
modal.setAttribute('role', 'dialog');
modal.setAttribute('aria-modal', 'true');
modal.setAttribute('aria-labelledby', 'login-streak-title');
modal.innerHTML = `
🔥 LOGIN STREAK
✕
${this.data.currentStreak}
Day Streak
Best: ${this.data.longestStreak} days | Total logins: ${this.data.totalLogins}
${this.DAILY_REWARDS.map((r, i) => {
const day = i + 1;
const unlocked = day <= this.data.currentStreak;
const claimed = this.data.claimedRewards.includes(day);
const isToday = day === this.data.currentStreak;
return `
${r.icon}
${r.name}
+${r.xp} XP
+${r.essence} ✧
${claimed ? '
✓ Claimed
' :
unlocked ? `
CLAIM ` :
'
🔒
'}
`;
}).join('')}
${this.data.currentStreak >= 7 ? `
🏆 WEEKLY STREAK COMPLETE! 🏆
You're a dedication legend! Keep it going!
` : `
Come back tomorrow to continue your streak!
`}
CONTINUE PLAYING
`;
document.body.appendChild(modal);
},
// Get current streak for HUD display
getStreak() {
return this.data.currentStreak;
}
};
// ============================================
// v7.1: WORLD CHAT SYSTEM (Round 2 Consensus - 9/10 Impact)
// Real-time player-to-player chat for multiplayer sessions
// Uses existing P2P delta system for message broadcast
// ============================================
const WorldChat = {
isOpen: false,
isMinimized: false,
messages: [],
unreadCount: 0,
maxMessages: 50,
playerName: null,
init() {
// v8.27: Sanitize player name from gameData
const rawName = gameData?.playerName || `Explorer_${Math.random().toString(36).substring(2, 6)}`;
this.playerName = sanitizeUserInput(rawName, { maxLength: 30, defaultValue: 'Explorer' });
// v9.2: Changed keyboard shortcut from T to Enter to avoid conflict with Heal ability
document.addEventListener('keydown', (e) => {
if (e.key === 'Enter') {
// Don't trigger if typing in another input (except world chat itself)
const activeEl = document.activeElement;
const isWorldChatInput = activeEl && activeEl.id === 'world-chat-input';
if (activeEl && (activeEl.tagName === 'INPUT' || activeEl.tagName === 'TEXTAREA') && !isWorldChatInput) {
return;
}
// If chat is closed, open it and focus
if (!this.isOpen) {
e.preventDefault();
this.toggle();
setTimeout(() => {
const input = document.getElementById('world-chat-input');
if (input) input.focus();
}, 100);
}
// If already in chat input, Enter sends the message (handled by input's onkeypress)
}
// Escape to close chat
if (e.key === 'Escape' && this.isOpen) {
e.preventDefault();
this.toggle();
// Blur the input to return focus to game
const input = document.getElementById('world-chat-input');
if (input) input.blur();
}
});
console.log('[WORLD CHAT] Initialized');
},
// Show toggle button when multiplayer is active
showToggle() {
const toggle = document.getElementById('world-chat-toggle');
if (toggle) toggle.classList.add('active');
},
hideToggle() {
const toggle = document.getElementById('world-chat-toggle');
if (toggle) toggle.classList.remove('active');
this.close();
},
toggle() {
if (this.isOpen) {
this.close();
} else {
this.open();
}
},
open() {
this.isOpen = true;
this.unreadCount = 0;
this.updateUnreadBadge();
const container = document.getElementById('world-chat-container');
const toggle = document.getElementById('world-chat-toggle');
if (container) container.classList.add('active');
if (toggle) toggle.classList.remove('has-unread');
},
close() {
this.isOpen = false;
const container = document.getElementById('world-chat-container');
if (container) container.classList.remove('active');
},
toggleMinimize() {
this.isMinimized = !this.isMinimized;
const container = document.getElementById('world-chat-container');
if (container) {
if (this.isMinimized) {
container.classList.add('minimized');
} else {
container.classList.remove('minimized');
}
}
},
send() {
const input = document.getElementById('world-chat-input');
if (!input) return;
const text = input.value.trim();
if (!text) return;
// Add to local messages
this.addMessage(this.playerName, text, true);
// Broadcast to other players via P2P
this.broadcast(text);
// Clear input
input.value = '';
},
broadcast(text) {
// Use existing P2P system to send chat message
if (typeof broadcastDelta === 'function') {
broadcastDelta({
type: 'chatMessage',
sender: this.playerName,
text: text,
timestamp: Date.now()
});
}
// Also broadcast via PublicWorldManager if active
if (window.PublicWorldManager && PublicWorldManager.isHost && PublicWorldManager.participants) {
PublicWorldManager.participants.forEach(conn => {
if (conn && conn.open) {
conn.send({
type: 'WORLD_CHAT',
sender: this.playerName,
text: text,
timestamp: Date.now()
});
}
});
} else if (window.PublicWorldManager && PublicWorldManager.hostConnection) {
PublicWorldManager.hostConnection.send({
type: 'WORLD_CHAT',
sender: this.playerName,
text: text,
timestamp: Date.now()
});
}
},
receiveMessage(sender, text, timestamp) {
// Don't add duplicates
const recentDupe = this.messages.find(m =>
m.sender === sender && m.text === text &&
Math.abs(m.timestamp - timestamp) < 1000
);
if (recentDupe) return;
this.addMessage(sender, text, false, timestamp);
// Increment unread if chat is closed
if (!this.isOpen) {
this.unreadCount++;
this.updateUnreadBadge();
const toggle = document.getElementById('world-chat-toggle');
if (toggle) toggle.classList.add('has-unread');
}
},
addMessage(sender, text, isSelf = false, timestamp = Date.now()) {
const message = { sender, text, timestamp, isSelf };
this.messages.push(message);
// Limit message history
if (this.messages.length > this.maxMessages) {
this.messages.shift();
}
// Render message
this.renderMessage(message);
},
renderMessage(msg) {
const container = document.getElementById('world-chat-messages');
if (!container) return;
const time = new Date(msg.timestamp).toLocaleTimeString([], { hour: '2-digit', minute: '2-digit' });
const msgClass = msg.isSelf ? 'self' : '';
const msgEl = document.createElement('div');
msgEl.className = `world-chat-message ${msgClass}`;
msgEl.innerHTML = `
${msg.sender}
${this.escapeHtml(msg.text)}
${time}
`;
container.appendChild(msgEl);
container.scrollTop = container.scrollHeight;
},
addSystemMessage(text) {
const container = document.getElementById('world-chat-messages');
if (!container) return;
const msgEl = document.createElement('div');
msgEl.className = 'world-chat-message system';
msgEl.innerHTML = `
System
${text}
`;
container.appendChild(msgEl);
container.scrollTop = container.scrollHeight;
},
updateOnlineCount(count) {
const el = document.getElementById('world-chat-online');
if (el) el.textContent = `${count} online`;
},
updateUnreadBadge() {
const badge = document.getElementById('world-chat-unread');
if (badge) {
badge.textContent = this.unreadCount > 9 ? '9+' : this.unreadCount;
if (this.unreadCount > 0) {
badge.classList.add('active');
} else {
badge.classList.remove('active');
}
}
},
escapeHtml(text) {
const div = document.createElement('div');
div.textContent = text;
return div.innerHTML;
}
};
// ============================================
// v7.1: QUICK EMOTE SYSTEM (Round 2 Consensus - 7/10 Impact)
// Radial emote wheel for multiplayer expression
// Hold G to open, click emote to send, release to close
// ============================================
const EmoteSystem = {
isOpen: false,
cooldown: 0,
COOLDOWN_TIME: 2000, // 2 seconds between emotes
EMOTES: {
wave: { icon: '👋', name: 'Wave', color: 0x00ff88 },
laugh: { icon: '😂', name: 'Laugh', color: 0xffff00 },
thumbsup: { icon: '👍', name: 'Nice', color: 0x00aaff },
celebrate: { icon: '🎉', name: 'Celebrate', color: 0xff00ff },
mind: { icon: '🤯', name: 'Wow', color: 0xff8800 },
salute: { icon: '🫡', name: 'Salute', color: 0x00ffff },
fire: { icon: '🔥', name: 'Fire', color: 0xff4400 },
heart: { icon: '❤️', name: 'Love', color: 0xff0066 }
},
init() {
// Hold G to show emote wheel
document.addEventListener('keydown', (e) => {
if (e.key === 'g' || e.key === 'G') {
if (document.activeElement.tagName === 'INPUT' || document.activeElement.tagName === 'TEXTAREA') {
return;
}
if (!this.isOpen) {
this.open();
}
}
});
document.addEventListener('keyup', (e) => {
if (e.key === 'g' || e.key === 'G') {
this.close();
}
});
console.log('[EMOTE SYSTEM] Initialized');
},
open() {
this.isOpen = true;
const container = document.getElementById('emote-wheel-container');
if (container) container.classList.add('active');
},
close() {
this.isOpen = false;
const container = document.getElementById('emote-wheel-container');
if (container) container.classList.remove('active');
},
send(emoteId) {
const now = Date.now();
if (now < this.cooldown) {
showNotification('Emote on cooldown!', 'warning');
return;
}
const emote = this.EMOTES[emoteId];
if (!emote) return;
this.cooldown = now + this.COOLDOWN_TIME;
// Show emote locally
this.displayLocalEmote(emote);
// Broadcast to other players
this.broadcast(emoteId);
// Close wheel after sending
this.close();
},
broadcast(emoteId) {
// Use existing P2P system
if (typeof broadcastDelta === 'function') {
broadcastDelta({
type: 'emote',
emoteId: emoteId,
timestamp: Date.now()
});
}
// Also broadcast via PublicWorldManager if active
if (window.PublicWorldManager && PublicWorldManager.isHost && PublicWorldManager.participants) {
PublicWorldManager.participants.forEach(conn => {
if (conn && conn.open) {
conn.send({
type: 'PLAYER_EMOTE',
emoteId: emoteId,
timestamp: Date.now()
});
}
});
} else if (window.PublicWorldManager && PublicWorldManager.hostConnection) {
PublicWorldManager.hostConnection.send({
type: 'PLAYER_EMOTE',
emoteId: emoteId,
timestamp: Date.now()
});
}
},
receiveEmote(peerId, emoteId) {
const emote = this.EMOTES[emoteId];
if (!emote) return;
// Display floating emote above remote player (or center screen if no position)
this.displayRemoteEmote(peerId, emote);
},
displayLocalEmote(emote) {
// Create floating emote above player position
const floater = document.createElement('div');
floater.className = 'floating-emote';
floater.textContent = emote.icon;
floater.style.left = '50%';
floater.style.top = '40%';
floater.style.transform = 'translateX(-50%)';
document.body.appendChild(floater);
// Remove after animation
setTimeout(() => floater.remove(), 2000);
// Also show in chat
if (window.WorldChat) {
WorldChat.addSystemMessage(`You used ${emote.icon} ${emote.name}`);
}
},
displayRemoteEmote(peerId, emote) {
// Show notification for remote emote
showNotification(`${emote.icon} ${emote.name}`, 'info');
// Create floating emote (offset slightly)
const floater = document.createElement('div');
floater.className = 'floating-emote';
floater.textContent = emote.icon;
floater.style.left = `${45 + Math.random() * 10}%`;
floater.style.top = '35%';
document.body.appendChild(floater);
setTimeout(() => floater.remove(), 2000);
}
};
// ============================================
// v7.1: ENCOUNTERED PLAYERS LEADERBOARD (Round 2 Consensus - 8/10 Impact)
// Tracks real players encountered via multiplayer
// Blends with simulated leaderboard for richer competition
// ============================================
const EncounteredPlayers = {
STORAGE_KEY: 'leviathan-encountered-players-v1',
players: {},
// v8.0: Using SafeJSON for encountered players (8-Strategy Consensus Cycle 8)
init() {
const saved = SafeJSON.fromLocalStorage(this.STORAGE_KEY, null);
if (saved) {
this.players = saved;
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[ENCOUNTERED PLAYERS] Loaded ${Object.keys(this.players).length} players`);
},
save() {
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(this.players));
},
// Record a player we encountered in multiplayer
recordPlayer(peerId, playerData) {
if (!peerId || !playerData) return;
const existing = this.players[peerId];
const now = Date.now();
this.players[peerId] = {
name: playerData.name || playerData.playerName || `Player_${peerId.substring(0, 6)}`,
points: playerData.points || playerData.totalPoints || calculatePlayerPoints?.() || 0,
rank: playerData.rank || playerData.playerRank?.lastTitle || 'Unknown',
lastSeen: now,
encounters: (existing?.encounters || 0) + 1,
isReal: true, // Flag to distinguish from simulated
worldId: playerData.worldId || PublicWorldManager?.currentWorld || 'unknown'
};
this.save();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[ENCOUNTERED PLAYERS] Recorded: ${this.players[peerId].name} (${this.players[peerId].points} pts)`);
},
// Get combined leaderboard (real + simulated)
getEnhancedLeaderboard() {
const realPlayers = Object.values(this.players)
.filter(p => Date.now() - p.lastSeen < 30 * 24 * 60 * 60 * 1000) // Only players seen in last 30 days
.map(p => ({
name: p.name,
points: p.points,
rank: p.rank,
isReal: true,
encounters: p.encounters
}));
// Get simulated players (if SIMULATED_PLAYERS exists)
const simulated = (typeof SIMULATED_PLAYERS !== 'undefined' ? SIMULATED_PLAYERS : [])
.map(p => ({ ...p, isReal: false }));
// Add current player
const myPoints = typeof calculatePlayerPoints === 'function' ? calculatePlayerPoints() : 0;
const myRank = typeof getPlayerRank === 'function' ? getPlayerRank().title : 'Explorer';
const allPlayers = [
...realPlayers,
...simulated,
{ name: 'YOU', points: myPoints, rank: myRank, isReal: true, isYou: true }
];
// Sort by points descending
allPlayers.sort((a, b) => b.points - a.points);
return allPlayers;
},
// Get player's position in enhanced leaderboard
getPosition() {
const leaderboard = this.getEnhancedLeaderboard();
const myIndex = leaderboard.findIndex(p => p.isYou);
return {
position: myIndex + 1,
total: leaderboard.length,
realPlayerCount: leaderboard.filter(p => p.isReal && !p.isYou).length,
nearby: leaderboard.slice(Math.max(0, myIndex - 2), myIndex + 3)
};
},
// Clear old player data (for privacy)
clearOldData(daysOld = 30) {
const cutoff = Date.now() - (daysOld * 24 * 60 * 60 * 1000);
let removed = 0;
for (const peerId in this.players) {
if (this.players[peerId].lastSeen < cutoff) {
delete this.players[peerId];
removed++;
}
}
if (removed > 0) {
this.save();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[ENCOUNTERED PLAYERS] Cleared ${removed} old entries`);
}
}
};
// ============================================
// v6.36: KILL REPLAY FLASH SYSTEM
// Brief slow-mo replay of significant kills
// Consensus feature from Round 3 strategy analysis
// ============================================
const killReplay = {
enabled: true,
replayQueue: [],
isReplaying: false,
significantKillThreshold: 15, // Only replay kills above this damage
cooldown: 0,
cooldownTime: 8000, // Min time between replays
recordKill(enemyType, damage, position, killerCombo) {
if (!this.enabled || this.isReplaying) return;
const now = Date.now();
if (now < this.cooldown) return;
// Determine if this kill is replay-worthy
const isSignificant = damage >= this.significantKillThreshold ||
killerCombo >= 20 ||
enemyType === 'boss' ||
enemyType === 'elite';
if (isSignificant) {
this.triggerReplay(enemyType, damage, position, killerCombo);
this.cooldown = now + this.cooldownTime;
}
},
triggerReplay(enemyType, damage, position, combo) {
this.isReplaying = true;
// Create replay flash overlay
const overlay = document.createElement('div');
overlay.id = 'kill-replay-overlay';
overlay.style.cssText = `
position: fixed;
top: 0; left: 0; right: 0; bottom: 0;
background: radial-gradient(circle, transparent 30%, rgba(255,0,0,0.3) 100%);
z-index: 9999;
pointer-events: none;
animation: replayFlash 0.8s ease-out;
`;
document.body.appendChild(overlay);
// Create kill text
const killText = document.createElement('div');
killText.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 48px;
font-weight: bold;
color: #ff4444;
text-shadow: 0 0 20px #ff0000, 0 0 40px #ff0000;
z-index: 10000;
animation: killTextPop 0.8s ease-out;
pointer-events: none;
white-space: nowrap;
`;
const killLabel = combo >= 20 ? `${combo}x COMBO KILL!` :
enemyType === 'boss' ? 'BOSS SLAIN!' :
damage >= 25 ? 'DEVASTATING!' :
'ELIMINATED!';
killText.textContent = killLabel;
document.body.appendChild(killText);
// Show damage number
const damageNum = document.createElement('div');
damageNum.style.cssText = `
position: fixed;
top: 58%;
left: 50%;
transform: translateX(-50%);
font-size: 32px;
color: #ffaa00;
text-shadow: 0 0 10px #ff8800;
z-index: 10000;
animation: killTextPop 0.8s ease-out 0.1s both;
pointer-events: none;
`;
damageNum.textContent = `-${damage} DMG`;
document.body.appendChild(damageNum);
// Slow-mo effect (if animation frame available)
const originalTimeScale = window.gameTimeScale || 1;
window.gameTimeScale = 0.3;
// Play impact sound
AudioSystem.playGentle(150, 0.3, 0.5);
setTimeout(() => AudioSystem.playGentle(80, 0.4, 0.6), 100);
// Cleanup
setTimeout(() => {
window.gameTimeScale = originalTimeScale;
overlay.remove();
killText.remove();
damageNum.remove();
this.isReplaying = false;
}, 800);
}
};
// Add CSS for replay animations
const replayStyles = document.createElement('style');
replayStyles.textContent = `
@keyframes replayFlash {
0% { opacity: 1; transform: scale(1); }
50% { opacity: 0.8; }
100% { opacity: 0; transform: scale(1.1); }
}
@keyframes killTextPop {
0% { transform: translate(-50%, -50%) scale(0.5); opacity: 0; }
30% { transform: translate(-50%, -50%) scale(1.2); opacity: 1; }
100% { transform: translate(-50%, -50%) scale(1); opacity: 0; }
}
@keyframes recordPulse {
0% { transform: translate(-50%, -50%) scale(0.8); }
50% { transform: translate(-50%, -50%) scale(1.05); }
100% { transform: translate(-50%, -50%) scale(1); }
}
`;
document.head.appendChild(replayStyles);
// v5.15: Robot Animation Trigger System
// v6.90: Extended with comprehensive ability casting animations
// Triggers special animations on the explorer robot
function triggerRobotAnimation(animType, options = {}) {
if (!worldState.player || !worldState.player.userData.animation) return;
const anim = worldState.player.userData.animation;
switch (animType) {
case 'attack':
anim.attackPhase = 1;
break;
case 'damage':
anim.damageFlash = 1;
break;
case 'wave':
anim.wavePhase = 1;
break;
case 'jump':
anim.jumpPhase = 1;
break;
case 'celebrate':
// Celebrate is a wave + jump combo
anim.wavePhase = 1;
anim.jumpPhase = 0.8;
break;
// v6.90: Ability Casting Animations
case 'powerStrike':
// Powerful overhead slam - wind up then strike down
anim.castType = 'powerStrike';
anim.castPhase = 1.0;
anim.chargePhase = 1.0;
anim.castIntensity = 1.0;
anim.castGlow = 0.8;
break;
case 'whirlwind':
// Spinning attack - arms out, full body rotation
anim.castType = 'whirlwind';
anim.castPhase = 1.0;
anim.spinPhase = 0; // Will increment in update loop
anim.castIntensity = 1.0;
anim.castGlow = 0.6;
break;
case 'warcry':
// Chest thrust, head back, roar pose
anim.castType = 'warcry';
anim.castPhase = 1.0;
anim.chargePhase = 0.8;
anim.castIntensity = 1.0;
anim.castGlow = 0.7;
anim.jumpPhase = 0.3; // Slight lift
break;
case 'heal':
// Hands to chest, serene healing pose
anim.castType = 'heal';
anim.castPhase = 1.0;
anim.castIntensity = 0.8;
anim.castGlow = 1.0; // Bright healing glow
break;
case 'dash':
// Forward thrust pose with trailing motion
anim.castType = 'dash';
anim.castPhase = 0.6; // Quick animation
anim.jumpPhase = 0.5;
anim.recoilPhase = 0.8;
anim.castGlow = 0.5;
break;
case 'shieldWall':
// Arms crossed in front, defensive stance
anim.castType = 'shieldWall';
anim.castPhase = 1.0;
anim.chargePhase = 0.6;
anim.castIntensity = 0.7;
anim.castGlow = 0.6;
break;
case 'execute':
// Deadly precision strike - arm pulled back then thrust
anim.castType = 'execute';
anim.castPhase = 1.0;
anim.chargePhase = 0.9;
anim.castIntensity = 1.0;
anim.bodyTwist = 0.3;
anim.castGlow = 0.9;
break;
case 'berserk':
// Power-up pose - arms tensed, body vibrating with power
anim.castType = 'berserk';
anim.castPhase = 1.0;
anim.chargePhase = 1.0;
anim.castIntensity = 1.2; // Extra intense
anim.castGlow = 1.0;
anim.jumpPhase = 0.4;
break;
case 'chronoEcho':
// Mystical pose - arms out to sides, channeling time energy
anim.castType = 'chronoEcho';
anim.castPhase = 1.0;
anim.chargePhase = 0.7;
anim.castIntensity = 0.9;
anim.castGlow = 0.8;
anim.wavePhase = 0.5; // Slight arm raise
break;
}
}
// ============================================
// v6.13: RIFT SURGE - Omniverse Gate Dash Effect
// Channels energy from the dimensional rift to reshape reality
// Creates an epic shockwave/force blast effect
// ============================================
let leviathanPulseEffects = [];
// v7.92: Optimized to use _abilityVec3Pool for position calculations
function createFusRoDahEffect(startPos, direction, distance) {
if (!scene) return;
// Create multiple expanding rings that travel along dash path
const ringCount = 5;
const ringSpacing = distance / ringCount;
for (let i = 0; i < ringCount; i++) {
// v7.92: Use pooled vectors instead of clone()
_abilityVec3Pool._temp1.copy(direction).multiplyScalar(i * ringSpacing);
_abilityVec3Pool._temp2.copy(startPos).add(_abilityVec3Pool._temp1);
_abilityVec3Pool._temp2.y += 1;
// Create expanding ring geometry
const ringGeo = new THREE.RingGeometry(0.5, 1.5, 32);
const ringMat = new THREE.MeshBasicMaterial({
color: 0x88ffff,
transparent: true,
opacity: 0.8 - i * 0.1,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.position.copy(_abilityVec3Pool._temp2);
// Orient ring perpendicular to dash direction
// v7.92: Use _temp1 for lookAt target
_abilityVec3Pool._temp1.copy(ring.position).add(direction);
ring.lookAt(_abilityVec3Pool._temp1);
ring.userData = {
createdAt: performance.now(),
lifetime: 600,
initialScale: 1 + i * 0.5,
expandRate: 3 + i * 0.5,
index: i
};
scene.add(ring);
leviathanPulseEffects.push(ring);
}
// Create central force cone/beam
const coneGeo = new THREE.ConeGeometry(2, distance * 1.2, 16, 1, true);
const coneMat = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.4,
side: THREE.DoubleSide
});
const cone = new THREE.Mesh(coneGeo, coneMat);
// Position and orient cone
// v7.92: Use pooled vectors instead of clone()
_abilityVec3Pool._temp1.copy(direction).multiplyScalar(distance * 0.6);
_abilityVec3Pool._temp2.copy(startPos).add(_abilityVec3Pool._temp1);
_abilityVec3Pool._temp2.y += 1;
cone.position.copy(_abilityVec3Pool._temp2);
// Point cone in dash direction (rotate so tip faces forward)
// v7.93: Use pooled quaternion instead of new Quaternion() per ability
_abilityVec3Pool._tempQuaternion.setFromUnitVectors(_abilityVec3Pool._upVector, direction);
cone.quaternion.copy(_abilityVec3Pool._tempQuaternion);
cone.rotateX(Math.PI / 2); // Adjust so cone opens in direction of travel
cone.userData = {
createdAt: performance.now(),
lifetime: 400,
type: 'cone'
};
scene.add(cone);
leviathanPulseEffects.push(cone);
// Create debris particles flying outward
// v7.85: Use shared geometry pool to avoid 20 geometry allocations per ability use
const debrisCount = 20;
for (let i = 0; i < debrisCount; i++) {
const debrisMat = new THREE.MeshBasicMaterial({
color: Math.random() > 0.5 ? 0x88ffff : 0xffffff,
transparent: true,
opacity: 0.9
});
const debris = new THREE.Mesh(_effectGeometryPool.debrisMedium, debrisMat);
// Random position along path
// v7.92: Use pooled vectors instead of clone()
const t = Math.random();
_abilityVec3Pool._temp1.copy(direction).multiplyScalar(t * distance);
_abilityVec3Pool._temp2.copy(startPos).add(_abilityVec3Pool._temp1);
_abilityVec3Pool._temp2.y += 0.5 + Math.random() * 2;
debris.position.copy(_abilityVec3Pool._temp2);
// Random velocity perpendicular to dash direction
const perpX = direction.z;
const perpZ = -direction.x;
const lateralVel = (Math.random() - 0.5) * 8;
const upVel = 2 + Math.random() * 4;
// v7.93: Store velocity/rotationSpeed as x/y/z primitives to avoid Vector3 allocation
debris.userData = {
createdAt: performance.now(),
lifetime: 800,
type: 'debris',
vx: perpX * lateralVel + direction.x * 2,
vy: upVel,
vz: perpZ * lateralVel + direction.z * 2,
rx: (Math.random() - 0.5) * 10,
ry: (Math.random() - 0.5) * 10,
rz: (Math.random() - 0.5) * 10
};
scene.add(debris);
leviathanPulseEffects.push(debris);
}
// Create text floater with dramatic styling - v7.91: Use pooled position
spawnFloater(getFloaterPos(startPos, 3), '💨 DASH! 💨', '#00ffff');
// Screen flash effect
// v7.82: Use cached DOM reference to avoid getElementById per ability
const flash = getUICache().damageOverlay;
if (flash) {
flash.style.background = 'radial-gradient(ellipse at center, rgba(136,255,255,0.5) 0%, transparent 70%)';
flash.style.opacity = '0.6';
setTimeout(() => {
flash.style.background = 'linear-gradient(rgba(255,0,0,0.3), rgba(255,0,0,0))';
flash.style.opacity = '0';
}, 200);
}
}
// Update Rift Surge effects each frame
function updateFusRoDahEffects(dt) {
const now = performance.now();
const toRemove = [];
for (const effect of leviathanPulseEffects) {
const age = now - effect.userData.createdAt;
const progress = age / effect.userData.lifetime;
if (progress >= 1) {
toRemove.push(effect);
continue;
}
if (effect.userData.type === 'debris') {
// v7.93: Update debris physics using x/y/z primitives (no Vector3 access)
const ud = effect.userData;
effect.position.x += ud.vx * dt;
effect.position.y += ud.vy * dt;
effect.position.z += ud.vz * dt;
ud.vy -= 15 * dt; // Gravity
// Rotation
effect.rotation.x += ud.rx * dt;
effect.rotation.y += ud.ry * dt;
effect.rotation.z += ud.rz * dt;
// Fade out
effect.material.opacity = 0.9 * (1 - progress);
} else if (effect.userData.type === 'cone') {
// Fade out cone
effect.material.opacity = 0.4 * (1 - progress);
effect.scale.setScalar(1 + progress * 0.5);
} else {
// Expanding rings
const scale = effect.userData.initialScale + effect.userData.expandRate * progress;
effect.scale.setScalar(scale);
effect.material.opacity = (0.8 - effect.userData.index * 0.1) * (1 - progress);
}
}
// Remove finished effects
for (const effect of toRemove) {
scene.remove(effect);
effect.geometry?.dispose();
effect.material?.dispose();
}
leviathanPulseEffects = leviathanPulseEffects.filter(e => !toRemove.includes(e));
}
// ============================================
// v9.3: ICONIC ABILITY VISUAL EFFECTS
// Each ability now has a unique, memorable visual signature
// ============================================
let abilityEffects = [];
// v7.85: Shared geometries for effect particles to avoid per-particle allocation
// v7.90: Extended with fogRing and heatParticle geometries
// v7.94: Added executeSlash (TorusGeometry) and deathMark (RingGeometry) for createExecuteEffect
const _effectGeometryPool = {
blood: null, // SphereGeometry(0.08, 4, 4)
ember: null, // SphereGeometry(0.06, 4, 4)
debrisSmall: null, // BoxGeometry(0.15, 0.15, 0.15)
debrisMedium: null, // BoxGeometry(0.2, 0.2, 0.2)
emberLarge: null, // SphereGeometry(0.1, 8, 8)
fogRing: null, // v7.90: RingGeometry(1, 3, 32) for fog clearing
heatParticle: null, // v7.90: SphereGeometry(0.15, 4, 4) for heat distortion
executeSlash: null, // v7.94: TorusGeometry(3, 0.15, 8, 32, Math.PI) for execute ability
deathMark: null, // v7.94: RingGeometry(1.5, 2, 32) for execute ability
crossPlane: null, // v7.94: PlaneGeometry(0.2, 3) for execute cross lines
shockRing: null, // v7.94: RingGeometry(0.5, 1.5, 32) for power strike shockwave
sonicRing: null, // v7.94: RingGeometry(0.3, 0.8, 32) for warcry effect
healHex: null, // v7.94: RingGeometry(1, 1.3, 6) for heal effect
fireCircle: null, // v7.94: RingGeometry(2, 2.5, 32) for berserk effect
berserkEmberRing: null, // v7.94: RingGeometry(0.5, 1, 32) for berserk expanding rings
init() {
this.blood = new THREE.SphereGeometry(0.08, 4, 4);
this.ember = new THREE.SphereGeometry(0.06, 4, 4);
this.debrisSmall = new THREE.BoxGeometry(0.15, 0.15, 0.15);
this.debrisMedium = new THREE.BoxGeometry(0.2, 0.2, 0.2);
this.emberLarge = new THREE.SphereGeometry(0.1, 8, 8);
this.fogRing = new THREE.RingGeometry(1, 3, 32);
this.heatParticle = new THREE.SphereGeometry(0.15, 4, 4);
// v7.94: Pooled geometries for ability effects
this.executeSlash = new THREE.TorusGeometry(3, 0.15, 8, 32, Math.PI);
this.deathMark = new THREE.RingGeometry(1.5, 2, 32);
this.crossPlane = new THREE.PlaneGeometry(0.2, 3);
this.shockRing = new THREE.RingGeometry(0.5, 1.5, 32);
this.sonicRing = new THREE.RingGeometry(0.3, 0.8, 32);
this.healHex = new THREE.RingGeometry(1, 1.3, 6);
this.fireCircle = new THREE.RingGeometry(2, 2.5, 32);
this.berserkEmberRing = new THREE.RingGeometry(0.5, 1, 32);
},
dispose() {
if (this.blood) this.blood.dispose();
if (this.ember) this.ember.dispose();
if (this.debrisSmall) this.debrisSmall.dispose();
if (this.debrisMedium) this.debrisMedium.dispose();
if (this.emberLarge) this.emberLarge.dispose();
if (this.fogRing) this.fogRing.dispose();
if (this.heatParticle) this.heatParticle.dispose();
// v7.94: Dispose pooled ability geometries
if (this.executeSlash) this.executeSlash.dispose();
if (this.deathMark) this.deathMark.dispose();
if (this.crossPlane) this.crossPlane.dispose();
if (this.shockRing) this.shockRing.dispose();
if (this.sonicRing) this.sonicRing.dispose();
if (this.healHex) this.healHex.dispose();
if (this.fireCircle) this.fireCircle.dispose();
if (this.berserkEmberRing) this.berserkEmberRing.dispose();
}
};
_effectGeometryPool.init();
// v7.83: Vector3 pool for ability effects to reduce GC pressure
// v7.84: Extended with _tempVelocity for hot path particle updates
const _abilityVec3Pool = {
pool: [],
maxSize: 32,
// Get a vector from pool or create new
acquire() {
if (this.pool.length > 0) {
return this.pool.pop();
}
return new THREE.Vector3();
},
// Return a vector to the pool
release(vec) {
if (this.pool.length < this.maxSize && vec) {
vec.set(0, 0, 0);
this.pool.push(vec);
}
},
// Pre-allocated temp vectors for common operations
_temp1: null,
_temp2: null,
_upVector: null,
_tempVelocity: null, // v7.84: For velocity * dt calculations in updateAbilityEffects
_tempQuaternion: null, // v7.93: For cone orientation to avoid new Quaternion() per ability
init() {
this._temp1 = new THREE.Vector3();
this._temp2 = new THREE.Vector3();
this._upVector = new THREE.Vector3(0, 1, 0);
this._tempVelocity = new THREE.Vector3(); // v7.84: Avoids clone() per particle per frame
this._tempQuaternion = new THREE.Quaternion(); // v7.93: Reusable quaternion for setFromUnitVectors
}
};
// Initialize the pool
_abilityVec3Pool.init();
// Power Strike: Massive forward slam with ground crack and fire eruption
// v7.83: Uses vector pool to reduce GC pressure during ability effects
// v7.94: Removed all clone() patterns, use pooled shockRing geometry
function createPowerStrikeEffect(playerPos, direction) {
if (!scene) return;
// v7.94: Use pooled vectors instead of clone() for startPos
const startPosX = playerPos.x;
const startPosY = playerPos.y + 0.5;
const startPosZ = playerPos.z;
// Create ground crack lines emanating forward
const crackCount = 7;
for (let i = 0; i < crackCount; i++) {
const angle = (i - 3) * 0.15; // Spread angle
// v7.94: Use pooled _tempVelocity for axis rotation instead of clone()
_abilityVec3Pool._tempVelocity.copy(direction).applyAxisAngle(_abilityVec3Pool._upVector, angle);
const crackDirX = _abilityVec3Pool._tempVelocity.x;
const crackDirZ = _abilityVec3Pool._tempVelocity.z;
const crackLength = 4 + Math.random() * 3;
const crackGeo = new THREE.PlaneGeometry(0.15, crackLength);
const crackMat = new THREE.MeshBasicMaterial({
color: 0xff4400,
transparent: true,
opacity: 0.9,
side: THREE.DoubleSide
});
const crack = new THREE.Mesh(crackGeo, crackMat);
// v7.94: Calculate position using primitives instead of clone()
const halfLen = crackLength / 2;
crack.position.set(
startPosX + crackDirX * halfLen,
0.02,
startPosZ + crackDirZ * halfLen
);
crack.rotation.x = -Math.PI / 2;
// v7.83: Use pre-allocated up vector
_abilityVec3Pool._temp2.copy(crack.position).add(_abilityVec3Pool._upVector);
crack.lookAt(_abilityVec3Pool._temp2);
crack.rotation.z = Math.atan2(crackDirX, crackDirZ);
crack.userData = { createdAt: performance.now(), lifetime: 800, type: 'crack', index: i };
scene.add(crack);
abilityEffects.push(crack);
}
// Fire eruption pillars along the strike
for (let i = 0; i < 5; i++) {
// v7.94: Calculate pillar position using primitives instead of clone()
const mult = 1 + i * 1.2;
const pillarGeo = new THREE.CylinderGeometry(0.3, 0.5, 3 + i * 0.5, 8, 1, true);
const pillarMat = new THREE.MeshBasicMaterial({
color: i % 2 === 0 ? 0xff4400 : 0xffaa00,
transparent: true,
opacity: 0.7,
side: THREE.DoubleSide
});
const pillar = new THREE.Mesh(pillarGeo, pillarMat);
pillar.position.set(
startPosX + direction.x * mult,
0,
startPosZ + direction.z * mult
);
pillar.userData = {
createdAt: performance.now() + i * 50,
lifetime: 600,
type: 'firePillar',
delay: i * 50,
baseY: 0,
maxHeight: 3 + i * 0.5
};
scene.add(pillar);
abilityEffects.push(pillar);
}
// Impact shockwave ring - v7.94: Use pooled shockRing geometry
const ringMat = new THREE.MeshBasicMaterial({
color: 0xff6600,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(_effectGeometryPool.shockRing, ringMat);
ring.position.set(startPosX, 0.1, startPosZ);
ring.rotation.x = -Math.PI / 2;
ring.userData = { createdAt: performance.now(), lifetime: 500, type: 'shockRing', expandRate: 8, usesPooledGeo: true };
scene.add(ring);
abilityEffects.push(ring);
// Screen flash
// v7.82: Use cached DOM reference to avoid getElementById per ability
const flash = getUICache().damageOverlay;
if (flash) {
flash.style.background = 'radial-gradient(ellipse at center, rgba(255,68,0,0.6) 0%, transparent 60%)';
flash.style.opacity = '0.7';
setTimeout(() => { flash.style.background = ''; flash.style.opacity = '0'; }, 150);
}
}
// Whirlwind: Tornado vortex with swirling debris
// v7.94: Removed clone() - use primitives for centerPos
function createWhirlwindEffect(playerPos) {
if (!scene) return;
// v7.94: Store as primitives to avoid clone()
const centerX = playerPos.x;
const centerY = playerPos.y + 1;
const centerZ = playerPos.z;
// Create spiral tornado cone
const spiralCount = 3;
for (let s = 0; s < spiralCount; s++) {
const spiralGeo = new THREE.ConeGeometry(2.5 - s * 0.3, 4 + s * 0.5, 16, 1, true);
const spiralMat = new THREE.MeshBasicMaterial({
color: s === 0 ? 0x00ffff : (s === 1 ? 0x44aaff : 0x8888ff),
transparent: true,
opacity: 0.3 - s * 0.05,
side: THREE.DoubleSide,
wireframe: s > 0
});
const spiral = new THREE.Mesh(spiralGeo, spiralMat);
// v7.94: Use primitives instead of centerPos.copy()
spiral.position.set(centerX, centerY + s * 0.3, centerZ);
spiral.userData = {
createdAt: performance.now(),
lifetime: 1000,
type: 'tornado',
rotationSpeed: 8 + s * 2,
layer: s
};
scene.add(spiral);
abilityEffects.push(spiral);
}
// Swirling debris particles
// v7.85: Use shared geometry pool to avoid 25 geometry allocations per ability use
const debrisCount = 25;
for (let i = 0; i < debrisCount; i++) {
const angle = (i / debrisCount) * Math.PI * 2;
const radius = 1 + Math.random() * 2;
const height = Math.random() * 4;
const debrisMat = new THREE.MeshBasicMaterial({
color: Math.random() > 0.5 ? 0x00ffff : 0xffffff,
transparent: true,
opacity: 0.8
});
const debris = new THREE.Mesh(_effectGeometryPool.debrisSmall, debrisMat);
// v7.94: Use primitives directly
debris.position.set(
centerX + Math.cos(angle) * radius,
centerY + height,
centerZ + Math.sin(angle) * radius
);
debris.userData = {
createdAt: performance.now(),
lifetime: 1000,
type: 'whirlDebris',
angle: angle,
radius: radius,
height: height,
// v7.92: Store x,y,z directly instead of clone() to avoid allocation
centerX: centerX,
centerY: centerY,
centerZ: centerZ,
orbitSpeed: 6 + Math.random() * 4,
riseSpeed: 2 + Math.random() * 2
};
scene.add(debris);
abilityEffects.push(debris);
}
// Horizontal wind rings
for (let i = 0; i < 4; i++) {
const ringGeo = new THREE.TorusGeometry(2, 0.1, 8, 32);
const ringMat = new THREE.MeshBasicMaterial({
color: 0x00ddff,
transparent: true,
opacity: 0.4
});
const ring = new THREE.Mesh(ringGeo, ringMat);
// v7.94: Use primitives instead of centerPos.copy()
ring.position.set(centerX, 0.5 + i * 1, centerZ);
ring.rotation.x = Math.PI / 2;
ring.userData = {
createdAt: performance.now() + i * 100,
lifetime: 800,
type: 'windRing',
delay: i * 100,
baseY: 0.5 + i * 1,
expandRate: 3
};
scene.add(ring);
abilityEffects.push(ring);
}
// Screen effect
// v7.82: Use cached DOM reference to avoid getElementById per ability
const container = getUICache().gameContainer;
if (container) {
container.style.boxShadow = 'inset 0 0 80px rgba(0, 255, 255, 0.4)';
setTimeout(() => { container.style.boxShadow = ''; }, 400);
}
}
// Warcry: Sonic boom with radiating power waves
// v7.94: Removed clone() - use primitives for centerPos, use pooled sonicRing geometry
function createWarcryEffect(playerPos) {
if (!scene) return;
// v7.94: Store as primitives to avoid clone()
const centerX = playerPos.x;
const centerY = playerPos.y + 1.5;
const centerZ = playerPos.z;
// Create expanding sonic rings - v7.94: Use pooled sonicRing geometry
const ringCount = 5;
for (let i = 0; i < ringCount; i++) {
const ringMat = new THREE.MeshBasicMaterial({
color: 0xff8800,
transparent: true,
opacity: 0.8 - i * 0.1,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(_effectGeometryPool.sonicRing, ringMat);
ring.position.set(centerX, centerY, centerZ);
// v7.94: Store random axis as primitives instead of new Vector3()
const axisX = (Math.random() - 0.5) * 0.3;
const axisY = 1;
const axisZ = (Math.random() - 0.5) * 0.3;
const axisLen = Math.sqrt(axisX * axisX + axisY * axisY + axisZ * axisZ);
ring.userData = {
createdAt: performance.now() + i * 80,
lifetime: 600,
type: 'sonicRing',
delay: i * 80,
expandRate: 6,
usesPooledGeo: true,
// v7.94: Store axis as primitives
axisX: axisX / axisLen,
axisY: axisY / axisLen,
axisZ: axisZ / axisLen
};
// v7.92: Use _abilityVec3Pool._temp1 instead of clone() for lookAt target
_abilityVec3Pool._temp1.set(
centerX + ring.userData.axisX,
centerY + ring.userData.axisY,
centerZ + ring.userData.axisZ
);
ring.lookAt(_abilityVec3Pool._temp1);
scene.add(ring);
abilityEffects.push(ring);
}
// Power aura flames
const flameCount = 12;
for (let i = 0; i < flameCount; i++) {
const angle = (i / flameCount) * Math.PI * 2;
const flameGeo = new THREE.ConeGeometry(0.2, 1.5, 6);
const flameMat = new THREE.MeshBasicMaterial({
color: i % 2 === 0 ? 0xff6600 : 0xffaa00,
transparent: true,
opacity: 0.7
});
const flame = new THREE.Mesh(flameGeo, flameMat);
// v7.94: Use primitives directly
const flameX = centerX + Math.cos(angle) * 1.2;
const flameY = centerY - 0.5;
const flameZ = centerZ + Math.sin(angle) * 1.2;
flame.position.set(flameX, flameY, flameZ);
flame.userData = {
createdAt: performance.now(),
lifetime: 800,
type: 'auraFlame',
angle: angle,
// v7.92: Store x,y,z directly instead of clone() to avoid allocation
basePosX: flameX,
basePosY: flameY,
basePosZ: flameZ
};
scene.add(flame);
abilityEffects.push(flame);
}
// Ground impact circle
const groundGeo = new THREE.CircleGeometry(3, 32);
const groundMat = new THREE.MeshBasicMaterial({
color: 0xff4400,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide
});
const ground = new THREE.Mesh(groundGeo, groundMat);
// v7.94: Use primitives directly
ground.position.set(playerPos.x, 0.05, playerPos.z);
ground.rotation.x = -Math.PI / 2;
ground.userData = { createdAt: performance.now(), lifetime: 1000, type: 'groundGlow' };
scene.add(ground);
abilityEffects.push(ground);
// Screen shake color
// v7.82: Use cached DOM reference to avoid getElementById per ability
const flash = getUICache().damageOverlay;
if (flash) {
flash.style.background = 'radial-gradient(ellipse at center, rgba(255,136,0,0.5) 0%, transparent 70%)';
flash.style.opacity = '0.6';
setTimeout(() => { flash.style.background = ''; flash.style.opacity = '0'; }, 200);
}
}
// Heal: Sacred light column with healing particles
// v7.94: Removed clone() - use primitives for centerPos, use pooled healHex geometry
function createHealEffect(playerPos) {
if (!scene) return;
// v7.94: Store as primitives to avoid clone()
const centerX = playerPos.x;
const centerY = playerPos.y;
const centerZ = playerPos.z;
// Light column from above
const columnGeo = new THREE.CylinderGeometry(1.5, 2, 15, 16, 1, true);
const columnMat = new THREE.MeshBasicMaterial({
color: 0x00ff88,
transparent: true,
opacity: 0.3,
side: THREE.DoubleSide
});
const column = new THREE.Mesh(columnGeo, columnMat);
// v7.94: Use primitives directly
column.position.set(centerX, 7, centerZ);
column.userData = { createdAt: performance.now(), lifetime: 1200, type: 'healColumn' };
scene.add(column);
abilityEffects.push(column);
// Inner sacred geometry - v7.94: Use pooled healHex geometry
const hexMat = new THREE.MeshBasicMaterial({
color: 0x88ffaa,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide
});
const hex = new THREE.Mesh(_effectGeometryPool.healHex, hexMat);
// v7.94: Use primitives directly
hex.position.set(centerX, 0.1, centerZ);
hex.rotation.x = -Math.PI / 2;
hex.userData = { createdAt: performance.now(), lifetime: 1200, type: 'healHex', rotationSpeed: 2, usesPooledGeo: true };
scene.add(hex);
abilityEffects.push(hex);
// Rising healing sparkles
const sparkleCount = 30;
for (let i = 0; i < sparkleCount; i++) {
const angle = Math.random() * Math.PI * 2;
const radius = Math.random() * 2;
const sparkleGeo = new THREE.SphereGeometry(0.08, 6, 6);
const sparkleMat = new THREE.MeshBasicMaterial({
color: Math.random() > 0.3 ? 0x00ff88 : 0xffffff,
transparent: true,
opacity: 0.9
});
const sparkle = new THREE.Mesh(sparkleGeo, sparkleMat);
// v7.94: Use primitives directly
sparkle.position.set(
centerX + Math.cos(angle) * radius,
centerY + Math.random() * 0.5,
centerZ + Math.sin(angle) * radius
);
sparkle.userData = {
createdAt: performance.now() + Math.random() * 300,
lifetime: 1000,
type: 'healSparkle',
riseSpeed: 3 + Math.random() * 2,
wobble: Math.random() * Math.PI * 2
};
scene.add(sparkle);
abilityEffects.push(sparkle);
}
// Screen glow
// v7.82: Use cached DOM reference to avoid getElementById per ability
const container = getUICache().gameContainer;
if (container) {
container.style.boxShadow = 'inset 0 0 100px rgba(0, 255, 136, 0.4)';
setTimeout(() => { container.style.boxShadow = ''; }, 600);
}
}
// Shield Wall: Hexagonal energy barrier formation
// v7.94: Removed clone() - use primitives for centerPos
function createShieldWallEffect(playerPos) {
if (!scene) return;
// v7.94: Store as primitives to avoid clone()
const centerX = playerPos.x;
const centerY = playerPos.y + 1;
const centerZ = playerPos.z;
// Create hexagonal shield panels in a dome
const panelCount = 7;
for (let i = 0; i < panelCount; i++) {
const angle = (i / panelCount) * Math.PI * 2;
const panelGeo = new THREE.CircleGeometry(0.8, 6);
const panelMat = new THREE.MeshBasicMaterial({
color: 0x4488ff,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide
});
const panel = new THREE.Mesh(panelGeo, panelMat);
// v7.94: Use primitives directly
panel.position.set(
centerX + Math.cos(angle) * 1.8,
centerY,
centerZ + Math.sin(angle) * 1.8
);
// v7.94: Use pooled _temp1 for lookAt instead of centerPos
_abilityVec3Pool._temp1.set(centerX, centerY, centerZ);
panel.lookAt(_abilityVec3Pool._temp1);
panel.userData = {
createdAt: performance.now() + i * 50,
lifetime: 1500,
type: 'shieldPanel',
delay: i * 50,
index: i
};
scene.add(panel);
abilityEffects.push(panel);
}
// Energy connection lines between panels
const lineCount = panelCount;
for (let i = 0; i < lineCount; i++) {
const angle1 = (i / panelCount) * Math.PI * 2;
const angle2 = ((i + 1) / panelCount) * Math.PI * 2;
const lineGeo = new THREE.BufferGeometry();
// v7.94: Use pooled vectors for line points
_abilityVec3Pool._temp1.set(centerX + Math.cos(angle1) * 1.8, centerY, centerZ + Math.sin(angle1) * 1.8);
_abilityVec3Pool._temp2.set(centerX + Math.cos(angle2) * 1.8, centerY, centerZ + Math.sin(angle2) * 1.8);
const points = [_abilityVec3Pool._temp1.clone(), _abilityVec3Pool._temp2.clone()];
lineGeo.setFromPoints(points);
const lineMat = new THREE.LineBasicMaterial({ color: 0x88bbff, transparent: true, opacity: 0.6 });
const line = new THREE.Line(lineGeo, lineMat);
line.userData = { createdAt: performance.now() + 200, lifetime: 1300, type: 'shieldLine', delay: 200 };
scene.add(line);
abilityEffects.push(line);
}
// Dome top
const domeGeo = new THREE.SphereGeometry(2.2, 16, 8, 0, Math.PI * 2, 0, Math.PI / 2);
const domeMat = new THREE.MeshBasicMaterial({
color: 0x4488ff,
transparent: true,
opacity: 0.15,
side: THREE.DoubleSide,
wireframe: true
});
const dome = new THREE.Mesh(domeGeo, domeMat);
// v7.94: Use primitives directly
dome.position.set(centerX, centerY - 0.5, centerZ);
dome.userData = { createdAt: performance.now(), lifetime: 1500, type: 'shieldDome' };
scene.add(dome);
abilityEffects.push(dome);
// Screen flash
// v7.82: Use cached DOM reference to avoid getElementById per ability
const flash = getUICache().damageOverlay;
if (flash) {
flash.style.background = 'radial-gradient(ellipse at center, rgba(68,136,255,0.5) 0%, transparent 70%)';
flash.style.opacity = '0.5';
setTimeout(() => { flash.style.background = ''; flash.style.opacity = '0'; }, 200);
}
}
// Execute: Death mark and reaper slash effect
// v7.93: Optimized to use pooled vectors instead of clone() patterns
// v7.94: Use pooled geometries for TorusGeometry, RingGeometry, PlaneGeometry
function createExecuteEffect(playerPos, direction) {
if (!scene) return;
// v7.93: Use pooled vector for startPos calculation
_abilityVec3Pool._temp1.copy(playerPos);
_abilityVec3Pool._temp1.y += 1;
// Giant slash arc - v7.94: Use pooled executeSlash geometry
const slashMat = new THREE.MeshBasicMaterial({
color: 0xff0044,
transparent: true,
opacity: 0.9,
side: THREE.DoubleSide
});
const slash = new THREE.Mesh(_effectGeometryPool.executeSlash, slashMat);
// v7.93: Use pooled _temp2 for direction offset instead of clone()
_abilityVec3Pool._temp2.copy(direction).multiplyScalar(2);
slash.position.copy(_abilityVec3Pool._temp1).add(_abilityVec3Pool._temp2);
// v7.93: Use _tempVelocity for lookAt target instead of clone()
_abilityVec3Pool._tempVelocity.copy(slash.position).add(direction);
slash.lookAt(_abilityVec3Pool._tempVelocity);
slash.rotation.z = Math.PI / 4;
slash.userData = { createdAt: performance.now(), lifetime: 400, type: 'executeSlash', usesPooledGeo: true };
scene.add(slash);
abilityEffects.push(slash);
// Death mark symbol on ground - v7.94: Use pooled deathMark geometry
const markMat = new THREE.MeshBasicMaterial({
color: 0xff0044,
transparent: true,
opacity: 0.7,
side: THREE.DoubleSide
});
const mark = new THREE.Mesh(_effectGeometryPool.deathMark, markMat);
// v7.93: Use pooled vector for direction offset instead of clone()
_abilityVec3Pool._temp2.copy(direction).multiplyScalar(3);
mark.position.copy(_abilityVec3Pool._temp1).add(_abilityVec3Pool._temp2);
mark.position.y = 0.05;
mark.rotation.x = -Math.PI / 2;
mark.userData = { createdAt: performance.now(), lifetime: 800, type: 'deathMark', rotationSpeed: 3, usesPooledGeo: true };
scene.add(mark);
abilityEffects.push(mark);
// Inner cross - v7.94: Use pooled crossPlane geometry
for (let i = 0; i < 2; i++) {
const crossMat = new THREE.MeshBasicMaterial({
color: 0xff0044,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide
});
const cross = new THREE.Mesh(_effectGeometryPool.crossPlane, crossMat);
cross.position.copy(mark.position);
cross.position.y = 0.06;
cross.rotation.x = -Math.PI / 2;
cross.rotation.z = i * Math.PI / 2;
cross.userData = { createdAt: performance.now(), lifetime: 800, type: 'crossLine', usesPooledGeo: true };
scene.add(cross);
abilityEffects.push(cross);
}
// Blood particles
// v7.85: Use shared geometry pool to avoid 20 geometry allocations per ability use
// v7.93: Store velocity as x/y/z primitives to avoid Vector3 allocation per particle
const bloodCount = 20;
for (let i = 0; i < bloodCount; i++) {
const bloodMat = new THREE.MeshBasicMaterial({
color: 0xff0044,
transparent: true,
opacity: 0.8
});
const blood = new THREE.Mesh(_effectGeometryPool.blood, bloodMat);
// v7.93: Use pooled vector for direction offset instead of clone()
const distOffset = 2 + Math.random() * 2;
_abilityVec3Pool._temp2.copy(direction).multiplyScalar(distOffset);
blood.position.copy(_abilityVec3Pool._temp1).add(_abilityVec3Pool._temp2);
// v7.93: Store velocity as primitives
blood.userData = {
createdAt: performance.now(),
lifetime: 600,
type: 'bloodParticle',
vx: (Math.random() - 0.5) * 4,
vy: 2 + Math.random() * 3,
vz: (Math.random() - 0.5) * 4
};
scene.add(blood);
abilityEffects.push(blood);
}
// Screen flash - blood red
// v7.82: Use cached DOM reference to avoid getElementById per ability
const flash = getUICache().damageOverlay;
if (flash) {
flash.style.background = 'radial-gradient(ellipse at center, rgba(255,0,68,0.6) 0%, transparent 60%)';
flash.style.opacity = '0.7';
setTimeout(() => { flash.style.background = ''; flash.style.opacity = '0'; }, 150);
}
}
// Berserk: Rage aura with pulsing power and flame crown
// v7.94: Removed clone() - use primitives for centerPos, use pooled fireCircle and berserkEmberRing geometries
function createBerserkEffect(playerPos) {
if (!scene) return;
// v7.94: Store as primitives to avoid clone()
const centerX = playerPos.x;
const centerY = playerPos.y;
const centerZ = playerPos.z;
// Rage aura sphere
const auraGeo = new THREE.SphereGeometry(2, 16, 16);
const auraMat = new THREE.MeshBasicMaterial({
color: 0xff4400,
transparent: true,
opacity: 0.3,
side: THREE.DoubleSide
});
const aura = new THREE.Mesh(auraGeo, auraMat);
// v7.94: Use primitives directly
aura.position.set(centerX, centerY + 1, centerZ);
aura.userData = { createdAt: performance.now(), lifetime: 1500, type: 'rageAura', pulseSpeed: 8 };
scene.add(aura);
abilityEffects.push(aura);
// Flame crown
const crownCount = 8;
for (let i = 0; i < crownCount; i++) {
const angle = (i / crownCount) * Math.PI * 2;
const flameGeo = new THREE.ConeGeometry(0.15, 0.8, 6);
const flameMat = new THREE.MeshBasicMaterial({
color: i % 2 === 0 ? 0xff4400 : 0xffaa00,
transparent: true,
opacity: 0.8
});
const flame = new THREE.Mesh(flameGeo, flameMat);
// v7.94: Use primitives directly
const flameX = centerX + Math.cos(angle) * 0.5;
const flameY = centerY + 2.5;
const flameZ = centerZ + Math.sin(angle) * 0.5;
flame.position.set(flameX, flameY, flameZ);
flame.userData = {
createdAt: performance.now(),
lifetime: 1500,
type: 'crownFlame',
angle: angle,
// v7.92: Store x,y,z directly instead of clone() to avoid allocation
basePosX: flameX,
basePosY: flameY,
basePosZ: flameZ
};
scene.add(flame);
abilityEffects.push(flame);
}
// Ground fire circle - v7.94: Use pooled fireCircle geometry
const fireCircleMat = new THREE.MeshBasicMaterial({
color: 0xff2200,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide
});
const fireCircle = new THREE.Mesh(_effectGeometryPool.fireCircle, fireCircleMat);
// v7.94: Use primitives directly
fireCircle.position.set(centerX, 0.05, centerZ);
fireCircle.rotation.x = -Math.PI / 2;
fireCircle.userData = { createdAt: performance.now(), lifetime: 1500, type: 'fireCircle', usesPooledGeo: true };
scene.add(fireCircle);
abilityEffects.push(fireCircle);
// Rising embers
// v7.85: Use shared geometry pool to avoid 30 geometry allocations per ability use
const emberCount = 30;
for (let i = 0; i < emberCount; i++) {
const angle = Math.random() * Math.PI * 2;
const radius = 0.5 + Math.random() * 2;
const emberMat = new THREE.MeshBasicMaterial({
color: Math.random() > 0.5 ? 0xff4400 : 0xffaa00,
transparent: true,
opacity: 0.9
});
const ember = new THREE.Mesh(_effectGeometryPool.ember, emberMat);
// v7.94: Use primitives directly
ember.position.set(
centerX + Math.cos(angle) * radius,
centerY,
centerZ + Math.sin(angle) * radius
);
ember.userData = {
createdAt: performance.now() + Math.random() * 500,
lifetime: 1200,
type: 'ember',
riseSpeed: 2 + Math.random() * 3,
wobble: Math.random() * Math.PI * 2,
wobbleSpeed: 3 + Math.random() * 2
};
scene.add(ember);
abilityEffects.push(ember);
}
// Explosive outward rings - v7.94: Use pooled berserkEmberRing geometry
for (let i = 0; i < 3; i++) {
const ringMat = new THREE.MeshBasicMaterial({
color: 0xff4400,
transparent: true,
opacity: 0.7 - i * 0.15,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(_effectGeometryPool.berserkEmberRing, ringMat);
// v7.94: Use primitives directly
ring.position.set(centerX, centerY + 1, centerZ);
ring.userData = {
createdAt: performance.now() + i * 100,
lifetime: 600,
type: 'berserkRing',
usesPooledGeo: true,
delay: i * 100,
expandRate: 5
};
scene.add(ring);
abilityEffects.push(ring);
}
// Screen effect - intense red
// v7.82: Use cached DOM reference to avoid getElementById per ability
const container = getUICache().gameContainer;
if (container) {
container.style.boxShadow = 'inset 0 0 120px rgba(255,68,0,0.5)';
setTimeout(() => { container.style.boxShadow = ''; }, 500);
}
}
// Update all ability effects each frame
function updateAbilityEffects(dt) {
const now = performance.now();
const toRemove = [];
for (const effect of abilityEffects) {
const delay = effect.userData.delay || 0;
const age = now - effect.userData.createdAt - delay;
if (age < 0) continue; // Still waiting for delay
const progress = age / effect.userData.lifetime;
if (progress >= 1) {
toRemove.push(effect);
continue;
}
// Update based on effect type
switch (effect.userData.type) {
case 'crack':
effect.material.opacity = 0.9 * (1 - progress);
effect.scale.x = 1 + progress * 0.5;
break;
case 'firePillar':
const pillarPhase = Math.min(progress * 3, 1);
effect.scale.y = pillarPhase;
effect.position.y = effect.userData.baseY + effect.userData.maxHeight * pillarPhase * 0.5;
effect.material.opacity = 0.7 * (1 - progress * 0.5);
break;
case 'shockRing':
effect.scale.setScalar(1 + effect.userData.expandRate * progress);
effect.material.opacity = 0.8 * (1 - progress);
break;
case 'tornado':
effect.rotation.y += effect.userData.rotationSpeed * dt;
effect.scale.setScalar(1 + progress * 0.3);
effect.material.opacity = (0.3 - effect.userData.layer * 0.05) * (1 - progress);
break;
case 'whirlDebris':
effect.userData.angle += effect.userData.orbitSpeed * dt;
effect.userData.height += effect.userData.riseSpeed * dt;
// v7.92: Use centerX/Y/Z instead of center.x/y/z to avoid clone
effect.position.x = effect.userData.centerX + Math.cos(effect.userData.angle) * effect.userData.radius;
effect.position.z = effect.userData.centerZ + Math.sin(effect.userData.angle) * effect.userData.radius;
effect.position.y = effect.userData.centerY + effect.userData.height;
effect.rotation.x += 5 * dt;
effect.rotation.y += 5 * dt;
effect.material.opacity = 0.8 * (1 - progress);
break;
case 'windRing':
effect.scale.setScalar(1 + effect.userData.expandRate * progress);
effect.position.y = effect.userData.baseY + progress * 2;
effect.material.opacity = 0.4 * (1 - progress);
break;
case 'sonicRing':
effect.scale.setScalar(1 + effect.userData.expandRate * progress);
effect.material.opacity = (0.8 - effect.userData.index * 0.1) * (1 - progress);
break;
case 'auraFlame':
const flameWave = Math.sin(now * 0.01 + effect.userData.angle) * 0.2;
// v7.92: Use basePosY instead of basePos.y to avoid clone
effect.position.y = effect.userData.basePosY + flameWave;
effect.scale.y = 1 + flameWave;
effect.material.opacity = 0.7 * (1 - progress * 0.3);
break;
case 'groundGlow':
effect.material.opacity = 0.5 * (1 - progress);
effect.scale.setScalar(1 + progress * 0.5);
break;
case 'healColumn':
effect.material.opacity = 0.3 * (1 - progress * 0.5);
effect.scale.x = 1 + Math.sin(progress * Math.PI) * 0.3;
effect.scale.z = 1 + Math.sin(progress * Math.PI) * 0.3;
break;
case 'healHex':
effect.rotation.z += effect.userData.rotationSpeed * dt;
effect.scale.setScalar(1 + progress * 0.5);
effect.material.opacity = 0.6 * (1 - progress * 0.5);
break;
case 'healSparkle':
effect.position.y += effect.userData.riseSpeed * dt;
effect.position.x += Math.sin(now * 0.01 + effect.userData.wobble) * 0.02;
effect.material.opacity = 0.9 * (1 - progress);
break;
case 'shieldPanel':
const panelPulse = 0.5 + Math.sin(now * 0.008 + effect.userData.index) * 0.2;
effect.material.opacity = panelPulse * (1 - progress * 0.3);
break;
case 'shieldLine':
effect.material.opacity = 0.6 * (1 - progress * 0.5);
break;
case 'shieldDome':
effect.rotation.y += 0.5 * dt;
effect.material.opacity = 0.15 * (1 - progress * 0.5);
break;
case 'executeSlash':
effect.scale.setScalar(1 + progress * 2);
effect.material.opacity = 0.9 * (1 - progress);
break;
case 'deathMark':
effect.rotation.z += effect.userData.rotationSpeed * dt;
effect.material.opacity = 0.7 * (1 - progress);
break;
case 'crossLine':
effect.material.opacity = 0.8 * (1 - progress);
break;
case 'bloodParticle':
// v7.93: Use x/y/z primitives for velocity (no Vector3 access)
const bud = effect.userData;
effect.position.x += bud.vx * dt;
effect.position.y += bud.vy * dt;
effect.position.z += bud.vz * dt;
bud.vy -= 10 * dt; // Gravity
effect.material.opacity = 0.8 * (1 - progress);
break;
case 'rageAura':
const pulse = 1 + Math.sin(now * 0.001 * effect.userData.pulseSpeed) * 0.2;
effect.scale.setScalar(pulse);
effect.material.opacity = 0.3 * (1 - progress * 0.3);
break;
case 'crownFlame':
const crownWave = Math.sin(now * 0.015 + effect.userData.angle * 2) * 0.15;
// v7.92: Use basePosY instead of basePos.y to avoid clone
effect.position.y = effect.userData.basePosY + crownWave;
effect.scale.y = 1 + Math.abs(crownWave);
effect.material.opacity = 0.8 * (1 - progress * 0.3);
break;
case 'fireCircle':
const firePulse = 1 + Math.sin(now * 0.01) * 0.1;
effect.scale.setScalar(firePulse);
effect.material.opacity = 0.6 * (1 - progress);
break;
case 'ember':
effect.position.y += effect.userData.riseSpeed * dt;
effect.position.x += Math.sin(now * 0.001 * effect.userData.wobbleSpeed + effect.userData.wobble) * 0.03;
effect.material.opacity = 0.9 * (1 - progress);
break;
case 'berserkRing':
effect.scale.setScalar(1 + effect.userData.expandRate * progress);
effect.material.opacity = (0.7 - effect.userData.index * 0.15) * (1 - progress);
break;
}
}
// Remove finished effects
for (const effect of toRemove) {
scene.remove(effect);
effect.geometry?.dispose();
effect.material?.dispose();
}
abilityEffects = abilityEffects.filter(e => !toRemove.includes(e));
}
// ============================================
// v6.16: FOG CLEARING EFFECT
// Thermal shockwave from dash disperses nearby fog
// Creates a temporary clear zone that slowly refills
// ============================================
let fogClearEffects = [];
let fogClearActive = false;
let fogClearStartTime = 0;
const FOG_CLEAR_DURATION = 8000; // 8 seconds of clear visibility
const FOG_CLEAR_FADE_TIME = 3000; // 3 seconds to fade back
// v7.90: Pre-allocated temp vectors for fog clearing effect calculations
let _fogClearTemp = null;
let _fogClearLookAt = null;
function createFogClearingEffect(startPos, direction, distance) {
if (!scene || !scene.fog) return;
// v7.90: Lazy-init temp vectors
if (!_fogClearTemp) _fogClearTemp = new THREE.Vector3();
if (!_fogClearLookAt) _fogClearLookAt = new THREE.Vector3(0, 1, 0);
fogClearActive = true;
fogClearStartTime = performance.now();
// Store original fog values
const originalNear = scene.fog.near;
const originalFar = scene.fog.far;
// Immediately push fog back significantly
scene.fog.near = 60;
scene.fog.far = 200;
// Create visual fog dispersal effect - expanding thermal rings
// v7.90: Use pooled geometry and temp vectors to avoid per-ring allocations
const ringCount = 4;
for (let i = 0; i < ringCount; i++) {
// v7.90: Calculate ring position without clone() calls
const ringPosX = startPos.x + direction.x * (i * distance / ringCount);
const ringPosY = startPos.y + direction.y * (i * distance / ringCount) + 1.5;
const ringPosZ = startPos.z + direction.z * (i * distance / ringCount);
// White/yellow thermal wave rings
// v7.90: Use pooled fogRing geometry instead of creating new per ring
const ringMat = new THREE.MeshBasicMaterial({
color: 0xffffaa,
transparent: true,
opacity: 0.5 - i * 0.1,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(_effectGeometryPool.fogRing, ringMat);
ring.position.set(ringPosX, ringPosY, ringPosZ);
// v7.90: Use temp vector for lookAt calculation
_fogClearTemp.set(ringPosX, ringPosY + 1, ringPosZ);
ring.lookAt(_fogClearTemp);
ring.rotation.x = Math.PI / 2; // Horizontal rings
ring.userData = {
createdAt: performance.now(),
lifetime: 1500,
initialScale: 1 + i * 0.8,
expandRate: 8,
type: 'fogRing',
usesPooledGeo: true // v7.90: Flag to skip dispose on pooled geometry
};
scene.add(ring);
fogClearEffects.push(ring);
}
// Create rising heat distortion particles
// v7.90: Use pooled heatParticle geometry and store velocity as plain object
const particleCount = 30;
for (let i = 0; i < particleCount; i++) {
const t = Math.random();
// v7.90: Calculate particle position inline without clone() calls
const particlePosX = startPos.x + direction.x * t * distance + (Math.random() - 0.5) * 6;
const particlePosY = startPos.y + direction.y * t * distance + Math.random() * 2;
const particlePosZ = startPos.z + direction.z * t * distance + (Math.random() - 0.5) * 6;
// v7.90: Use pooled heatParticle geometry
const particleMat = new THREE.MeshBasicMaterial({
color: Math.random() > 0.5 ? 0xffff88 : 0xffffff,
transparent: true,
opacity: 0.6
});
const particle = new THREE.Mesh(_effectGeometryPool.heatParticle, particleMat);
particle.position.set(particlePosX, particlePosY, particlePosZ);
particle.userData = {
createdAt: performance.now(),
lifetime: 2000,
type: 'heatParticle',
usesPooledGeo: true, // v7.90: Flag to skip dispose on pooled geometry
// v7.90: Store velocity as plain object to avoid Vector3 allocation
velocity: {
x: (Math.random() - 0.5) * 2,
y: 3 + Math.random() * 4, // Rising heat
z: (Math.random() - 0.5) * 2
}
};
scene.add(particle);
fogClearEffects.push(particle);
}
// Show notification
// v7.90: Use GlobalVec3Pool.temp() for floater position
const floaterPos = GlobalVec3Pool.temp();
floaterPos.set(startPos.x, startPos.y + 4, startPos.z);
spawnFloater(floaterPos, '🔥 FOG CLEARED! 🔥', '#ffff00');
showNotification('Thermal shockwave dispersed the fog!', 'success');
// Schedule fog return
setTimeout(() => {
if (scene.fog && currentWeather === 'fog') {
// Gradually restore fog
const restoreStart = performance.now();
const restoreInterval = setInterval(() => {
const elapsed = performance.now() - restoreStart;
const progress = Math.min(1, elapsed / FOG_CLEAR_FADE_TIME);
if (scene.fog) {
scene.fog.near = 60 - progress * (60 - originalNear);
scene.fog.far = 200 - progress * (200 - originalFar);
}
if (progress >= 1) {
clearInterval(restoreInterval);
fogClearActive = false;
}
}, 50);
} else {
fogClearActive = false;
}
}, FOG_CLEAR_DURATION);
}
// Update fog clear visual effects
function updateFogClearEffects(dt) {
const now = performance.now();
const toRemove = [];
for (const effect of fogClearEffects) {
const age = now - effect.userData.createdAt;
const progress = age / effect.userData.lifetime;
if (progress >= 1) {
toRemove.push(effect);
continue;
}
if (effect.userData.type === 'fogRing') {
// Expanding horizontal rings
const scale = effect.userData.initialScale + effect.userData.expandRate * progress;
effect.scale.setScalar(scale);
effect.material.opacity = 0.5 * (1 - progress);
} else if (effect.userData.type === 'heatParticle') {
// Rising heat particles
const vel = effect.userData.velocity;
effect.position.x += vel.x * dt;
effect.position.y += vel.y * dt;
effect.position.z += vel.z * dt;
vel.y -= 2 * dt; // Slight deceleration
effect.material.opacity = 0.6 * (1 - progress);
effect.scale.setScalar(1 - progress * 0.5);
}
}
// Cleanup
// v7.90: Don't dispose pooled geometry (marked with usesPooledGeo flag)
for (const effect of toRemove) {
scene.remove(effect);
if (!effect.userData?.usesPooledGeo) {
effect.geometry?.dispose();
}
effect.material?.dispose();
}
fogClearEffects = fogClearEffects.filter(e => !toRemove.includes(e));
}
// v4.1: Create nebula clouds for galaxy atmosphere
function createNebulae() {
const nebulaColors = [0xff3366, 0x3366ff, 0x66ff33, 0xff6633, 0x9933ff, 0x33ffff];
const nebulaCount = 6;
for (let i = 0; i < nebulaCount; i++) {
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext('2d');
// Create procedural nebula with radial gradients
const color = nebulaColors[i % nebulaColors.length];
const r = (color >> 16) & 255;
const g = (color >> 8) & 255;
const b = color & 255;
// Multiple overlapping gradients for organic look
for (let j = 0; j < 3; j++) {
const cx = 80 + Math.random() * 96;
const cy = 80 + Math.random() * 96;
const gradient = ctx.createRadialGradient(cx, cy, 0, cx, cy, 100 + Math.random() * 56);
gradient.addColorStop(0, `rgba(${r}, ${g}, ${b}, 0.25)`);
gradient.addColorStop(0.4, `rgba(${r}, ${g}, ${b}, 0.1)`);
gradient.addColorStop(1, 'rgba(0, 0, 0, 0)');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, 256, 256);
}
const texture = new THREE.CanvasTexture(canvas);
const material = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
blending: THREE.AdditiveBlending,
side: THREE.DoubleSide,
depthWrite: false,
opacity: 0.6
});
const geometry = new THREE.PlaneGeometry(600, 600);
const nebula = new THREE.Mesh(geometry, material);
// Position nebulae around the galaxy
const angle = (i / nebulaCount) * Math.PI * 2;
const dist = 400 + Math.random() * 600;
nebula.position.set(
Math.cos(angle) * dist,
(Math.random() - 0.5) * 300,
Math.sin(angle) * dist
);
// Random rotation
nebula.rotation.set(
Math.random() * Math.PI,
Math.random() * Math.PI,
Math.random() * Math.PI
);
scene.add(nebula);
}
}
const BIOMES = {
// v7.24: Fixed Terra water color from 0x2244aa to 0x2266cc (8-Strategy Consensus - more saturated blue)
Terra: { sky: 0x87ceeb, ground: 0x33aa33, tree: 0x228b22, rock: 0x888888, water: 0x2266cc, name: 'Terra' },
Desert: { sky: 0xffcc99, ground: 0xeeddaa, tree: 0xccbb99, rock: 0xaa5522, water: 0x446688, name: 'Desert' },
Ice: { sky: 0xddeeff, ground: 0xffffff, tree: 0xaaccff, rock: 0x99aabb, water: 0x88aadd, name: 'Tundra' },
Alien: { sky: 0x220044, ground: 0x440066, tree: 0xff00ff, rock: 0x00ffcc, water: 0x8800ff, name: 'Xeno' },
Volcanic: { sky: 0x330000, ground: 0x221111, tree: 0x552222, rock: 0x111111, water: 0xff4400, name: 'Magma' },
// v7.24: ENHANCED FACTORY BIOME COLORS (8-Strategy Consensus)
Factory: { sky: 0x2a3038, ground: 0x333344, tree: 0x666677, rock: 0x555566, water: 0x3a5570, name: 'Industrial', isFactory: true }
};
// ================================================================
// MINECRAFT-STYLE PROCEDURAL TEXTURE GENERATOR
// Based on Notch's original texture generation algorithm
// Creates 16x16 pixel-art textures procedurally
// ================================================================
const MinecraftTextures = (function() {
const TEXTURE_SIZE = 16;
const textureCache = new Map();
// Simple seeded random for deterministic textures
function seededRandom(seed) {
let s = seed;
return function() {
s = (s * 9301 + 49297) % 233280;
return s / 233280;
};
}
// Extract RGB components from hex color
function hexToRgb(hex) {
return {
r: (hex >> 16) & 255,
g: (hex >> 8) & 255,
b: hex & 255
};
}
// Clamp value between 0-255
function clamp(val) {
return Math.max(0, Math.min(255, Math.floor(val)));
}
// Core Minecraft-style noise function
function minecraftNoise(x, y, seed) {
const rand = seededRandom(seed + x * 31 + y * 17);
return rand();
}
// Generate grass texture (Terra biome)
function generateGrassTexture(baseColor, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rgb = hexToRgb(baseColor);
const rand = seededRandom(seed);
for (let y = 0; y < TEXTURE_SIZE; y++) {
for (let x = 0; x < TEXTURE_SIZE; x++) {
const idx = (y * TEXTURE_SIZE + x) * 4;
// Minecraft grass: green base with noise variation
let brightness = 0.7 + rand() * 0.3;
// Add occasional darker spots (dirt showing through)
if (rand() < 0.08) {
brightness *= 0.5;
}
// Add occasional lighter spots (sun highlights)
if (rand() < 0.05) {
brightness *= 1.3;
}
// Vertical gradient for grass blade effect
const gradient = 1 - (y / TEXTURE_SIZE) * 0.15;
brightness *= gradient;
data[idx] = clamp(rgb.r * brightness);
data[idx + 1] = clamp(rgb.g * brightness);
data[idx + 2] = clamp(rgb.b * brightness);
data[idx + 3] = 255;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Generate sand texture (Desert biome)
function generateSandTexture(baseColor, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rgb = hexToRgb(baseColor);
const rand = seededRandom(seed);
for (let y = 0; y < TEXTURE_SIZE; y++) {
for (let x = 0; x < TEXTURE_SIZE; x++) {
const idx = (y * TEXTURE_SIZE + x) * 4;
// Sand: grainy texture with color variation
let brightness = 0.85 + rand() * 0.15;
// Add occasional darker grains
if (rand() < 0.15) {
brightness *= 0.75;
}
// Slight color shift for some grains
let rShift = 1, gShift = 1, bShift = 1;
if (rand() < 0.1) {
rShift = 1.05;
gShift = 0.95;
}
data[idx] = clamp(rgb.r * brightness * rShift);
data[idx + 1] = clamp(rgb.g * brightness * gShift);
data[idx + 2] = clamp(rgb.b * brightness * bShift);
data[idx + 3] = 255;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Generate snow/ice texture (Ice biome)
function generateSnowTexture(baseColor, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rgb = hexToRgb(baseColor);
const rand = seededRandom(seed);
for (let y = 0; y < TEXTURE_SIZE; y++) {
for (let x = 0; x < TEXTURE_SIZE; x++) {
const idx = (y * TEXTURE_SIZE + x) * 4;
// Snow: mostly white with subtle blue shadows
let brightness = 0.9 + rand() * 0.1;
// Ice crystal effect - occasional sparkles
if (rand() < 0.03) {
brightness = 1.2;
}
// Subtle shadow areas
if (rand() < 0.1) {
brightness *= 0.85;
}
// Blue tint in shadows
const blueShift = brightness < 0.9 ? 1.1 : 1;
data[idx] = clamp(rgb.r * brightness);
data[idx + 1] = clamp(rgb.g * brightness);
data[idx + 2] = clamp(rgb.b * brightness * blueShift);
data[idx + 3] = 255;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Generate alien/xeno texture (Alien biome)
function generateAlienTexture(baseColor, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rgb = hexToRgb(baseColor);
const rand = seededRandom(seed);
for (let y = 0; y < TEXTURE_SIZE; y++) {
for (let x = 0; x < TEXTURE_SIZE; x++) {
const idx = (y * TEXTURE_SIZE + x) * 4;
// Alien: pulsating organic pattern
const wave = Math.sin((x + y) * 0.5 + seed * 0.01) * 0.15;
let brightness = 0.6 + rand() * 0.3 + wave;
// Bioluminescent spots
if (rand() < 0.05) {
brightness = 1.5;
}
// Dark veins
if ((x + y) % 4 === 0 && rand() < 0.3) {
brightness *= 0.4;
}
// Color shift for organic feel
const shift = rand() < 0.2 ? 1.2 : 1;
data[idx] = clamp(rgb.r * brightness * shift);
data[idx + 1] = clamp(rgb.g * brightness);
data[idx + 2] = clamp(rgb.b * brightness * shift);
data[idx + 3] = 255;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Generate volcanic/magma texture (Volcanic biome)
function generateVolcanicTexture(baseColor, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rgb = hexToRgb(baseColor);
const rand = seededRandom(seed);
for (let y = 0; y < TEXTURE_SIZE; y++) {
for (let x = 0; x < TEXTURE_SIZE; x++) {
const idx = (y * TEXTURE_SIZE + x) * 4;
// Dark volcanic rock base
let brightness = 0.4 + rand() * 0.4;
let isLava = false;
// Lava cracks/veins
if (rand() < 0.08 || ((x * y) % 7 === 0 && rand() < 0.2)) {
isLava = true;
brightness = 1.0;
}
if (isLava) {
// Glowing lava - orange/red
data[idx] = clamp(255 * brightness);
data[idx + 1] = clamp(100 * brightness * rand());
data[idx + 2] = clamp(20);
} else {
// Dark rock
data[idx] = clamp(rgb.r * brightness);
data[idx + 1] = clamp(rgb.g * brightness);
data[idx + 2] = clamp(rgb.b * brightness);
}
data[idx + 3] = 255;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Generate water texture
function generateWaterTexture(baseColor, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rgb = hexToRgb(baseColor);
const rand = seededRandom(seed);
for (let y = 0; y < TEXTURE_SIZE; y++) {
for (let x = 0; x < TEXTURE_SIZE; x++) {
const idx = (y * TEXTURE_SIZE + x) * 4;
// Water: wave pattern with caustics
const wave1 = Math.sin((x + seed * 0.1) * 0.6) * 0.1;
const wave2 = Math.sin((y + seed * 0.05) * 0.8) * 0.08;
let brightness = 0.7 + wave1 + wave2 + rand() * 0.15;
// Caustic highlights
if (rand() < 0.04) {
brightness = 1.3;
}
// Depth variation
const depth = 1 - (y / TEXTURE_SIZE) * 0.2;
brightness *= depth;
data[idx] = clamp(rgb.r * brightness);
data[idx + 1] = clamp(rgb.g * brightness);
data[idx + 2] = clamp(rgb.b * brightness * 1.1);
data[idx + 3] = 200; // Semi-transparent
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Generate stone/rock texture
function generateStoneTexture(baseColor, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rgb = hexToRgb(baseColor);
const rand = seededRandom(seed);
for (let y = 0; y < TEXTURE_SIZE; y++) {
for (let x = 0; x < TEXTURE_SIZE; x++) {
const idx = (y * TEXTURE_SIZE + x) * 4;
// Stone: rough with mineral veins
let brightness = 0.5 + rand() * 0.4;
// Dark cracks
if (rand() < 0.1) {
brightness *= 0.4;
}
// Mineral sparkles
if (rand() < 0.03) {
brightness = 1.2;
}
// Color variation for different minerals
let rShift = 1, gShift = 1, bShift = 1;
if (rand() < 0.08) {
// Iron oxide tint
rShift = 1.2;
} else if (rand() < 0.05) {
// Copper tint
gShift = 1.15;
}
data[idx] = clamp(rgb.r * brightness * rShift);
data[idx + 1] = clamp(rgb.g * brightness * gShift);
data[idx + 2] = clamp(rgb.b * brightness * bShift);
data[idx + 3] = 255;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Generate wood/bark texture
function generateWoodTexture(baseColor, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rgb = hexToRgb(baseColor);
const rand = seededRandom(seed);
for (let y = 0; y < TEXTURE_SIZE; y++) {
for (let x = 0; x < TEXTURE_SIZE; x++) {
const idx = (y * TEXTURE_SIZE + x) * 4;
// Wood grain - vertical lines with variation
const grain = Math.sin(x * 1.5 + rand() * 2) * 0.15;
let brightness = 0.6 + grain + rand() * 0.25;
// Bark ridges (horizontal bands)
if (y % 4 < 1) {
brightness *= 0.7;
}
// Knots
if (rand() < 0.02) {
brightness *= 0.5;
}
data[idx] = clamp(rgb.r * brightness);
data[idx + 1] = clamp(rgb.g * brightness);
data[idx + 2] = clamp(rgb.b * brightness);
data[idx + 3] = 255;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Generate leaf texture
function generateLeafTexture(baseColor, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rgb = hexToRgb(baseColor);
const rand = seededRandom(seed);
for (let y = 0; y < TEXTURE_SIZE; y++) {
for (let x = 0; x < TEXTURE_SIZE; x++) {
const idx = (y * TEXTURE_SIZE + x) * 4;
// Leaves: varied green with holes
let brightness = 0.65 + rand() * 0.35;
let alpha = 255;
// Leaf veins (diagonal pattern)
if ((x + y) % 5 === 0) {
brightness *= 0.75;
}
// Light spots (sun through leaves)
if (rand() < 0.08) {
brightness = 1.2;
}
// Holes in leaves (for transparency)
if (rand() < 0.12) {
alpha = 0;
}
data[idx] = clamp(rgb.r * brightness);
data[idx + 1] = clamp(rgb.g * brightness);
data[idx + 2] = clamp(rgb.b * brightness);
data[idx + 3] = alpha;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Main texture creation function with caching
function createTexture(type, baseColor, seed = 42) {
const cacheKey = `${type}_${baseColor}_${seed}`;
if (textureCache.has(cacheKey)) {
return textureCache.get(cacheKey);
}
let canvas;
switch (type) {
case 'grass':
canvas = generateGrassTexture(baseColor, seed);
break;
case 'sand':
canvas = generateSandTexture(baseColor, seed);
break;
case 'snow':
canvas = generateSnowTexture(baseColor, seed);
break;
case 'alien':
canvas = generateAlienTexture(baseColor, seed);
break;
case 'volcanic':
canvas = generateVolcanicTexture(baseColor, seed);
break;
case 'water':
canvas = generateWaterTexture(baseColor, seed);
break;
case 'stone':
canvas = generateStoneTexture(baseColor, seed);
break;
case 'wood':
canvas = generateWoodTexture(baseColor, seed);
break;
case 'leaf':
canvas = generateLeafTexture(baseColor, seed);
break;
default:
canvas = generateGrassTexture(baseColor, seed);
}
const texture = new THREE.CanvasTexture(canvas);
texture.magFilter = THREE.NearestFilter; // Pixelated look like Minecraft
texture.minFilter = THREE.NearestFilter;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(1, 1);
textureCache.set(cacheKey, texture);
return texture;
}
// Get the appropriate texture type for a biome
function getBiomeGroundType(biomeName) {
const typeMap = {
'Terra': 'grass',
'Desert': 'sand',
'Ice': 'snow',
'Alien': 'alien',
'Volcanic': 'volcanic'
};
return typeMap[biomeName] || 'grass';
}
// Create material for ground - clean look emphasizing terrain height/ridges
// v6.81: Replaced noisy Minecraft textures with clean elevation-based shading
function createGroundMaterial(biome, biomeName) {
// Use MeshStandardMaterial for better lighting response on terrain
return new THREE.MeshStandardMaterial({
color: biome.ground,
roughness: 0.85,
metalness: 0.05,
flatShading: true // Emphasizes the blocky terrain ridges
});
}
// Create material for water/lava - biome-aware liquid material
// v6.81: Replaced noisy texture with clean water material
// v7.24: Fixed swamp-green appearance (8-Strategy Consensus) - increased opacity, added emissive blue
// v10.0: FLOODED WATER FIX - Full opacity + strong emissive blue to eliminate green bleed-through
// v10.1: LAVA FIX (8-Strategy Consensus) - Volcanic biome uses glowing orange-red lava material
function createWaterMaterial(biome, biomeName) {
// v10.1: 8-STRATEGY CONSENSUS - Check for Volcanic/Magma biome
// All 8 agents agreed: function was ignoring biome parameters, causing brown lava
if (biomeName === 'Volcanic') {
return new THREE.MeshStandardMaterial({
color: 0xff4400, // v10.1: Bright orange-red lava (consensus: 6/8 agents)
emissive: 0xff2200, // v10.1: Strong red-orange glow (consensus: 6/8 agents)
emissiveIntensity: 1.0, // v10.1: High intensity for molten glow (consensus mode)
roughness: 0.6, // v10.1: Molten rock texture (consensus median)
metalness: 0.0, // v10.1: Lava is not metallic (consensus: 8/8 unanimous)
transparent: false,
flatShading: true
});
}
// Default: Blue water for all other biomes
return new THREE.MeshStandardMaterial({
color: 0x2288dd, // v10.0: Bright blue water color
emissive: 0x1166bb, // v10.0: Strong blue emissive for proper water appearance
emissiveIntensity: 0.6, // v10.0: Higher intensity for vibrant blue
roughness: 0.3, // v10.0: Moderate roughness for natural water
metalness: 0.1, // v10.0: Low metalness - water isn't metallic
transparent: false, // v10.0: FULLY OPAQUE - no green terrain bleed-through
flatShading: true
});
}
// Create material for rocks - clean flat shaded
// v6.81: Replaced noisy texture with clean material
function createRockMaterial(biome) {
return new THREE.MeshStandardMaterial({
color: biome.rock,
roughness: 0.9,
metalness: 0.1,
flatShading: true
});
}
// Create material for tree trunks - clean flat shaded
// v6.81: Replaced noisy texture with clean bark material
function createWoodMaterial(color, seed = 999) {
return new THREE.MeshStandardMaterial({
color: color,
roughness: 0.8,
metalness: 0.0,
flatShading: true
});
}
// Create material for leaves - clean flat shaded
// v6.81: Replaced noisy texture with clean foliage material
function createLeafMaterial(color, seed = 555) {
return new THREE.MeshStandardMaterial({
color: color,
roughness: 0.7,
metalness: 0.0,
flatShading: true,
side: THREE.DoubleSide
});
}
return {
createTexture,
createGroundMaterial,
createWaterMaterial,
createRockMaterial,
createWoodMaterial,
createLeafMaterial,
getBiomeGroundType
};
})();
// END MINECRAFT TEXTURE GENERATOR
// ================================================================
// ================================================================
// v6.93: ORBITAL PLANET TEXTURE GENERATOR
// Creates procedural textures for planets visible from galaxy view
// ================================================================
const PlanetTextures = (function() {
const TEXTURE_SIZE = 128;
const textureCache = new Map();
function seededRandom(seed) {
let s = seed;
return function() { s = (s * 9301 + 49297) % 233280; return s / 233280; };
}
function hexToRgb(hex) {
return { r: (hex >> 16) & 255, g: (hex >> 8) & 255, b: hex & 255 };
}
function clamp(val) { return Math.max(0, Math.min(255, Math.floor(val))); }
function fbm(x, y, seed, octaves = 4) {
let value = 0, amplitude = 0.5, frequency = 1;
for (let i = 0; i < octaves; i++) {
const nx = Math.floor(x * frequency * 100);
const ny = Math.floor(y * frequency * 100);
const r = seededRandom(nx * 31 + ny * 17 + seed + i * 100);
value += amplitude * r();
amplitude *= 0.5; frequency *= 2;
}
return value;
}
function generateTerraPlanet(biome, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rand = seededRandom(seed);
const groundRgb = hexToRgb(biome.ground), waterRgb = hexToRgb(biome.water), rockRgb = hexToRgb(biome.rock);
for (let py = 0; py < TEXTURE_SIZE; py++) {
for (let px = 0; px < TEXTURE_SIZE; px++) {
const idx = (py * TEXTURE_SIZE + px) * 4;
const nx = (px / TEXTURE_SIZE) * 4, ny = (py / TEXTURE_SIZE) * 4;
const height = fbm(nx, ny, seed, 5);
let r, g, b;
if (height < 0.45) { r = waterRgb.r * (0.6 + (height/0.45) * 0.3); g = waterRgb.g * (0.6 + (height/0.45) * 0.3); b = waterRgb.b * (0.7 + (height/0.45) * 0.3); }
else if (height < 0.5) { r = waterRgb.r * 0.7; g = waterRgb.g * 1.3; b = waterRgb.b * 1.3; } // v10.0: Shallow water = lighter cyan-blue, not greenish
else if (height < 0.7) { const v = fbm(nx*2, ny*2, seed+50, 3) * 0.3; r = groundRgb.r * (0.8+v); g = groundRgb.g * (0.9+v); b = groundRgb.b * (0.7+v); }
else if (height < 0.85) { r = groundRgb.r * 0.6; g = groundRgb.g * 0.7; b = groundRgb.b * 0.5; }
else { if (rand() < (height-0.85)*5) { r=240; g=245; b=250; } else { r=rockRgb.r; g=rockRgb.g; b=rockRgb.b; } }
data[idx] = clamp(r); data[idx+1] = clamp(g); data[idx+2] = clamp(b); data[idx+3] = 255;
}
}
ctx.putImageData(imageData, 0, 0); return canvas;
}
function generateDesertPlanet(biome, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const groundRgb = hexToRgb(biome.ground), rockRgb = hexToRgb(biome.rock);
for (let py = 0; py < TEXTURE_SIZE; py++) {
for (let px = 0; px < TEXTURE_SIZE; px++) {
const idx = (py * TEXTURE_SIZE + px) * 4;
const nx = (px / TEXTURE_SIZE) * 4, ny = (py / TEXTURE_SIZE) * 4;
const height = fbm(nx, ny, seed, 4);
const dunes = Math.sin(nx * 3 + fbm(nx, ny, seed+100, 2) * 2) * 0.5 + 0.5;
let r, g, b;
if (height > 0.7) { r = rockRgb.r * (0.8+height*0.2); g = rockRgb.g * (0.8+height*0.2); b = rockRgb.b * (0.7+height*0.2); }
else { const shade = 0.85 + dunes * 0.15; r = groundRgb.r * shade; g = groundRgb.g * shade * 0.95; b = groundRgb.b * shade * 0.9; }
data[idx] = clamp(r); data[idx+1] = clamp(g); data[idx+2] = clamp(b); data[idx+3] = 255;
}
}
ctx.putImageData(imageData, 0, 0); return canvas;
}
function generateIcePlanet(biome, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rand = seededRandom(seed);
const groundRgb = hexToRgb(biome.ground), waterRgb = hexToRgb(biome.water);
for (let py = 0; py < TEXTURE_SIZE; py++) {
for (let px = 0; px < TEXTURE_SIZE; px++) {
const idx = (py * TEXTURE_SIZE + px) * 4;
const nx = (px / TEXTURE_SIZE) * 4, ny = (py / TEXTURE_SIZE) * 4;
const height = fbm(nx, ny, seed, 4), cracks = fbm(nx*3, ny*3, seed+200, 2);
let r, g, b;
if (height < 0.4) { r = waterRgb.r * 0.7; g = waterRgb.g * 0.8; b = waterRgb.b * 0.9; }
else if (cracks < 0.3) { r = 100; g = 140; b = 180; }
else { const sp = rand() < 0.02 ? 1.1 : 1.0; r = groundRgb.r * 0.98 * sp; g = groundRgb.g * 0.98 * sp; b = Math.min(255, groundRgb.b * 1.05 * sp); }
data[idx] = clamp(r); data[idx+1] = clamp(g); data[idx+2] = clamp(b); data[idx+3] = 255;
}
}
ctx.putImageData(imageData, 0, 0); return canvas;
}
function generateAlienPlanet(biome, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const rand = seededRandom(seed);
const groundRgb = hexToRgb(biome.ground), treeRgb = hexToRgb(biome.tree), waterRgb = hexToRgb(biome.water);
for (let py = 0; py < TEXTURE_SIZE; py++) {
for (let px = 0; px < TEXTURE_SIZE; px++) {
const idx = (py * TEXTURE_SIZE + px) * 4;
const nx = (px / TEXTURE_SIZE) * 4, ny = (py / TEXTURE_SIZE) * 4;
const height = fbm(nx, ny, seed, 4);
const organic = Math.sin(nx*5 + ny*3 + seed*0.1) * 0.5 + 0.5;
let r, g, b;
if (height < 0.35) { const glow = 0.8 + Math.sin(nx*10 + ny*8) * 0.2; r = waterRgb.r * glow; g = waterRgb.g * 0.5; b = waterRgb.b * glow; }
else if (rand() < 0.08) { r = treeRgb.r; g = treeRgb.g * 0.3; b = treeRgb.b; }
else { r = groundRgb.r * (0.7+organic*0.4); g = groundRgb.g * (0.5+organic*0.3); b = groundRgb.b * (0.8+organic*0.3); }
data[idx] = clamp(r); data[idx+1] = clamp(g); data[idx+2] = clamp(b); data[idx+3] = 255;
}
}
ctx.putImageData(imageData, 0, 0); return canvas;
}
function generateVolcanicPlanet(biome, seed) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = TEXTURE_SIZE;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(TEXTURE_SIZE, TEXTURE_SIZE);
const data = imageData.data;
const groundRgb = hexToRgb(biome.ground), lavaRgb = hexToRgb(biome.water);
for (let py = 0; py < TEXTURE_SIZE; py++) {
for (let px = 0; px < TEXTURE_SIZE; px++) {
const idx = (py * TEXTURE_SIZE + px) * 4;
const nx = (px / TEXTURE_SIZE) * 4, ny = (py / TEXTURE_SIZE) * 4;
const height = fbm(nx, ny, seed, 5), lavaFlow = fbm(nx*2, ny*2, seed+300, 3);
let r, g, b;
if (lavaFlow < 0.25 || height < 0.3) { const heat = 0.8 + Math.sin(nx*8 + ny*6 + seed*0.05) * 0.2; r = lavaRgb.r * heat; g = lavaRgb.g * heat * 0.5; b = 0; }
else { const rv = 0.6 + height * 0.4; r = groundRgb.r * rv; g = groundRgb.g * rv; b = groundRgb.b * rv; }
data[idx] = clamp(r); data[idx+1] = clamp(g); data[idx+2] = clamp(b); data[idx+3] = 255;
}
}
ctx.putImageData(imageData, 0, 0); return canvas;
}
function createPlanetMaterial(biomeKey, planetSeed) {
const cacheKey = `${biomeKey}-${planetSeed}`;
if (textureCache.has(cacheKey)) return textureCache.get(cacheKey).clone();
const biome = BIOMES[biomeKey] || BIOMES.Terra;
let canvas;
switch (biomeKey) {
case 'Desert': canvas = generateDesertPlanet(biome, planetSeed); break;
case 'Ice': canvas = generateIcePlanet(biome, planetSeed); break;
case 'Alien': canvas = generateAlienPlanet(biome, planetSeed); break;
case 'Volcanic': canvas = generateVolcanicPlanet(biome, planetSeed); break;
default: canvas = generateTerraPlanet(biome, planetSeed);
}
const texture = new THREE.CanvasTexture(canvas);
texture.wrapS = THREE.RepeatWrapping; texture.wrapT = THREE.RepeatWrapping;
const material = new THREE.MeshBasicMaterial({ map: texture });
textureCache.set(cacheKey, material);
return material;
}
function createAtmosphereMaterial(biomeKey) {
const biome = BIOMES[biomeKey] || BIOMES.Terra;
return new THREE.MeshBasicMaterial({ color: biome.sky, transparent: true, opacity: 0.15, side: THREE.BackSide });
}
return { createPlanetMaterial, createAtmosphereMaterial };
})();
// END ORBITAL PLANET TEXTURE GENERATOR
// ================================================================
// ============================================
// v8.0: ATTACK INTERRUPT/STAGGER SYSTEM - 8-Agent Consensus (Cycle 5)
// Deal enough damage during enemy telegraph to cancel their attack!
// ============================================
const STAGGER_CONFIG = {
// Base stagger thresholds per enemy type (set in ENEMY_TYPES)
DEFAULT_THRESHOLD: 15, // Default damage needed to stagger
ELITE_MULTIPLIER: 2.0, // Elites need 2x damage to stagger
BOSS_MULTIPLIER: 3.0, // Bosses need 3x damage
// Stagger effects
STAGGER_DURATION: 600, // How long enemy is stunned after stagger
STAGGER_COOLDOWN: 3000, // Enemies can't be staggered again for 3s
// Audio/Visual feedback
STAGGER_PARTICLES: 15,
STAGGER_COLOR: 0xffff00, // Yellow flash on stagger
// Bonus rewards
COMBO_MULTIPLIER_BONUS: 0.1, // +10% combo bonus for staggers
STYLE_BONUS: 50 // Style meter points for stagger
};
// Track damage dealt during telegraph for each mob
const staggerTracking = new Map();
function initStaggerTracking(mobId) {
staggerTracking.set(mobId, {
damageAccumulated: 0,
lastStaggerTime: 0
});
}
function accumulateStaggerDamage(mob, damage) {
if (!mob || !mob.userData) return false;
const mobId = mob.uuid || mob.id;
if (!staggerTracking.has(mobId)) {
initStaggerTracking(mobId);
}
const tracking = staggerTracking.get(mobId);
const now = performance.now();
// Check if mob is on stagger cooldown
if (now - tracking.lastStaggerTime < STAGGER_CONFIG.STAGGER_COOLDOWN) {
return false;
}
// Only accumulate if mob is telegraphing
if (!mob.userData.telegraphing) {
tracking.damageAccumulated = 0;
return false;
}
// Accumulate damage
tracking.damageAccumulated += damage;
// Calculate threshold
const enemyType = ENEMY_TYPES[mob.userData.name];
let threshold = enemyType?.staggerThreshold || STAGGER_CONFIG.DEFAULT_THRESHOLD;
// Apply multipliers for elite/boss
if (mob.userData.isElite) {
threshold *= STAGGER_CONFIG.ELITE_MULTIPLIER;
}
if (mob.userData.isBoss || mob.userData.type === 'boss') {
threshold *= STAGGER_CONFIG.BOSS_MULTIPLIER;
}
// Check if stagger threshold reached
if (tracking.damageAccumulated >= threshold) {
triggerStagger(mob);
tracking.damageAccumulated = 0;
tracking.lastStaggerTime = now;
return true;
}
return false;
}
function triggerStagger(mob) {
if (!mob || !mob.userData) return;
// Cancel the telegraph
mob.userData.telegraphing = false;
mob.userData.stunned = true;
mob.userData.stunnedUntil = performance.now() + STAGGER_CONFIG.STAGGER_DURATION;
// Reset attack timing (give player a window)
mob.userData.nextAttack = performance.now() + STAGGER_CONFIG.STAGGER_DURATION + 500;
// Restore original emissive
// v10.12: Added emissive property checks
if (mob.material?.emissive && mob.userData.originalEmissive !== undefined) {
mob.material.emissive.setHex(mob.userData.originalEmissive);
}
// Visual feedback - yellow stagger flash
if (mob.material?.emissive) {
const origEmissive = mob.material.emissive.getHex();
mob.material.emissive.setHex(STAGGER_CONFIG.STAGGER_COLOR);
setTimeout(() => {
if (mob.material?.emissive) mob.material.emissive.setHex(origEmissive);
}, 200);
}
// Scale recoil animation
if (mob.scale) {
mob.scale.setScalar(0.7);
setTimeout(() => {
if (mob.scale) mob.scale.setScalar(1);
}, 150);
}
// Particles
if (particles && mob.position) {
particles.emit(mob.position, STAGGER_CONFIG.STAGGER_PARTICLES, STAGGER_CONFIG.STAGGER_COLOR, {
spread: 3,
lifetime: 400
});
}
// Audio feedback
playStaggerSound();
// Floater notification - v7.91: Use pooled position
if (mob.position) {
spawnFloater(getFloaterPos(mob.position, 1.5), '💥 STAGGERED!', '#ffff00');
}
// Style bonus
if (typeof updateStyleMeter === 'function') {
updateStyleMeter('parry', 2); // Use parry action for bonus, x2 multiplier
}
// Track for behavioral pattern
if (typeof trackBehaviorPattern === 'function') {
trackBehaviorPattern('attack');
}
}
function playStaggerSound() {
// v7.28: Use shared AudioContext
const audioCtx = getSharedAudioContext();
if (!audioCtx) return;
try {
const masterGain = audioCtx.createGain();
masterGain.gain.value = 0.25;
masterGain.connect(audioCtx.destination);
// Impact thump
const osc1 = audioCtx.createOscillator();
const gain1 = audioCtx.createGain();
osc1.type = 'sine';
osc1.frequency.value = 120;
osc1.frequency.exponentialRampToValueAtTime(40, audioCtx.currentTime + 0.15);
gain1.gain.setValueAtTime(0.8, audioCtx.currentTime);
gain1.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.2);
osc1.connect(gain1);
gain1.connect(masterGain);
osc1.start();
osc1.stop(audioCtx.currentTime + 0.2);
// High crack
const osc2 = audioCtx.createOscillator();
const gain2 = audioCtx.createGain();
osc2.type = 'square';
osc2.frequency.value = 800;
gain2.gain.setValueAtTime(0.3, audioCtx.currentTime);
gain2.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.08);
osc2.connect(gain2);
gain2.connect(masterGain);
osc2.start();
osc2.stop(audioCtx.currentTime + 0.08);
} catch (e) { console.log('Stagger sound error:', e); }
}
function cleanupStaggerTracking(mobId) {
staggerTracking.delete(mobId);
}
// ============================================
// v9.0: CREATURE MODEL LOADER SYSTEM
// Loads detailed 3D creature models from JSON
// ============================================
const CREATURE_MODEL_CONFIG = {
ENABLED: true,
BASE_URL: 'https://raw.githubusercontent.com/kody-w/localFirstTools/main/data/games/creatures/',
CACHE: new Map(),
LOADING: new Map(),
FALLBACK_TO_SPHERE: true
};
// Maps enemy names to creature model files
const CREATURE_MODEL_REGISTRY = {
// Regular enemies
'ShadowWraith': 'shadow-wraith.json',
'CrystalGolem': 'crystal-golem.json',
'VoidSpawn': 'void-spider.json',
'MagmaCore': 'flame-serpent.json',
'IceWisp': 'storm-elemental.json',
'Berserker': 'blood-knight.json',
'Slime': 'forest-guardian.json',
// Neutral creep camp creatures
'CaveBat': 'cave-bat.json',
'ForestSprite': 'forest-sprite.json',
'RockTroll': 'rock-troll.json',
'WolfAlpha': 'wolf-alpha.json',
'AncientWyrm': 'ancient-wyrm.json',
'TitanGolem': 'titan-golem.json'
};
// Fetch and cache creature model JSON
async function loadCreatureModel(modelFile) {
if (CREATURE_MODEL_CONFIG.CACHE.has(modelFile)) {
return CREATURE_MODEL_CONFIG.CACHE.get(modelFile);
}
if (CREATURE_MODEL_CONFIG.LOADING.has(modelFile)) {
return CREATURE_MODEL_CONFIG.LOADING.get(modelFile);
}
const loadPromise = fetch(CREATURE_MODEL_CONFIG.BASE_URL + modelFile)
.then(r => {
if (!r.ok) throw new Error('Model fetch failed');
return r.json();
})
.then(data => {
CREATURE_MODEL_CONFIG.CACHE.set(modelFile, data);
CREATURE_MODEL_CONFIG.LOADING.delete(modelFile);
return data;
})
.catch(err => {
console.warn(`Failed to load creature model ${modelFile}:`, err);
CREATURE_MODEL_CONFIG.LOADING.delete(modelFile);
return null;
});
CREATURE_MODEL_CONFIG.LOADING.set(modelFile, loadPromise);
return loadPromise;
}
// Pre-load all creature models at game start
function preloadCreatureModels() {
Object.values(CREATURE_MODEL_REGISTRY).forEach(modelFile => {
loadCreatureModel(modelFile);
});
}
// Create 3D mesh from creature JSON bodyParts
function createCreatureMeshFromJSON(creatureData, scale = 0.5) {
const group = new THREE.Group();
if (!creatureData || !creatureData.bodyParts) return null;
creatureData.bodyParts.forEach(part => {
let geometry;
const size = (part.size || 0.5) * scale;
switch (part.shape) {
case 'sphere':
geometry = new THREE.SphereGeometry(size, 16, 16);
break;
case 'box':
const w = (part.width || size) * scale;
const h = (part.height || size) * scale;
const d = (part.depth || size) * scale;
geometry = new THREE.BoxGeometry(w, h, d);
break;
case 'cylinder':
const rTop = (part.radiusTop || size * 0.5) * scale;
const rBot = (part.radiusBottom || size * 0.5) * scale;
const height = (part.height || size) * scale;
geometry = new THREE.CylinderGeometry(rTop, rBot, height, 16);
break;
case 'cone':
const cHeight = (part.height || size) * scale;
geometry = new THREE.ConeGeometry(size, cHeight, 16);
break;
case 'torus':
const tubeR = (part.tubeRadius || size * 0.2) * scale;
geometry = new THREE.TorusGeometry(size, tubeR, 12, 24);
break;
default:
geometry = new THREE.SphereGeometry(size, 16, 16);
}
const color = new THREE.Color(part.color || '#ffffff');
const material = new THREE.MeshStandardMaterial({
color: color,
roughness: 1.0 - (part.shininess || 50) / 100,
metalness: (part.shininess || 50) / 200,
transparent: part.opacity < 1,
opacity: part.opacity || 1,
emissive: part.glowing ? color : new THREE.Color(0x000000),
emissiveIntensity: part.glowing ? 0.5 : 0
});
const mesh = new THREE.Mesh(geometry, material);
// Apply position (scaled)
if (part.position) {
mesh.position.set(
part.position[0] * scale,
part.position[1] * scale,
part.position[2] * scale
);
}
// Apply rotation
if (part.rotation) {
mesh.rotation.set(part.rotation[0], part.rotation[1], part.rotation[2]);
}
// Apply scale
if (part.scale) {
mesh.scale.set(part.scale[0], part.scale[1], part.scale[2]);
}
mesh.castShadow = true;
mesh.receiveShadow = true;
group.add(mesh);
});
return group;
}
// v8.23: Pre-allocated Color for elite mob tinting to avoid allocations during spawn
let _eliteTintColor = null;
function getEliteTintColor() {
if (!_eliteTintColor) _eliteTintColor = new THREE.Color();
return _eliteTintColor;
}
// Create mob mesh - uses creature model if available, falls back to sphere
async function createMobMeshAsync(enemyName, enemyData, isElite, eliteData) {
const modelFile = CREATURE_MODEL_REGISTRY[enemyName];
if (CREATURE_MODEL_CONFIG.ENABLED && modelFile) {
const creatureData = await loadCreatureModel(modelFile);
if (creatureData) {
const creatureMesh = createCreatureMeshFromJSON(creatureData, isElite ? 0.6 : 0.4);
if (creatureMesh) {
// Tint with elite color if elite
// v8.23: Use pre-allocated Color and copy to avoid allocations
if (isElite && eliteData) {
const eliteColor = getEliteTintColor().set(eliteData.color);
creatureMesh.traverse(child => {
if (child.isMesh && child.material) {
child.material = child.material.clone();
child.material.emissive.copy(eliteColor);
child.material.emissiveIntensity += 0.3;
}
});
}
return creatureMesh;
}
}
}
// Fallback to simple sphere
const mobGeo = new THREE.SphereGeometry(isElite ? 1.0 : 0.8, 16, 16);
const mobMat = new THREE.MeshStandardMaterial({
color: eliteData ? eliteData.color : enemyData.color,
roughness: 0.3,
emissive: eliteData ? eliteData.color : enemyData.emissive,
emissiveIntensity: isElite ? 0.5 : 0.2
});
return new THREE.Mesh(mobGeo, mobMat);
}
// Sync version - uses cached model or falls back immediately
function createMobMeshSync(enemyName, enemyData, isElite, eliteData) {
const modelFile = CREATURE_MODEL_REGISTRY[enemyName];
if (CREATURE_MODEL_CONFIG.ENABLED && modelFile) {
const cachedData = CREATURE_MODEL_CONFIG.CACHE.get(modelFile);
if (cachedData) {
const creatureMesh = createCreatureMeshFromJSON(cachedData, isElite ? 0.6 : 0.4);
if (creatureMesh) {
// v8.23: Use pre-allocated Color and copy to avoid allocations
if (isElite && eliteData) {
const eliteColor = getEliteTintColor().set(eliteData.color);
creatureMesh.traverse(child => {
if (child.isMesh && child.material) {
child.material = child.material.clone();
child.material.emissive.copy(eliteColor);
child.material.emissiveIntensity += 0.3;
}
});
}
return creatureMesh;
}
}
}
// Fallback to simple sphere
const mobGeo = new THREE.SphereGeometry(isElite ? 1.0 : 0.8, 16, 16);
const mobMat = new THREE.MeshStandardMaterial({
color: eliteData ? eliteData.color : enemyData.color,
roughness: 0.3,
emissive: eliteData ? eliteData.color : enemyData.emissive,
emissiveIntensity: isElite ? 0.5 : 0.2
});
return new THREE.Mesh(mobGeo, mobMat);
}
// v4.2: Enemy Variety System - Biome-specific enemies
// v4.5: Added attack telegraphing parameters
const ENEMY_TYPES = {
Slime: {
hp: 10, damage: 5, speed: 4, color: 0x44ff44, emissive: 0x003300,
drops: ['Slime'], xp: 100, biomes: ['Terra', 'Alien'],
attackWindup: 800, attackRange: 2.5, // v4.5: Telegraph timing
staggerThreshold: 8 // v8.0: Low threshold - easy to stagger
},
Scorpion: {
hp: 15, damage: 8, speed: 5, color: 0xdd9944, emissive: 0x442200,
drops: ['Chitin'], xp: 150, biomes: ['Desert'],
attackWindup: 600, attackRange: 3.0,
staggerThreshold: 12 // v8.0: Medium threshold
},
IceWisp: {
hp: 8, damage: 6, speed: 7, color: 0x88ccff, emissive: 0x002244,
drops: ['Frost Shard'], xp: 120, biomes: ['Ice'],
attackWindup: 500, attackRange: 4.0, // Fast ranged
staggerThreshold: 6 // v8.0: Fragile but fast
},
MagmaCore: {
hp: 20, damage: 10, speed: 3, color: 0xff4400, emissive: 0x440000,
drops: ['Magma Gem'], xp: 180, biomes: ['Volcanic'],
attackWindup: 1200, attackRange: 3.5, // Slow heavy
staggerThreshold: 25 // v8.0: Tough - hard to stagger
},
VoidSpawn: {
hp: 25, damage: 12, speed: 5, color: 0x8800ff, emissive: 0x220044,
drops: ['Void Fragment'], xp: 250, biomes: ['Alien'],
attackWindup: 700, attackRange: 3.0,
staggerThreshold: 20 // v8.0: Resistant
},
// v5.12: Hypnotist - Special enemy that takes control of the player
Hypnotist: {
hp: 35, damage: 8, speed: 2, color: 0xff00ff, emissive: 0x660066,
drops: ['Void Fragment', 'Psychic Shard'], xp: 400, biomes: ['Alien', 'Volcanic'],
attackWindup: 2000, attackRange: 15.0, // Long range hypnosis
isHypnotist: true,
hypnosisRange: 12,
hypnosisDuration: 8000,
hypnosisCooldown: 15000
},
// v6.1: NEW ENEMY TYPES
Mimic: {
hp: 40, damage: 15, speed: 8, color: 0xcd853f, emissive: 0x442200,
drops: ['Mimic Tooth', 'Treasure Key'], xp: 350, biomes: ['Terra', 'Desert', 'Alien'],
attackWindup: 300, attackRange: 3.5,
isMimic: true, // Disguises as resource node
disguiseType: 'chest', // chest, rock, tree
revealRange: 5, // Distance to reveal disguise
ambushDamage: 25 // Extra damage on first hit
},
Summoner: {
hp: 25, damage: 5, speed: 2, color: 0x9932cc, emissive: 0x330066,
drops: ['Summoner Staff', 'Soul Essence'], xp: 300, biomes: ['Alien', 'Ice'],
attackWindup: 1500, attackRange: 20.0,
isSummoner: true,
summonCooldown: 8000,
summonCount: 2, // Spawns 2 minions at a time
maxMinions: 4, // Maximum minions alive at once
minions: [] // Track active minions
},
ShadowWraith: {
hp: 18, damage: 12, speed: 9, color: 0x111111, emissive: 0x220022,
drops: ['Shadow Essence', 'Dark Crystal'], xp: 280, biomes: ['Alien'],
attackWindup: 400, attackRange: 3.0,
isShadow: true,
phaseChance: 0.3, // 30% chance to phase through attacks
onlyDuringEclipse: true // Only spawns during Solar Eclipse event
},
CrystalGolem: {
hp: 60, damage: 18, speed: 2, color: 0x00ffff, emissive: 0x004444,
drops: ['Crystal', 'Golem Core', 'Rare Crystal'], xp: 400, biomes: ['Ice', 'Terra'],
attackWindup: 1800, attackRange: 4.0,
hasShield: true,
shieldHp: 30, // Shield absorbs first 30 damage
shieldRegen: 5000 // Shield regenerates after 5 seconds
},
Berserker: {
hp: 30, damage: 10, speed: 5, color: 0xff2200, emissive: 0x440000,
drops: ['Berserker Blood', 'Rage Shard'], xp: 320, biomes: ['Volcanic', 'Desert'],
attackWindup: 600, attackRange: 3.0,
isBerserker: true,
rageThreshold: 0.3, // Enters rage at 30% HP
rageDamageBonus: 1.5, // +50% damage when enraged
rageSpeedBonus: 1.4 // +40% speed when enraged
}
};
// v4.6: Elemental Status Effects System
const STATUS_EFFECTS = {
ice: {
name: 'Frozen',
duration: 3000,
color: 0x88ccff,
icon: '❄️',
speedMod: 0.3 // Slows to 30% speed
},
fire: {
name: 'Burning',
duration: 4000,
color: 0xff4400,
icon: '🔥',
tickRate: 500,
tickDamage: 2
},
void: {
name: 'Weakened',
duration: 5000,
color: 0x8800ff,
icon: '💜',
damageMod: 0.5 // Enemy deals 50% damage
},
cosmic: {
name: 'Annihilated',
duration: 3000,
color: 0xffd700,
icon: '✨',
tickRate: 250,
tickDamage: 5,
speedMod: 0.5
}
};
// ============================================
// v8.0: ELEMENTAL CHAIN REACTIONS - 8-Agent Consensus Cycle 7
// Status effects interact when enemies are near each other!
// ============================================
const ELEMENTAL_CHAIN_CONFIG = {
ENABLED: true,
PROXIMITY_RANGE: 3.5,
CHECK_INTERVAL: 500,
REACTIONS: {
'fire+fire': { type: 'spread', element: 'fire', durationBonus: 0.5, message: '🔥 FIRE SPREADS!', color: 0xff6600 },
'fire+ice': { type: 'explosion', damage: 12, clearsBoth: true, message: '💨 STEAM EXPLOSION!', color: 0xaaddff },
'void+void': { type: 'amplify', damageModBonus: 0.25, message: '💜 VOID AMPLIFIED!', color: 0xaa00ff },
'cosmic+any': { type: 'dominate', element: 'cosmic', message: '✨ COSMIC CASCADE!', color: 0xffd700 }
},
STYLE_BONUS: 40
};
let chainReactionState = { lastCheckTime: 0, recentReactions: new Set() };
// v7.96: Spatial hash grid for O(n) elemental chain detection instead of O(n^2)
const ElementalSpatialGrid = {
cellSize: 4, // Slightly larger than PROXIMITY_RANGE (3.5) to ensure neighbors are found
grid: new Map(),
// Clear and rebuild grid each frame
clear() {
this.grid.clear();
},
// Get cell key from position
getCellKey(x, z) {
const cx = Math.floor(x / this.cellSize);
const cz = Math.floor(z / this.cellSize);
return `${cx},${cz}`;
},
// Insert mob into grid
insert(mob) {
const key = this.getCellKey(mob.position.x, mob.position.z);
if (!this.grid.has(key)) {
this.grid.set(key, []);
}
this.grid.get(key).push(mob);
},
// Get all mobs in cell and adjacent cells
getNeighbors(mob) {
const cx = Math.floor(mob.position.x / this.cellSize);
const cz = Math.floor(mob.position.z / this.cellSize);
const neighbors = [];
// Check 3x3 grid of cells around mob
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
const key = `${cx + dx},${cz + dz}`;
const cell = this.grid.get(key);
if (cell) {
for (let i = 0; i < cell.length; i++) {
if (cell[i] !== mob) neighbors.push(cell[i]);
}
}
}
}
return neighbors;
}
};
function checkElementalChainReactions() {
if (!ELEMENTAL_CHAIN_CONFIG.ENABLED || !worldState?.mobs?.length) return;
const now = performance.now();
if (now - chainReactionState.lastCheckTime < ELEMENTAL_CHAIN_CONFIG.CHECK_INTERVAL) return;
chainReactionState.lastCheckTime = now;
chainReactionState.recentReactions.clear();
const mobs = worldState.mobs;
const proximityRangeSq = ELEMENTAL_CHAIN_CONFIG.PROXIMITY_RANGE * ELEMENTAL_CHAIN_CONFIG.PROXIMITY_RANGE;
// v7.96: Use spatial grid for O(n) neighbor detection
// Only use grid if we have enough mobs to benefit (overhead not worth it for small counts)
if (mobs.length > 20) {
ElementalSpatialGrid.clear();
// Build grid with only mobs that have status effects
const affectedMobs = [];
for (let i = 0; i < mobs.length; i++) {
const mob = mobs[i];
if (mob?.userData?.statusEffects && Object.keys(mob.userData.statusEffects).length > 0) {
ElementalSpatialGrid.insert(mob);
affectedMobs.push(mob);
}
}
// Check each affected mob against its spatial neighbors
const checked = new Set();
for (let i = 0; i < affectedMobs.length; i++) {
const mobA = affectedMobs[i];
const neighbors = ElementalSpatialGrid.getNeighbors(mobA);
for (let j = 0; j < neighbors.length; j++) {
const mobB = neighbors[j];
// Avoid checking pairs twice
const pairId = mobA.id < mobB.id ? `${mobA.id}-${mobB.id}` : `${mobB.id}-${mobA.id}`;
if (checked.has(pairId)) continue;
checked.add(pairId);
const distSq = mobA.position.distanceToSquared(mobB.position);
if (distSq > proximityRangeSq) continue;
for (const elemA of Object.keys(mobA.userData.statusEffects)) {
for (const elemB of Object.keys(mobB.userData.statusEffects)) {
triggerElementalReaction(mobA, mobB, elemA, elemB);
}
}
}
}
} else {
// v7.72: Original O(n^2) loop for small mob counts (overhead of grid not worth it)
for (let i = 0; i < mobs.length; i++) {
const mobA = mobs[i];
if (!mobA?.userData?.statusEffects) continue;
for (let j = i + 1; j < mobs.length; j++) {
const mobB = mobs[j];
if (!mobB?.userData?.statusEffects) continue;
const distSq = mobA.position.distanceToSquared(mobB.position);
if (distSq > proximityRangeSq) continue;
for (const elemA of Object.keys(mobA.userData.statusEffects)) {
for (const elemB of Object.keys(mobB.userData.statusEffects)) {
triggerElementalReaction(mobA, mobB, elemA, elemB);
}
}
}
}
}
}
function triggerElementalReaction(mobA, mobB, elemA, elemB) {
const reactionKey = [elemA, elemB].sort().join('+');
let reaction = ELEMENTAL_CHAIN_CONFIG.REACTIONS[reactionKey];
if (!reaction && (elemA === 'cosmic' || elemB === 'cosmic')) {
reaction = ELEMENTAL_CHAIN_CONFIG.REACTIONS['cosmic+any'];
}
if (!reaction) return;
const pairKey = [mobA.uuid, mobB.uuid].sort().join('-') + reactionKey;
if (chainReactionState.recentReactions.has(pairKey)) return;
chainReactionState.recentReactions.add(pairKey);
// v7.95: Use temp vector to avoid clone() allocation
const midpoint = GlobalVec3Pool.temp().copy(mobA.position).lerp(mobB.position, 0.5);
switch (reaction.type) {
case 'spread':
const effA = mobA.userData.statusEffects[reaction.element];
const effB = mobB.userData.statusEffects[reaction.element];
if (effA) effA.endTime += STATUS_EFFECTS[reaction.element].duration * reaction.durationBonus;
if (effB) effB.endTime += STATUS_EFFECTS[reaction.element].duration * reaction.durationBonus;
break;
case 'explosion':
mobA.userData.hp -= reaction.damage;
mobB.userData.hp -= reaction.damage;
if (reaction.clearsBoth) {
delete mobA.userData.statusEffects[elemA];
delete mobA.userData.statusEffects[elemB];
delete mobB.userData.statusEffects[elemA];
delete mobB.userData.statusEffects[elemB];
}
if (typeof screenShake === 'function') screenShake(0.3);
break;
case 'amplify':
mobA.userData.damageMultiplier = (mobA.userData.damageMultiplier || 1) - reaction.damageModBonus;
mobB.userData.damageMultiplier = (mobB.userData.damageMultiplier || 1) - reaction.damageModBonus;
break;
case 'dominate':
const targetMob = elemA === 'cosmic' ? mobB : mobA;
if (!targetMob.userData.statusEffects['cosmic']) {
applyStatusEffect(targetMob, 'cosmic');
}
break;
}
spawnFloater(midpoint, reaction.message, '#' + reaction.color.toString(16).padStart(6, '0'));
if (particles) particles.emit(midpoint, 15, reaction.color, { spread: 4, lifetime: 600, size: 0.2 });
AudioSystem.hit();
if (typeof updateStyleMeter === 'function') updateStyleMeter('kill', ELEMENTAL_CHAIN_CONFIG.STYLE_BONUS / 100);
}
// ============================================
// v5.12: HYPNOTIST SYSTEM
// Eye animation, trance effects, and break-free mechanics
// ============================================
const HYPNOSIS_STATE = {
active: false,
hypnotistMob: null,
startTime: 0,
duration: 0,
spiralAngle: 0,
eyePhase: 0,
breakAttempts: 0,
maxBreakAttempts: 3,
breakDamage: 25,
tranceOverlay: null,
spiralRings: [],
companionEyeOffset: { x: 0, y: 0 },
// v6.13: Enhanced mind control effects
mindControlEffect: null, // Current active effect
controlsInverted: false, // Inverted movement
lastMindControlAction: 0, // Timestamp of last involuntary action
resourcesDrained: 0, // Track resources lost during hypnosis
attackedAllies: 0 // Track friendly fire incidents
};
// v6.13: Mind Control Effect Types - Robot performs actions against its mission
const MIND_CONTROL_EFFECTS = {
invertControls: {
name: 'Inverted Controls',
icon: '🔄',
message: 'Your controls are reversed!',
color: '#ff00ff'
},
resourceDrain: {
name: 'Resource Leak',
icon: '💸',
message: 'You are dropping resources!',
color: '#ffaa00'
},
friendlyFire: {
name: 'Confused Targeting',
icon: '🎯',
message: 'You might attack allies!',
color: '#ff4444'
},
selfSabotage: {
name: 'Self Sabotage',
icon: '⚠️',
message: 'Your systems are compromised!',
color: '#ff6600'
}
};
// Autopilot mode flag (disables player control during certain states)
let autopilotEnabled = false;
// Eye animation patterns for hypnosis
const HYPNO_EYE_PATTERNS = [
{ name: 'spiral', fn: (t) => ({ x: Math.cos(t * 3) * 0.3, y: Math.sin(t * 3) * 0.15 }) },
{ name: 'figure8', fn: (t) => ({ x: Math.sin(t * 2) * 0.4, y: Math.sin(t * 4) * 0.2 }) },
{ name: 'pendulum', fn: (t) => ({ x: Math.sin(t * 2.5) * 0.5, y: 0 }) },
{ name: 'erratic', fn: (t) => ({ x: Math.sin(t * 7) * 0.3 + Math.cos(t * 11) * 0.2, y: Math.cos(t * 5) * 0.2 }) }
];
let hypnoVisualGroup = null;
let hypnoEyePattern = 0;
// Initialize hypnosis visual effects
// v6.33: Made overlay much more subtle
function initHypnosisEffects() {
// Create overlay for trance effect - subtle edge vignette only
const overlay = document.createElement('div');
overlay.id = 'hypnosis-overlay';
overlay.style.cssText = `
position: fixed; top: 0; left: 0; right: 0; bottom: 0;
pointer-events: none; z-index: 48;
background: radial-gradient(ellipse at center,
transparent 50%,
rgba(138, 43, 226, 0.05) 70%,
rgba(255, 0, 255, 0.1) 85%,
rgba(138, 43, 226, 0.2) 100%);
opacity: 0;
transition: opacity 0.5s;
`;
document.body.appendChild(overlay);
HYPNOSIS_STATE.tranceOverlay = overlay;
// Create spiral rings container in 3D
hypnoVisualGroup = new THREE.Group();
}
// Start hypnosis effect on player
function startHypnosis(hypnotistMob, duration = 8000) {
if (HYPNOSIS_STATE.active) return;
HYPNOSIS_STATE.active = true;
HYPNOSIS_STATE.hypnotistMob = hypnotistMob;
HYPNOSIS_STATE.startTime = performance.now();
HYPNOSIS_STATE.duration = duration;
HYPNOSIS_STATE.spiralAngle = 0;
HYPNOSIS_STATE.eyePhase = 0;
HYPNOSIS_STATE.breakAttempts = 0;
// v6.13: Select random mind control effect
const effectKeys = Object.keys(MIND_CONTROL_EFFECTS);
const randomEffect = effectKeys[Math.floor(Math.random() * effectKeys.length)];
HYPNOSIS_STATE.mindControlEffect = randomEffect;
HYPNOSIS_STATE.controlsInverted = (randomEffect === 'invertControls');
HYPNOSIS_STATE.lastMindControlAction = performance.now();
HYPNOSIS_STATE.resourcesDrained = 0;
HYPNOSIS_STATE.attackedAllies = 0;
const effectData = MIND_CONTROL_EFFECTS[randomEffect];
// Random eye pattern
hypnoEyePattern = Math.floor(Math.random() * HYPNO_EYE_PATTERNS.length);
// Show overlay
if (HYPNOSIS_STATE.tranceOverlay) {
HYPNOSIS_STATE.tranceOverlay.style.opacity = '1';
}
// Create 3D spiral rings around player
createHypnoSpirals();
// Show UI notification
showHypnosisUI();
// v6.13: Show mind control effect notification
if (typeof showNotification === 'function') {
showNotification(`${effectData.icon} MIND CONTROL: ${effectData.message}`, 'error');
}
// Copilot warning about the specific effect
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`⚠️ ALERT: Hypnotist is using ${effectData.name}! Press SPACE rapidly to break free!`, 'ai');
}
console.log('Hypnosis started with effect:', randomEffect);
}
// Create swirling spiral rings effect
// v6.33: Reduced from 5 rings to 2, smaller and less intrusive
function createHypnoSpirals() {
if (!scene || !worldState.player) return;
// Clear existing
HYPNOSIS_STATE.spiralRings.forEach(ring => {
if (ring.parent) ring.parent.remove(ring);
ring.geometry?.dispose();
ring.material?.dispose();
});
HYPNOSIS_STATE.spiralRings = [];
// Create just 2 subtle rings around the player
for (let i = 0; i < 2; i++) {
const radius = 2 + i * 1.5;
const ringGeo = new THREE.TorusGeometry(radius, 0.08, 8, 48);
const ringMat = new THREE.MeshBasicMaterial({
color: i % 2 === 0 ? 0xff00ff : 0x8a2be2,
transparent: true,
opacity: 0.35 - i * 0.1,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = Math.PI / 2;
ring.position.y = 0.5 + i * 0.3;
ring.userData.baseY = ring.position.y;
ring.userData.index = i;
scene.add(ring);
HYPNOSIS_STATE.spiralRings.push(ring);
}
}
// Update hypnosis effects each frame
function updateHypnosis(dt) {
if (!HYPNOSIS_STATE.active) return;
const elapsed = performance.now() - HYPNOSIS_STATE.startTime;
const progress = elapsed / HYPNOSIS_STATE.duration;
// Check if hypnosis ended naturally
if (progress >= 1) {
endHypnosis(false);
return;
}
// Update spiral angle
HYPNOSIS_STATE.spiralAngle += dt * 2;
HYPNOSIS_STATE.eyePhase += dt;
// v8.17: forEach-to-for loop conversion for spiral rings animation (hot path)
if (worldState.player) {
const playerPos = worldState.player.position;
const spiralRings = HYPNOSIS_STATE.spiralRings;
for (let ri = 0, rlen = spiralRings.length; ri < rlen; ri++) {
const ring = spiralRings[ri];
ring.position.x = playerPos.x;
ring.position.z = playerPos.z;
ring.position.y = playerPos.y + ring.userData.baseY + Math.sin(HYPNOSIS_STATE.spiralAngle + ri) * 0.5;
ring.rotation.z = HYPNOSIS_STATE.spiralAngle * (ri % 2 === 0 ? 1 : -1) * 0.5;
// Pulsing opacity
ring.material.opacity = (0.4 + Math.sin(HYPNOSIS_STATE.spiralAngle * 2 + ri) * 0.2) * (1 - progress * 0.3);
}
}
// Update companion eye animation
updateHypnoEyeAnimation();
// Move player in trance pattern (toward hypnotist slowly)
if (worldState.player && HYPNOSIS_STATE.hypnotistMob && !autopilotEnabled) {
const hypnotistPos = HYPNOSIS_STATE.hypnotistMob.position;
const playerPos = worldState.player.position;
// Spiral movement toward hypnotist
const angle = HYPNOSIS_STATE.spiralAngle * 0.3;
const spiralRadius = 2 + Math.sin(HYPNOSIS_STATE.spiralAngle * 0.5) * 1;
const targetX = hypnotistPos.x + Math.cos(angle) * spiralRadius;
const targetZ = hypnotistPos.z + Math.sin(angle) * spiralRadius;
// Very slow drift toward hypnotist
playerPos.x += (targetX - playerPos.x) * dt * 0.3;
playerPos.z += (targetZ - playerPos.z) * dt * 0.3;
}
// Overlay pulsing - v6.33: more subtle
if (HYPNOSIS_STATE.tranceOverlay) {
const pulse = 0.4 + Math.sin(HYPNOSIS_STATE.spiralAngle * 2) * 0.15;
HYPNOSIS_STATE.tranceOverlay.style.opacity = pulse.toString();
}
// ==========================================
// v6.13: MIND CONTROL BEHAVIORAL EFFECTS
// Robot performs involuntary actions based on hypnotist's agenda
// ==========================================
const now = performance.now();
const timeSinceLastAction = now - HYPNOSIS_STATE.lastMindControlAction;
const actionInterval = 1500; // Involuntary action every 1.5 seconds
if (timeSinceLastAction >= actionInterval && HYPNOSIS_STATE.mindControlEffect) {
HYPNOSIS_STATE.lastMindControlAction = now;
switch (HYPNOSIS_STATE.mindControlEffect) {
case 'resourceDrain':
// Robot drops resources involuntarily
applyResourceDrainEffect();
break;
case 'friendlyFire':
// Robot might attack nearby allies (agents)
applyFriendlyFireEffect();
break;
case 'selfSabotage':
// Robot damages itself or loses progress
applySelfSabotageEffect();
break;
// invertControls is handled in movement code
}
}
}
// v6.13: Resource Drain - Robot drops items from inventory
// v8.25: Added defensive guard
function applyResourceDrainEffect() {
// v8.25: Guard against undefined gameData
if (!gameData || !gameData.inventory || gameData.inventory.length === 0) return;
// Find a random item to drop
const filledSlots = gameData.inventory.filter(item => item && item.name);
if (filledSlots.length === 0) return;
const randomItem = filledSlots[Math.floor(Math.random() * filledSlots.length)];
const itemIdx = gameData.inventory.indexOf(randomItem);
if (itemIdx >= 0 && randomItem.amount > 0) {
// Reduce amount or remove item
randomItem.amount--;
if (randomItem.amount <= 0) {
gameData.inventory.splice(itemIdx, 1);
}
HYPNOSIS_STATE.resourcesDrained++;
// Visual feedback
// v8.24: Use getFloaterPos() instead of clone() allocation
if (worldState.player) {
const dropPos = getFloaterPos(worldState.player.position, 1.5);
spawnFloater(dropPos, `💸 Dropped: ${randomItem.name}`, '#ffaa00');
if (particles) {
particles.emit(dropPos, 10, 0xffaa00, { spread: 3, lifetime: 600 });
}
}
updateInventoryUI();
}
}
// v6.13: Friendly Fire - Robot might attack nearby agents
// v7.77: Use distanceToSquared to eliminate sqrt calls
function applyFriendlyFireEffect() {
if (!worldState.agents || worldState.agents.length === 0) return;
// 40% chance to actually attack
if (Math.random() > 0.4) return;
// Find nearest agent
// v7.77: Use squared distance for efficiency
let nearestAgent = null;
let nearestDistSq = 225; // 15 * 15
for (const agent of worldState.agents) {
if (!agent.mesh || !agent.active) continue;
const distSq = agent.mesh.position.distanceToSquared(worldState.player.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestAgent = agent;
}
}
if (nearestAgent && nearestAgent.mesh) {
// Deal damage to the agent
const damage = Math.floor(5 + Math.random() * 10);
if (nearestAgent.hp !== undefined) {
nearestAgent.hp = Math.max(0, nearestAgent.hp - damage);
}
HYPNOSIS_STATE.attackedAllies++;
// Visual feedback
// v8.24: Use getFloaterPos() instead of clone() allocation
const agentPos = getFloaterPos(nearestAgent.mesh.position, 0);
spawnFloater(agentPos, `🎯 Confused Attack! -${damage}`, '#ff4444');
if (particles) {
particles.emit(agentPos, 15, 0xff4444, { spread: 2, lifetime: 500 });
}
// Copilot warning
if (typeof addCopilotMessage === 'function' && Math.random() < 0.5) {
addCopilotMessage(`⚠️ Commander! You're attacking our own units! Break free!`, 'ai');
}
}
}
// v6.13: Self Sabotage - Robot takes self-damage or loses XP
// v8.25: Added defensive guard
function applySelfSabotageEffect() {
// v8.25: Guard against undefined gameData.player
if (!gameData || !gameData.player) return;
// 60% chance to take damage, 40% chance to lose XP
if (Math.random() < 0.6) {
// Self-damage
const damage = Math.floor(3 + Math.random() * 7);
gameData.player.hp = Math.max(1, gameData.player.hp - damage);
if (worldState.player) {
spawnFloater(worldState.player.position, `⚠️ Malfunction! -${damage}`, '#ff6600');
if (particles) {
particles.emit(worldState.player.position, 12, 0xff6600, { spread: 2, lifetime: 400 });
}
}
updateHealthUI();
} else {
// Lose XP
const xpLoss = Math.floor(5 + Math.random() * 15);
gameData.player.xp = Math.max(0, gameData.player.xp - xpLoss);
if (worldState.player) {
spawnFloater(worldState.player.position, `⚠️ Memory Leak! -${xpLoss} XP`, '#ff6600');
}
updateXPUI();
}
}
// Update the "eye" animation on the companion orb
function updateHypnoEyeAnimation() {
if (!copilotMesh || !HYPNOSIS_STATE.active) return;
const pattern = HYPNO_EYE_PATTERNS[hypnoEyePattern];
const offset = pattern.fn(HYPNOSIS_STATE.eyePhase);
HYPNOSIS_STATE.companionEyeOffset = offset;
// Move the companion's inner orb to create "eye looking around" effect
const orb = copilotMesh.userData?.orb;
const core = copilotMesh.userData?.core;
if (orb) {
orb.position.x = offset.x;
orb.position.y = offset.y;
}
if (core) {
core.position.x = offset.x * 0.5;
core.position.y = offset.y * 0.5;
}
// Also make the companion face the hypnotist
if (HYPNOSIS_STATE.hypnotistMob) {
copilotMesh.lookAt(HYPNOSIS_STATE.hypnotistMob.position);
}
}
// Show hypnosis UI
// v6.33: Made less intrusive - smaller, positioned at top instead of center
function showHypnosisUI() {
// Create or show the break-free UI
let hypnoUI = document.getElementById('hypnosis-ui');
if (!hypnoUI) {
hypnoUI = document.createElement('div');
hypnoUI.id = 'hypnosis-ui';
hypnoUI.style.cssText = `
position: fixed;
top: 120px;
left: 50%;
transform: translateX(-50%);
background: rgba(0, 0, 0, 0.75);
border: 2px solid #ff00ff;
border-radius: 10px;
padding: 12px 24px;
color: #fff;
font-family: Georgia, serif;
text-align: center;
z-index: 1005;
animation: hypnoPulse 1.5s ease-in-out infinite;
`;
hypnoUI.innerHTML = `
👁️
HYPNOTIZED
Press SPACE to break free
0 / ${HYPNOSIS_STATE.maxBreakAttempts}
`;
document.body.appendChild(hypnoUI);
// Add subtle pulse animation
const style = document.createElement('style');
style.textContent = `
@keyframes hypnoPulse {
0%, 100% { box-shadow: 0 0 10px rgba(255, 0, 255, 0.3); }
50% { box-shadow: 0 0 20px rgba(255, 0, 255, 0.5); }
}
`;
document.head.appendChild(style);
}
hypnoUI.style.display = 'block';
}
// Handle break attempt (called when player presses SPACE during hypnosis)
function attemptBreakHypnosis() {
if (!HYPNOSIS_STATE.active) return;
HYPNOSIS_STATE.breakAttempts++;
// Update UI
const fill = document.getElementById('hypno-break-fill');
const text = document.getElementById('hypno-break-text');
if (fill) {
fill.style.width = (HYPNOSIS_STATE.breakAttempts / HYPNOSIS_STATE.maxBreakAttempts * 100) + '%';
}
if (text) {
text.textContent = `${HYPNOSIS_STATE.breakAttempts} / ${HYPNOSIS_STATE.maxBreakAttempts}`;
}
// Screen flash on attempt
if (HYPNOSIS_STATE.tranceOverlay) {
HYPNOSIS_STATE.tranceOverlay.style.background = 'radial-gradient(ellipse at center, rgba(0,255,255,0.3) 0%, rgba(138,43,226,0.4) 100%)';
setTimeout(() => {
if (HYPNOSIS_STATE.tranceOverlay) {
HYPNOSIS_STATE.tranceOverlay.style.background = 'radial-gradient(ellipse at center, transparent 20%, rgba(138, 43, 226, 0.1) 40%, rgba(255, 0, 255, 0.2) 60%, rgba(138, 43, 226, 0.4) 100%)';
}
}, 100);
}
// Check if broken free
if (HYPNOSIS_STATE.breakAttempts >= HYPNOSIS_STATE.maxBreakAttempts) {
endHypnosis(true);
}
}
// End hypnosis effect
function endHypnosis(brokeFreeBySelf) {
if (!HYPNOSIS_STATE.active) return;
HYPNOSIS_STATE.active = false;
// Hide overlay
if (HYPNOSIS_STATE.tranceOverlay) {
HYPNOSIS_STATE.tranceOverlay.style.opacity = '0';
}
// Remove spiral rings
// v8.24: Use for loop instead of forEach for consistency
const spiralRings = HYPNOSIS_STATE.spiralRings;
for (let i = 0; i < spiralRings.length; i++) {
const ring = spiralRings[i];
if (ring.parent) ring.parent.remove(ring);
ring.geometry?.dispose();
ring.material?.dispose();
}
HYPNOSIS_STATE.spiralRings = [];
// Reset companion eye position
if (copilotMesh) {
const orb = copilotMesh.userData?.orb;
const core = copilotMesh.userData?.core;
if (orb) { orb.position.x = 0; orb.position.y = 0; }
if (core) { core.position.x = 0; core.position.y = 0; }
}
// Hide UI
const hypnoUI = document.getElementById('hypnosis-ui');
if (hypnoUI) hypnoUI.style.display = 'none';
// If broke free, damage the hypnotist!
if (brokeFreeBySelf && HYPNOSIS_STATE.hypnotistMob) {
const damage = HYPNOSIS_STATE.breakDamage;
HYPNOSIS_STATE.hypnotistMob.userData.hp -= damage;
// Show damage effect
// v8.24: Use getFloaterPos() instead of clone() allocation
if (typeof createDamageNumber === 'function') {
createDamageNumber(getFloaterPos(HYPNOSIS_STATE.hypnotistMob.position, 0), damage, 0x00ffff);
}
// Notification
if (typeof showNotification === 'function') {
showNotification(`🔮 You broke free! Dealt ${damage} psychic damage to the Hypnotist!`, 'success');
}
// Screen shake
if (typeof screenShake === 'function') {
screenShake(0.5);
}
// Check if hypnotist died
if (HYPNOSIS_STATE.hypnotistMob.userData.hp <= 0) {
// Handle death
const xpReward = HYPNOSIS_STATE.hypnotistMob.userData.xpReward || 400;
if (typeof addXp === 'function') addXp('combat', xpReward);
gameData.statistics.mobsKilled++;
if (typeof showNotification === 'function') {
showNotification('👁️ Hypnotist defeated by psychic backlash!', 'success');
}
// Remove from scene
if (HYPNOSIS_STATE.hypnotistMob.parent) {
scene.remove(HYPNOSIS_STATE.hypnotistMob);
}
const idx = worldState.mobs.indexOf(HYPNOSIS_STATE.hypnotistMob);
if (idx > -1) worldState.mobs.splice(idx, 1);
}
} else if (!brokeFreeBySelf) {
// Hypnosis wore off naturally - player takes some damage
if (worldState.player) {
const damage = 10;
gameData.player.hp = Math.max(1, gameData.player.hp - damage); // v6.41: Fixed wrong property access
if (typeof updateHealthUI === 'function') updateHealthUI();
if (typeof showNotification === 'function') {
showNotification('👁️ Hypnosis wore off. You feel drained...', 'warning');
}
}
}
HYPNOSIS_STATE.hypnotistMob = null;
}
// v4.7: Elite Enemy System - Affixes that modify enemy behavior
const ELITE_AFFIXES = {
swift: {
name: 'Swift',
prefix: '⚡',
color: 0x00ffff,
speedMult: 1.8,
hpMult: 1.2,
damageMult: 1.0,
description: 'Moves much faster'
},
armored: {
name: 'Armored',
prefix: '🛡️',
color: 0x888888,
speedMult: 0.8,
hpMult: 3.0,
damageMult: 1.0,
description: 'Extremely tough'
},
vampiric: {
name: 'Vampiric',
prefix: '🦇',
color: 0x990000,
speedMult: 1.0,
hpMult: 1.5,
damageMult: 1.2,
lifesteal: 0.3,
description: 'Heals on hit'
},
explosive: {
name: 'Explosive',
prefix: '💥',
color: 0xff6600,
speedMult: 1.0,
hpMult: 1.5,
damageMult: 0.8,
explodeOnDeath: true,
description: 'Explodes on death'
},
berserker: {
name: 'Berserker',
prefix: '😤',
color: 0xff0000,
speedMult: 1.2,
hpMult: 1.0,
damageMult: 2.0,
description: 'Deals double damage'
},
regenerating: {
name: 'Regenerating',
prefix: '💚',
color: 0x00ff00,
speedMult: 1.0,
hpMult: 1.8,
damageMult: 1.0,
regenRate: 0.02,
description: 'Regenerates health'
},
teleporter: {
name: 'Teleporter',
prefix: '🌀',
color: 0x9900ff,
speedMult: 0.9,
hpMult: 1.3,
damageMult: 1.3,
canTeleport: true,
description: 'Blinks around'
},
frozen: {
name: 'Frozen',
prefix: '❄️',
color: 0x88ddff,
speedMult: 0.7,
hpMult: 2.0,
damageMult: 1.1,
chillingAura: true,
description: 'Slows nearby player'
}
};
const ELITE_CONFIG = {
spawnChance: 0.15, // 15% chance for elite
minWorldLevel: 2, // Only spawn in world level 2+
essenceDropChance: 0.8, // 80% chance to drop elite essence
bonusXpMult: 2.5, // 2.5x XP from elites
bonusDropMult: 2 // Double drops from elites
};
// v4.7: Session Rewards - Welcome back bonuses
const SESSION_REWARDS = {
tiers: [
{ minHours: 1, xpBonus: 50, resources: { 'Slime': 2 }, message: 'Quick break bonus!' },
{ minHours: 4, xpBonus: 150, resources: { 'Ore': 3, 'Log': 3 }, message: 'Gone a while bonus!' },
{ minHours: 12, xpBonus: 400, resources: { 'Ore': 8, 'Log': 8, 'Health Potion': 2 }, message: 'Half-day bonus!' },
{ minHours: 24, xpBonus: 1000, resources: { 'Crystal': 2, 'Mystic Orb': 1, 'Health Potion': 3 }, message: 'Daily login bonus!' },
{ minHours: 72, xpBonus: 3000, resources: { 'Elite Essence': 5, 'Legendary Core': 1, 'Super Potion': 2 }, message: 'We missed you bonus!' }
],
maxOfflineHours: 168 // Cap at 1 week
};
// v4.6: Get equipped weapon element
function getEquippedElement() {
const weapons = ['Legendary Blade', 'Void Dagger', 'Magma Sword', 'Frost Blade'];
for (const weapon of weapons) {
if (hasItem(weapon)) {
return ITEMS[weapon].element || null;
}
}
return null;
}
// v4.6: Apply status effect to mob
// v8.25: Added input validation for robustness
function applyStatusEffect(mob, element) {
// v8.25: Input validation - early return for invalid inputs
if (!mob || !mob.userData) return;
if (!element || typeof element !== 'string') return;
const effect = STATUS_EFFECTS[element];
if (!effect) return;
const data = mob.userData;
data.statusEffects = data.statusEffects || {};
// Only apply if not already affected by this element
if (data.statusEffects[element]) return;
data.statusEffects[element] = {
endTime: performance.now() + effect.duration,
lastTick: performance.now()
};
// Apply immediate effects
if (effect.speedMod) {
data.speedMultiplier = (data.speedMultiplier || 1) * effect.speedMod;
}
if (effect.damageMod) {
data.damageMultiplier = (data.damageMultiplier || 1) * effect.damageMod;
}
// Visual feedback
// v10.12: Added emissive check
if (mob.material?.emissive) mob.material.emissive.setHex(effect.color);
spawnFloater(mob.position, effect.icon + ' ' + effect.name, '#' + effect.color.toString(16).padStart(6, '0'));
AudioSystem.hit();
}
// v4.6: Update status effects for mob
// v8.25: Added input validation for robustness
function updateMobStatusEffects(mob, time) {
// v8.25: Input validation - early return for invalid inputs
if (!mob || !mob.userData) return;
if (typeof time !== 'number' || !isFinite(time)) return;
const data = mob.userData;
if (!data.statusEffects) return;
for (const [element, state] of Object.entries(data.statusEffects)) {
const effect = STATUS_EFFECTS[element];
if (!effect) continue;
// Apply DoT
if (effect.tickDamage && time - state.lastTick >= effect.tickRate) {
data.hp -= effect.tickDamage;
state.lastTick = time;
spawnFloater(mob.position, `-${effect.tickDamage}`, '#' + effect.color.toString(16).padStart(6, '0'));
// Check for death by status effect
if (data.hp <= 0) {
// Will be handled in main mob loop
}
}
// Check expiration
if (time >= state.endTime) {
// v6.8: Clear effects with division-by-zero safety (Agent consensus - Bug Fix)
if (effect.speedMod && effect.speedMod !== 0) {
data.speedMultiplier = (data.speedMultiplier || 1) / effect.speedMod;
// Sanity clamp to prevent invalid values
data.speedMultiplier = Math.max(0.1, Math.min(10, data.speedMultiplier));
}
if (effect.damageMod && effect.damageMod !== 0) {
data.damageMultiplier = (data.damageMultiplier || 1) / effect.damageMod;
// Sanity clamp to prevent invalid values
data.damageMultiplier = Math.max(0.1, Math.min(10, data.damageMultiplier));
}
delete data.statusEffects[element];
// Restore emissive color if no more effects
// v10.12: Added emissive check
if (Object.keys(data.statusEffects).length === 0 && mob.material?.emissive) {
const originalEmissive = ENEMY_TYPES[data.name]?.emissive || 0x003300;
mob.material.emissive.setHex(originalEmissive);
}
}
}
}
// v4.3: Boss Encounter System
// v4.5: Added gear check requirements and increased mob kill thresholds
const BOSS_TYPES = {
'Terra_Boss': {
name: 'Ancient Guardian',
hp: 100, damage: 15, speed: 2, scale: 2.5,
color: 0x228b22, emissive: 0x114411,
drops: [{ item: 'Boss Trophy', count: 1 }, { item: 'Ancient Artifact', count: 3 }],
xp: 1000, biome: 'Terra',
spawnCondition: { mobsKilled: 8, minCombatLevel: 2 },
attackWindup: 1000, attackRange: 4
},
'Desert_Boss': {
name: 'Sandstorm Titan',
hp: 120, damage: 18, speed: 3, scale: 2.8,
color: 0xcc8844, emissive: 0x664422,
drops: [{ item: 'Boss Trophy', count: 1 }, { item: 'Chitin', count: 10 }],
xp: 1200, biome: 'Desert',
spawnCondition: { mobsKilled: 10, minCombatLevel: 3, requiredItem: 'Sword' },
attackWindup: 900, attackRange: 4.5
},
'Ice_Boss': {
name: 'Frost Monarch',
hp: 90, damage: 20, speed: 4, scale: 2.2,
color: 0x88ddff, emissive: 0x4488aa,
drops: [{ item: 'Boss Trophy', count: 1 }, { item: 'Frost Shard', count: 10 }],
xp: 1100, biome: 'Ice',
spawnCondition: { mobsKilled: 10, minCombatLevel: 4 },
attackWindup: 700, attackRange: 5
},
'Volcanic_Boss': {
name: 'Magma Colossus',
hp: 150, damage: 25, speed: 1.5, scale: 3,
color: 0xff4400, emissive: 0xaa2200,
drops: [{ item: 'Boss Trophy', count: 1 }, { item: 'Magma Gem', count: 10 }],
xp: 1500, biome: 'Volcanic',
spawnCondition: { mobsKilled: 12, minCombatLevel: 5, requiredItem: 'Frost Blade' },
attackWindup: 1500, attackRange: 5
},
'Alien_Boss': {
name: 'Void Leviathan',
hp: 200, damage: 30, speed: 3, scale: 3.5,
color: 0x8800ff, emissive: 0x440088,
drops: [{ item: 'Boss Trophy', count: 2 }, { item: 'Void Fragment', count: 15 }, { item: 'Legendary Core', count: 1 }],
xp: 2500, biome: 'Alien',
spawnCondition: { mobsKilled: 15, minCombatLevel: 7, requiredItem: 'Magma Sword' },
attackWindup: 800, attackRange: 6
}
};
// v4.2: Points of Interest System
const POI_TYPES = {
'ancient_ruins': {
name: 'Ancient Ruins', icon: '🏛️', rarity: 0.12,
rewards: [{ item: 'Ancient Artifact', count: 1 }],
xpBonus: 200, biomes: null
},
'crystal_cave': {
name: 'Crystal Cavern', icon: '💎', rarity: 0.10,
rewards: [{ item: 'Crystal', count: [2, 5] }],
xpBonus: 150, biomes: ['Ice', 'Alien']
},
'oasis': {
name: 'Hidden Oasis', icon: '🌴', rarity: 0.15,
rewards: [{ item: 'Healing Spring', count: 1 }],
xpBonus: 100, biomes: ['Desert']
},
'volcano_vent': {
name: 'Volcanic Vent', icon: '🌋', rarity: 0.12,
rewards: [{ item: 'Obsidian', count: [1, 3] }],
xpBonus: 175, biomes: ['Volcanic']
},
'crashed_ship': {
name: 'Crashed Vessel', icon: '🛸', rarity: 0.06,
rewards: [{ item: 'Tech Fragment', count: 1 }, { item: 'Power Cell', count: 1 }],
xpBonus: 300, biomes: null
},
'mystic_shrine': {
name: 'Mystic Shrine', icon: '⛩️', rarity: 0.08,
rewards: [{ item: 'Mystic Orb', count: 1 }],
xpBonus: 250, biomes: ['Terra', 'Alien']
}
};
// v4.2: Player Ranks and Titles
const PLAYER_RANKS = [
{ points: 0, title: 'Novice Explorer', color: '#888888' },
{ points: 100, title: 'Wanderer', color: '#44ff44' },
{ points: 500, title: 'Pathfinder', color: '#4488ff' },
{ points: 1500, title: 'Star Scout', color: '#ff8844' },
{ points: 5000, title: 'Galaxy Ranger', color: '#ff44ff' },
{ points: 15000, title: 'Cosmic Legend', color: '#ffd700' }
];
const SPECIAL_TITLES = {
'Slime Bane': { condition: (s, sk) => s.mobsKilled >= 100, color: '#ff4444' },
'Master Lumberjack': { condition: (s, sk) => sk.wood.level >= 10, color: '#44aa44' },
'Deep Miner': { condition: (s, sk) => sk.mining.level >= 10, color: '#888888' },
'Cosmic Wanderer': { condition: (s, sk) => gameData.visitedPlanets.length >= 50, color: '#00ffff' },
'Combat Master': { condition: (s, sk) => sk.combat.level >= 10, color: '#ff6644' },
'Master Angler': { condition: (s, sk) => sk.fishing.level >= 10, color: '#4488ff' }
};
const ITEMS = {
// Base resources
'Log': { icon: '🪵', stackable: true, maxStack: 99 },
'Ore': { icon: '🪨', stackable: true, maxStack: 99 },
'Slime': { icon: '🟢', stackable: true, maxStack: 99 },
'Raw Fish': { icon: '🐟', stackable: true, maxStack: 99 },
'Cooked Fish': { icon: '🍖', stackable: true, maxStack: 99, heal: 20 },
// v4.2: Biome-specific enemy drops
'Chitin': { icon: '🦂', stackable: true, maxStack: 99 },
'Frost Shard': { icon: '❄️', stackable: true, maxStack: 99 },
'Magma Gem': { icon: '🔥', stackable: true, maxStack: 99 },
'Void Fragment': { icon: '🌀', stackable: true, maxStack: 99 },
// v4.2: POI rewards
'Ancient Artifact': { icon: '🏺', stackable: true, maxStack: 20 },
'Crystal': { icon: '💠', stackable: true, maxStack: 50 },
'Healing Spring': { icon: '💧', stackable: true, maxStack: 10, heal: 100 },
'Obsidian': { icon: '🖤', stackable: true, maxStack: 50 },
'Tech Fragment': { icon: '🔧', stackable: true, maxStack: 20 },
'Power Cell': { icon: '🔋', stackable: true, maxStack: 10 },
'Mystic Orb': { icon: '🔮', stackable: true, maxStack: 10 },
// Tools
'Pickaxe': { icon: '⛏️', stackable: false, miningBonus: 2 },
'Sword': { icon: '🗡️', stackable: false, combatBonus: 5 },
'Fishing Rod': { icon: '🎣', stackable: false, fishingBonus: 2 },
'Health Potion': { icon: '🧪', stackable: true, maxStack: 10, heal: 50 },
// v4.2: New craftables
'Frost Blade': { icon: '🗡️', stackable: false, combatBonus: 8, element: 'ice' },
'Magma Sword': { icon: '🗡️', stackable: false, combatBonus: 10, element: 'fire' },
'Void Dagger': { icon: '🗡️', stackable: false, combatBonus: 12, element: 'void' },
'Crystal Pickaxe': { icon: '⛏️', stackable: false, miningBonus: 3 },
'Super Potion': { icon: '🧪', stackable: true, maxStack: 10, heal: 100 },
'Chitin Armor': { icon: '🛡️', stackable: false, defenseBonus: 5 },
// v4.3: Boss rewards
'Boss Trophy': { icon: '🏆', stackable: true, maxStack: 20 },
'Legendary Core': { icon: '💎', stackable: true, maxStack: 5 },
// v4.3: Legendary gear (requires boss materials)
'Legendary Blade': { icon: '⚔️', stackable: false, combatBonus: 20, element: 'cosmic' },
'Guardian Armor': { icon: '🛡️', stackable: false, defenseBonus: 15 },
// v4.7: Elite enemy drops
'Elite Essence': { icon: '💠', stackable: true, maxStack: 99 },
'Berserker Badge': { icon: '🔴', stackable: false, combatBonus: 15, attackSpeedMult: 1.3 },
'Vampiric Fang': { icon: '🦷', stackable: false, combatBonus: 10, lifesteal: 0.15 },
'Frost Heart': { icon: '💙', stackable: false, defenseBonus: 10, element: 'ice' },
// v5.1: New craftable equipment
'Iron Armor': { icon: '🛡️', stackable: false, defenseBonus: 3 },
'Steel Armor': { icon: '🛡️', stackable: false, defenseBonus: 8 },
'Lucky Charm': { icon: '🍀', stackable: false },
'Swift Boots': { icon: '👢', stackable: false },
'Power Ring': { icon: '💍', stackable: false },
'Master Rod': { icon: '🎣', stackable: false, fishingBonus: 4 },
// v5.1: Enchantment materials
'Enchant Shard': { icon: '✨', stackable: true, maxStack: 50 },
'Arcane Dust': { icon: '💫', stackable: true, maxStack: 99 },
// v5.3: Portal realm rewards
'Shadow Essence': { icon: '🌑', stackable: true, maxStack: 50 },
'Dark Crystal': { icon: '🔮', stackable: true, maxStack: 30 },
'Frozen Heart': { icon: '💙', stackable: true, maxStack: 30 },
'Permafrost Shard': { icon: '❄️', stackable: true, maxStack: 50 },
'Infernal Core': { icon: '🔥', stackable: true, maxStack: 30 },
'Magma Heart': { icon: '❤️🔥', stackable: true, maxStack: 30 },
'Void Core': { icon: '🌀', stackable: true, maxStack: 20 },
'Dimension Shard': { icon: '💠', stackable: true, maxStack: 30 },
'Celestial Essence': { icon: '✨', stackable: true, maxStack: 10 },
'Star Fragment': { icon: '⭐', stackable: true, maxStack: 20 },
'Mythic Orb': { icon: '🔮', stackable: false, combatBonus: 25, element: 'cosmic', defenseBonus: 10 },
// v5.4: World Event items
'Meteor Ore': { icon: '☄️', stackable: true, maxStack: 30, description: 'Rare ore from a meteor shower' },
'Cosmic Dust': { icon: '🌟', stackable: true, maxStack: 99, description: 'Glittering cosmic particles' },
'Gold Chest': { icon: '📦', stackable: true, maxStack: 10, description: 'A treasure chest filled with gold' },
'Silver Chest': { icon: '📦', stackable: true, maxStack: 20, description: 'A treasure chest with silver' },
'Ancient Relic': { icon: '🗿', stackable: true, maxStack: 10, description: 'An ancient relic of power' },
'Rune Stone': { icon: '🪨', stackable: true, maxStack: 20, description: 'Stone inscribed with ancient runes' },
'Lost Technology': { icon: '🔧', stackable: true, maxStack: 10, description: 'Advanced technology from a lost civilization' },
'Rainbow Crystal': { icon: '💎', stackable: true, maxStack: 15, description: 'A crystal that shimmers with all colors' },
'Pure Crystal': { icon: '💠', stackable: true, maxStack: 20, description: 'A perfectly pure crystal' },
'Crystal Shard': { icon: '🔹', stackable: true, maxStack: 50, description: 'A small crystal fragment' },
// v6.68: SET ITEMS - Equipment that grants bonuses when worn together
// Voidwalker Set
'Void Cloak': { icon: '🧥', stackable: false, defenseBonus: 12, element: 'void', description: 'A cloak woven from void energy' },
'Void Ring': { icon: '💍', stackable: false, combatBonus: 8, element: 'void', description: 'A ring that pulses with void power' },
// Inferno Set
'Inferno Plate': { icon: '🔥', stackable: false, defenseBonus: 15, element: 'fire', description: 'Armor forged in volcanic fire' },
'Flame Ring': { icon: '💍', stackable: false, combatBonus: 10, element: 'fire', description: 'A ring burning with eternal flame' },
// Frostborne Set
'Frost Armor': { icon: '❄️', stackable: false, defenseBonus: 14, element: 'ice', description: 'Armor made of enchanted permafrost' },
// Berserker Set
'Berserker Helm': { icon: '⛑️', stackable: false, defenseBonus: 8, combatBonus: 5, description: 'A helm that amplifies rage' },
'Berserker Gauntlets': { icon: '🧤', stackable: false, combatBonus: 12, attackSpeedMult: 1.1, description: 'Gauntlets that never tire' },
// Guardian Set
'Guardian Shield': { icon: '🛡️', stackable: false, defenseBonus: 20, description: 'An impenetrable shield of light' },
'Guardian Helm': { icon: '⛑️', stackable: false, defenseBonus: 12, description: 'A helm blessed by guardians' },
// Harvester Set
'Harvester Vest': { icon: '🧥', stackable: false, defenseBonus: 5, description: 'A vest with many pockets for resources' },
// Celestial Set
'Celestial Armor': { icon: '✨', stackable: false, defenseBonus: 25, combatBonus: 10, element: 'cosmic', description: 'Armor woven from starlight' }
};
const RECIPES = {
'pickaxe': { result: 'Pickaxe', requires: { 'Ore': 3, 'Log': 2 } },
'sword': { result: 'Sword', requires: { 'Ore': 5, 'Log': 1 } },
'rod': { result: 'Fishing Rod', requires: { 'Log': 2 } },
'cookedFish': { result: 'Cooked Fish', requires: { 'Raw Fish': 1 } },
'potion': { result: 'Health Potion', requires: { 'Slime': 2 } },
// v4.2: New recipes using biome materials
'frostBlade': { result: 'Frost Blade', requires: { 'Ore': 8, 'Frost Shard': 5 }, craftingLevel: 5 },
'magmaSword': { result: 'Magma Sword', requires: { 'Ore': 10, 'Magma Gem': 5 }, craftingLevel: 7 },
'voidDagger': { result: 'Void Dagger', requires: { 'Ore': 12, 'Void Fragment': 5 }, craftingLevel: 10 },
'crystalPickaxe': { result: 'Crystal Pickaxe', requires: { 'Ore': 6, 'Crystal': 3 }, craftingLevel: 6 },
'superPotion': { result: 'Super Potion', requires: { 'Slime': 3, 'Mystic Orb': 1 }, craftingLevel: 8 },
'chitinArmor': { result: 'Chitin Armor', requires: { 'Chitin': 10, 'Log': 5 }, craftingLevel: 4 },
// v4.3: Legendary recipes (requires boss materials)
'legendaryBlade': { result: 'Legendary Blade', requires: { 'Boss Trophy': 5, 'Legendary Core': 1, 'Ore': 20 }, craftingLevel: 15 },
'guardianArmor': { result: 'Guardian Armor', requires: { 'Boss Trophy': 3, 'Chitin': 20, 'Crystal': 5 }, craftingLevel: 12 },
// v4.7: Elite gear recipes
'berserkerBadge': { result: 'Berserker Badge', requires: { 'Elite Essence': 10, 'Magma Gem': 3 }, craftingLevel: 10 },
'vampiricFang': { result: 'Vampiric Fang', requires: { 'Elite Essence': 15, 'Void Fragment': 5 }, craftingLevel: 12 },
'frostHeart': { result: 'Frost Heart', requires: { 'Elite Essence': 12, 'Frost Shard': 8, 'Crystal': 3 }, craftingLevel: 11 },
// v5.1: New equipment recipes
'ironArmor': { result: 'Iron Armor', requires: { 'Ore': 8, 'Log': 3 }, craftingLevel: 2 },
'steelArmor': { result: 'Steel Armor', requires: { 'Ore': 15, 'Crystal': 2 }, craftingLevel: 8 },
'luckyCharm': { result: 'Lucky Charm', requires: { 'Crystal': 5, 'Mystic Orb': 2 }, craftingLevel: 6 },
'swiftBoots': { result: 'Swift Boots', requires: { 'Chitin': 8, 'Slime': 5 }, craftingLevel: 5 },
'powerRing': { result: 'Power Ring', requires: { 'Ore': 10, 'Magma Gem': 3 }, craftingLevel: 7 },
'masterRod': { result: 'Master Rod', requires: { 'Log': 10, 'Crystal': 3, 'Frost Shard': 2 }, craftingLevel: 9 },
// v5.1: Enchantment material crafting
'enchantShard': { result: 'Enchant Shard', requires: { 'Crystal': 3, 'Mystic Orb': 1 }, craftingLevel: 8 },
'arcaneDust': { result: 'Arcane Dust', requires: { 'Slime': 5, 'Void Fragment': 1 }, craftingLevel: 6 },
// v6.1: ALCHEMY RECIPES - New potion brewing system
'manaPotion': { result: 'Mana Potion', requires: { 'Crystal': 2, 'Slime': 1 }, alchemyLevel: 1, isAlchemy: true },
'strengthElixir': { result: 'Strength Elixir', requires: { 'Magma Gem': 2, 'Slime': 2 }, alchemyLevel: 3, isAlchemy: true },
'speedTonic': { result: 'Speed Tonic', requires: { 'Frost Shard': 2, 'Slime': 2 }, alchemyLevel: 3, isAlchemy: true },
'defenseOil': { result: 'Defense Oil', requires: { 'Ore': 3, 'Slime': 3 }, alchemyLevel: 4, isAlchemy: true },
'luckyDraught': { result: 'Lucky Draught', requires: { 'Mystic Orb': 1, 'Crystal': 2 }, alchemyLevel: 5, isAlchemy: true },
'berserkerBrew': { result: 'Berserker Brew', requires: { 'Magma Gem': 3, 'Elite Essence': 2 }, alchemyLevel: 7, isAlchemy: true },
'invisibilityPotion': { result: 'Invisibility Potion', requires: { 'Void Fragment': 3, 'Slime': 3 }, alchemyLevel: 8, isAlchemy: true },
'phoenixTears': { result: 'Phoenix Tears', requires: { 'Legendary Core': 1, 'Magma Gem': 5, 'Crystal': 5 }, alchemyLevel: 12, isAlchemy: true },
'transmutation': { result: 'Transmuted Ore', requires: { 'Log': 10 }, alchemyLevel: 2, isAlchemy: true },
'antidote': { result: 'Antidote', requires: { 'Antidote Sample': 2, 'Slime': 1 }, alchemyLevel: 2, isAlchemy: true },
// v6.68: SET ITEM RECIPES - Craft complete sets for powerful bonuses
// Voidwalker Set
'voidCloak': { result: 'Void Cloak', requires: { 'Void Fragment': 15, 'Shadow Essence': 10, 'Dimension Shard': 5 }, craftingLevel: 14 },
'voidRing': { result: 'Void Ring', requires: { 'Void Fragment': 8, 'Void Core': 3, 'Crystal': 5 }, craftingLevel: 12 },
// Inferno Set
'infernoPlate': { result: 'Inferno Plate', requires: { 'Magma Gem': 20, 'Infernal Core': 5, 'Ore': 25 }, craftingLevel: 15 },
'flameRing': { result: 'Flame Ring', requires: { 'Magma Gem': 10, 'Magma Heart': 3, 'Crystal': 5 }, craftingLevel: 11 },
// Frostborne Set
'frostArmor': { result: 'Frost Armor', requires: { 'Frost Shard': 20, 'Frozen Heart': 5, 'Permafrost Shard': 10 }, craftingLevel: 13 },
// Berserker Set
'berserkerHelm': { result: 'Berserker Helm', requires: { 'Elite Essence': 15, 'Magma Gem': 8, 'Ore': 15 }, craftingLevel: 13 },
'berserkerGauntlets': { result: 'Berserker Gauntlets', requires: { 'Elite Essence': 20, 'Boss Trophy': 2, 'Ore': 12 }, craftingLevel: 14 },
// Guardian Set
'guardianShield': { result: 'Guardian Shield', requires: { 'Boss Trophy': 4, 'Crystal': 15, 'Ore': 30 }, craftingLevel: 16 },
'guardianHelm': { result: 'Guardian Helm', requires: { 'Boss Trophy': 2, 'Crystal': 10, 'Chitin': 15 }, craftingLevel: 14 },
// Harvester Set
'harvesterVest': { result: 'Harvester Vest', requires: { 'Log': 20, 'Chitin': 15, 'Crystal': 5 }, craftingLevel: 8 },
// Celestial Set
'celestialArmor': { result: 'Celestial Armor', requires: { 'Celestial Essence': 5, 'Star Fragment': 15, 'Legendary Core': 2, 'Crystal': 20 }, craftingLevel: 20 }
};
// v6.1: ALCHEMY POTION EFFECTS - Applied when consumed
const POTION_EFFECTS = {
'Health Potion': { effect: 'heal', value: 30, duration: 0 },
'Super Potion': { effect: 'heal', value: 75, duration: 0 },
'Mana Potion': { effect: 'cooldownReset', value: 0.5, duration: 0 },
'Strength Elixir': { effect: 'damage', value: 1.25, duration: 30000 },
'Speed Tonic': { effect: 'speed', value: 1.3, duration: 25000 },
'Defense Oil': { effect: 'defense', value: 1.4, duration: 30000 },
'Lucky Draught': { effect: 'luck', value: 1.5, duration: 45000 },
'Berserker Brew': { effect: 'berserk', value: 1.5, duration: 20000 }, // +50% damage, -20% defense
'Invisibility Potion': { effect: 'stealth', value: 1, duration: 15000 },
'Phoenix Tears': { effect: 'revive', value: 1, duration: 0 } // Auto-revive on death
};
// v6.1: Active potion buffs tracker
let activePotionBuffs = {};
function consumePotion(potionName) {
const effect = POTION_EFFECTS[potionName];
if (!effect) return false;
const now = performance.now();
switch (effect.effect) {
case 'heal':
gameData.player.hp = Math.min(gameData.player.maxHp, gameData.player.hp + effect.value);
updateHealthUI();
spawnFloater(worldState.player.position, `💚 +${effect.value} HP`, '#44ff44');
break;
case 'cooldownReset':
// Reset ability cooldowns by 50%
Object.keys(abilityCooldowns).forEach(key => {
abilityCooldowns[key] = Math.max(0, abilityCooldowns[key] - 5000);
});
spawnFloater(worldState.player.position, `⚡ Cooldowns reduced!`, '#00ffff');
break;
case 'damage':
case 'speed':
case 'defense':
case 'luck':
case 'berserk':
case 'stealth':
activePotionBuffs[effect.effect] = {
value: effect.value,
endTime: now + effect.duration,
name: potionName
};
spawnFloater(worldState.player.position, `✨ ${potionName} active!`, '#ff88ff');
showNotification(`${potionName} buff active for ${Math.floor(effect.duration / 1000)}s!`, 'buff');
break;
case 'revive':
activePotionBuffs.phoenixTears = { value: 1, endTime: now + 300000, name: potionName };
spawnFloater(worldState.player.position, `🔥 Phoenix protection active!`, '#ff8800');
showNotification('Phoenix Tears: You will auto-revive on death for 5 minutes!', 'buff');
break;
}
// Remove from inventory
removeFromInventory(potionName, 1);
AudioSystem.levelUp();
addXp('alchemy', 25);
return true;
}
function getPotionBuffMultiplier(buffType) {
const buff = activePotionBuffs[buffType];
if (!buff || performance.now() > buff.endTime) {
delete activePotionBuffs[buffType];
return 1;
}
return buff.value;
}
// v8.06: Converted to for...in loop
function updatePotionBuffs() {
const now = performance.now();
let buffExpired = false;
for (const key in activePotionBuffs) {
if (now > activePotionBuffs[key].endTime) {
showNotification(`${activePotionBuffs[key].name} buff expired`, 'info');
delete activePotionBuffs[key];
buffExpired = true;
}
}
if (buffExpired) updateBuffsUI();
}
// v7.73: DOM cache for buffs UI (performance optimization)
let _buffsUICache = null;
function getBuffsUICache() {
if (!_buffsUICache) {
_buffsUICache = {
container: document.getElementById('active-buffs-container'),
list: document.getElementById('active-buffs-list')
};
}
return _buffsUICache;
}
// v6.1: Update active buffs UI display
// v7.73: Uses cached DOM refs for performance
function updateBuffsUI() {
const cache = getBuffsUICache();
const container = cache.container;
const list = cache.list;
if (!container || !list) return;
const buffKeys = Object.keys(activePotionBuffs);
if (buffKeys.length === 0) {
container.style.display = 'none';
return;
}
container.style.display = 'block';
list.innerHTML = '';
const now = performance.now();
const buffIcons = {
damage: '⚔️',
speed: '💨',
defense: '🛡️',
luck: '🍀',
berserk: '😤',
stealth: '👻',
phoenixTears: '🔥'
};
// v8.17: forEach-to-for loop conversion for buff rendering
for (let bi = 0, blen = buffKeys.length; bi < blen; bi++) {
const key = buffKeys[bi];
const buff = activePotionBuffs[key];
const timeLeft = Math.max(0, Math.ceil((buff.endTime - now) / 1000));
const icon = buffIcons[key] || '✨';
const buffEl = document.createElement('div');
buffEl.style.cssText = 'background: rgba(255, 136, 255, 0.2); border: 1px solid #ff88ff; border-radius: 4px; padding: 2px 6px; font-size: 10px; display: flex; align-items: center; gap: 3px;';
buffEl.innerHTML = `${icon} ${timeLeft}s `;
buffEl.title = buff.name;
list.appendChild(buffEl);
}
}
// v5.1: Equipment System
const EQUIPMENT_SLOTS = {
weapon: { name: 'Weapon', icon: '⚔️', statKey: 'combatBonus' },
armor: { name: 'Armor', icon: '🛡️', statKey: 'defenseBonus' },
accessory: { name: 'Accessory', icon: '💍', statKey: 'special' },
tool: { name: 'Tool', icon: '🔧', statKey: 'toolBonus' }
};
// v5.1: Map items to equipment slots
const EQUIPMENT_MAP = {
// Weapons
'Sword': { slot: 'weapon', stats: { damage: 5 } },
'Frost Blade': { slot: 'weapon', stats: { damage: 8, element: 'ice' } },
'Magma Sword': { slot: 'weapon', stats: { damage: 10, element: 'fire' } },
'Void Dagger': { slot: 'weapon', stats: { damage: 12, element: 'void' } },
'Legendary Blade': { slot: 'weapon', stats: { damage: 20, element: 'cosmic', critChance: 0.15 } },
// Armor (tiered)
'Iron Armor': { slot: 'armor', stats: { defense: 3 } },
'Chitin Armor': { slot: 'armor', stats: { defense: 5 } },
'Steel Armor': { slot: 'armor', stats: { defense: 8 } },
'Guardian Armor': { slot: 'armor', stats: { defense: 15, maxHpBonus: 50 } },
// Accessories
'Berserker Badge': { slot: 'accessory', stats: { damage: 15, attackSpeed: 1.3 } },
'Vampiric Fang': { slot: 'accessory', stats: { damage: 10, lifesteal: 0.15 } },
'Frost Heart': { slot: 'accessory', stats: { defense: 10, element: 'ice' } },
'Lucky Charm': { slot: 'accessory', stats: { critChance: 0.10, lootBonus: 0.15 } },
'Swift Boots': { slot: 'accessory', stats: { moveSpeed: 1.15, dodgeBonus: 0.1 } },
'Power Ring': { slot: 'accessory', stats: { damage: 8, critChance: 0.05 } },
// Tools
'Pickaxe': { slot: 'tool', stats: { miningBonus: 2 } },
'Crystal Pickaxe': { slot: 'tool', stats: { miningBonus: 3 } },
'Fishing Rod': { slot: 'tool', stats: { fishingBonus: 2 } },
'Master Rod': { slot: 'tool', stats: { fishingBonus: 4 } }
};
// ═══════════════════════════════════════════════════════════════
// v6.16: AUTO-CRAFT & AUTO-EQUIP SYSTEM
// "Cream rises to the top" - automatically craft and equip best items
// No manual inventory management needed
// ═══════════════════════════════════════════════════════════════
// Item power rankings by slot (higher = better, auto-equips over lower)
const ITEM_POWER = {
// Weapons (by damage output)
'Sword': 5,
'Frost Blade': 10,
'Magma Sword': 15,
'Void Dagger': 18,
'Legendary Blade': 30,
// Armor (by defense)
'Iron Armor': 5,
'Chitin Armor': 8,
'Steel Armor': 12,
'Guardian Armor': 25,
// Accessories (by overall utility)
'Lucky Charm': 10,
'Swift Boots': 12,
'Power Ring': 14,
'Frost Heart': 16,
'Berserker Badge': 20,
'Vampiric Fang': 22,
// Tools (by bonus effectiveness)
'Pickaxe': 5,
'Crystal Pickaxe': 12,
'Fishing Rod': 5,
'Master Rod': 15
};
// Recipe crafting priority (higher = craft first when materials available)
const RECIPE_CRAFT_PRIORITY = {
// Legendary tier (always craft if possible)
'legendaryBlade': 100,
'guardianArmor': 95,
// Elite tier
'vampiricFang': 80,
'berserkerBadge': 75,
'frostHeart': 70,
// High tier weapons/armor
'voidDagger': 60,
'steelArmor': 55,
'magmaSword': 50,
'masterRod': 45,
// Mid tier
'frostBlade': 40,
'crystalPickaxe': 38,
'powerRing': 35,
'luckyCharm': 32,
'swiftBoots': 30,
'chitinArmor': 28,
// Base tier (essential early game)
'ironArmor': 20,
'sword': 15,
'pickaxe': 10,
'rod': 8,
// Consumables (lower priority, craft for sustain)
'superPotion': 6,
'potion': 4
};
// Check if a recipe can be crafted right now
function canCraftRecipe(recipeId) {
const recipe = RECIPES[recipeId];
if (!recipe) return false;
// Check crafting level
if (recipe.craftingLevel && gameData.skills.crafting.level < recipe.craftingLevel) {
return false;
}
// Skip alchemy recipes (handled by alchemy system)
if (recipe.isAlchemy) return false;
// Check all required materials
for (const [item, count] of Object.entries(recipe.requires)) {
if (!hasItem(item, count)) return false;
}
return true;
}
// Check if item is currently equipped
function isItemEquipped(itemName) {
const gear = getEquippedGear();
return Object.values(gear).includes(itemName);
}
// Auto-craft the best available items (cream rises)
function autoCraftBestItems() {
// Sort recipes by priority (highest first)
const sortedRecipes = Object.keys(RECIPE_CRAFT_PRIORITY)
.sort((a, b) => RECIPE_CRAFT_PRIORITY[b] - RECIPE_CRAFT_PRIORITY[a]);
let craftedSomething = false;
for (const recipeId of sortedRecipes) {
if (!canCraftRecipe(recipeId)) continue;
const recipe = RECIPES[recipeId];
const resultName = recipe.result;
const equipData = EQUIPMENT_MAP[resultName];
// For equipment: only craft if it's better than what we have
if (equipData) {
const slot = equipData.slot;
const gear = getEquippedGear();
const currentItem = gear[slot];
const currentPower = currentItem ? (ITEM_POWER[currentItem] || 0) : 0;
const newPower = ITEM_POWER[resultName] || 0;
// Don't craft if we already have this or better equipped
if (currentPower >= newPower) continue;
// Don't craft duplicates in inventory
if (countItem(resultName) > 0) continue;
}
// For consumables: maintain a small stock
if (!equipData) {
const currentCount = countItem(resultName);
// Keep max 5 potions, don't over-craft
if (currentCount >= 5) continue;
}
// Craft it!
craft(recipeId, 1);
craftedSomething = true;
// Visual/audio feedback for auto-craft
if (worldState.player) {
spawnFloater(worldState.player.position, `🔨 Auto: ${resultName}`, '#a0f');
}
break; // Only craft one thing per tick (pace the automation)
}
return craftedSomething;
}
// Auto-equip the best items in inventory (cream rises to top)
function autoEquipBestItems() {
const gear = getEquippedGear();
let equippedSomething = false;
// Check each equipment slot
for (const slotName of ['weapon', 'armor', 'accessory', 'tool']) {
const currentItem = gear[slotName];
const currentPower = currentItem ? (ITEM_POWER[currentItem] || 0) : 0;
// Find best unequipped item in inventory for this slot
let bestItem = null;
let bestPower = currentPower;
// Scan inventory for better items
const inventoryCounts = {};
gameData.inventory.forEach(itemName => {
inventoryCounts[itemName] = (inventoryCounts[itemName] || 0) + 1;
});
for (const itemName of Object.keys(inventoryCounts)) {
const equipData = EQUIPMENT_MAP[itemName];
if (!equipData || equipData.slot !== slotName) continue;
const power = ITEM_POWER[itemName] || 0;
if (power > bestPower) {
bestPower = power;
bestItem = itemName;
}
}
// Equip if we found something better
if (bestItem) {
// Silent equip (don't spam notifications during auto)
const slot = getEquipmentSlot(bestItem);
const gearRef = getEquippedGear();
// Return current item to inventory if any
if (gearRef[slot]) {
addItem(gearRef[slot]);
}
// Remove new item from inventory and equip
if (removeItem(bestItem, 1)) {
gearRef[slot] = bestItem;
updateEquipmentUI();
saveGameData();
equippedSomething = true;
// Visual feedback
if (worldState.player) {
spawnFloater(worldState.player.position, `⬆️ ${bestItem}`, '#4f4');
}
AudioSystem.collect();
}
}
}
return equippedSomething;
}
// Auto-craft/equip timer state
let lastAutoCraftEquipTime = 0;
const AUTO_CRAFT_EQUIP_INTERVAL = 2000; // Check every 2 seconds
// Main auto-craft/equip runner (called from game loop)
function runAutoCraftEquip(now) {
// Only run when autopilot is enabled (matches player intent for automation)
if (!autoExplore.enabled) return;
// Throttle checks
if (now - lastAutoCraftEquipTime < AUTO_CRAFT_EQUIP_INTERVAL) return;
lastAutoCraftEquipTime = now;
// First auto-equip (immediate upgrade)
autoEquipBestItems();
// Then auto-craft (prepare for future)
autoCraftBestItems();
}
// v5.1: Equipment state getter (uses gameData for persistence)
function getEquippedGear() {
if (!gameData.equipment) {
gameData.equipment = { weapon: null, armor: null, accessory: null, tool: null };
}
return gameData.equipment;
}
// v5.1: Equipment functions
function isEquippable(itemName) {
return EQUIPMENT_MAP.hasOwnProperty(itemName);
}
function getEquipmentSlot(itemName) {
return EQUIPMENT_MAP[itemName]?.slot || null;
}
function equipItem(itemName) {
if (!isEquippable(itemName)) {
showNotification('Cannot equip this item!', 'error');
return false;
}
const slot = getEquipmentSlot(itemName);
const equipData = EQUIPMENT_MAP[itemName];
const gear = getEquippedGear();
// Unequip current item in slot (return to inventory)
if (gear[slot]) {
addItem(gear[slot]);
showNotification(`Unequipped ${gear[slot]}`, 'info');
}
// Remove from inventory
if (!removeItem(itemName, 1)) {
showNotification('Item not in inventory!', 'error');
return false;
}
// Equip new item
gear[slot] = itemName;
showNotification(`Equipped ${itemName}!`, 'success');
AudioSystem.collect();
updateEquipmentUI();
saveGameData();
return true;
}
function unequipItem(slot) {
const gear = getEquippedGear();
if (!gear[slot]) return;
const itemName = gear[slot];
if (gameData.inventory.length >= 20) {
showNotification('Inventory full!', 'error');
return;
}
addItem(itemName);
gear[slot] = null;
showNotification(`Unequipped ${itemName}`, 'info');
updateEquipmentUI();
saveGameData();
}
function getEquipmentStats() {
const stats = {
damage: 0,
defense: 0,
miningBonus: 0,
fishingBonus: 0,
attackSpeed: 1.0,
lifesteal: 0,
critChance: 0,
maxHpBonus: 0,
element: null,
// v5.1: New stats
moveSpeed: 1.0,
lootBonus: 0,
dodgeBonus: 0
};
const gear = getEquippedGear();
for (const slot of Object.keys(gear)) {
const itemName = gear[slot];
if (!itemName) continue;
const equipData = EQUIPMENT_MAP[itemName];
if (!equipData) continue;
for (const [stat, value] of Object.entries(equipData.stats)) {
if (stat === 'element') {
stats.element = value;
} else if (stat === 'attackSpeed' || stat === 'moveSpeed') {
// Multiplicative stats
stats[stat] *= value;
} else {
stats[stat] = (stats[stat] || 0) + value;
}
}
// v5.1: Add enchantment bonuses
const enchantBonuses = getEnchantmentBonuses(itemName);
for (const [stat, value] of Object.entries(enchantBonuses)) {
if (stat === 'moveSpeed') {
stats[stat] *= value; // Multiplicative for move speed enchants
} else {
stats[stat] = (stats[stat] || 0) + value;
}
}
}
return stats;
}
// v7.73: DOM cache for equipment UI (performance optimization)
let _equipUICache = null;
function getEquipUICache() {
if (!_equipUICache) {
_equipUICache = {
slots: {},
statsEl: document.getElementById('equipment-stats')
};
// Cache each equipment slot and its sub-elements
for (const slot of Object.keys(EQUIPMENT_SLOTS)) {
const slotEl = document.getElementById(`equip-slot-${slot}`);
if (slotEl) {
_equipUICache.slots[slot] = {
el: slotEl,
icon: slotEl.querySelector('.equip-icon'),
name: slotEl.querySelector('.equip-name')
};
}
}
}
return _equipUICache;
}
// v7.73: Uses cached DOM refs for performance
function updateEquipmentUI() {
const gear = getEquippedGear();
const cache = getEquipUICache();
for (const [slot, slotInfo] of Object.entries(EQUIPMENT_SLOTS)) {
const cached = cache.slots[slot];
if (!cached || !cached.el) continue;
const itemName = gear[slot];
const iconEl = cached.icon;
const nameEl = cached.name;
if (itemName) {
const itemDef = ITEMS[itemName];
if (iconEl) iconEl.textContent = itemDef?.icon || '?';
if (nameEl) nameEl.textContent = itemName;
cached.el.classList.add('equipped');
} else {
if (iconEl) iconEl.textContent = slotInfo.icon;
if (nameEl) nameEl.textContent = 'Empty';
cached.el.classList.remove('equipped');
}
}
// Update stats display
const stats = getEquipmentStats();
const statsEl = cache.statsEl;
if (statsEl) {
let html = `
⚔️ +${stats.damage} DMG
🛡️ +${stats.defense} DEF
`;
if (stats.critChance > 0) html += `🎯 +${Math.round(stats.critChance * 100)}% Crit
`;
if (stats.lifesteal > 0) html += `💚 ${Math.round(stats.lifesteal * 100)}% Lifesteal
`;
if (stats.attackSpeed !== 1.0) html += `⚡ ${Math.round(stats.attackSpeed * 100)}% ATK Spd
`;
if (stats.moveSpeed !== 1.0) html += `👢 ${Math.round(stats.moveSpeed * 100)}% Move Spd
`;
if (stats.lootBonus > 0) html += `🍀 +${Math.round(stats.lootBonus * 100)}% Loot
`;
if (stats.dodgeBonus > 0) html += `💨 +${Math.round(stats.dodgeBonus * 100)}% Dodge
`;
statsEl.innerHTML = html;
}
}
// v5.1: Enchantment System - v6.68: Massively expanded with new enchantments
const ENCHANTMENTS = {
// Original enchantments
sharpness: { name: 'Sharpness', icon: '🔪', stat: 'damage', bonus: 3, slots: ['weapon'], cost: { 'Enchant Shard': 2, 'Arcane Dust': 5 } },
fortify: { name: 'Fortify', icon: '🏰', stat: 'defense', bonus: 2, slots: ['armor'], cost: { 'Enchant Shard': 2, 'Arcane Dust': 5 } },
swiftness: { name: 'Swiftness', icon: '💨', stat: 'moveSpeed', bonus: 0.05, slots: ['accessory'], cost: { 'Enchant Shard': 1, 'Arcane Dust': 3 }, multiplicative: true },
luck: { name: 'Luck', icon: '🍀', stat: 'lootBonus', bonus: 0.05, slots: ['accessory'], cost: { 'Enchant Shard': 3, 'Arcane Dust': 8 } },
efficiency: { name: 'Efficiency', icon: '⚡', stat: 'miningBonus', bonus: 1, slots: ['tool'], cost: { 'Enchant Shard': 2, 'Arcane Dust': 4 } },
lure: { name: 'Lure', icon: '🎣', stat: 'fishingBonus', bonus: 1, slots: ['tool'], cost: { 'Enchant Shard': 2, 'Arcane Dust': 4 } },
critical: { name: 'Critical', icon: '🎯', stat: 'critChance', bonus: 0.05, slots: ['weapon', 'accessory'], cost: { 'Enchant Shard': 4, 'Arcane Dust': 10 } },
vampiric: { name: 'Vampiric', icon: '🦇', stat: 'lifesteal', bonus: 0.05, slots: ['weapon'], cost: { 'Enchant Shard': 5, 'Arcane Dust': 15 } },
// v6.68: NEW ENCHANTMENTS
elemental_fury: { name: 'Elemental Fury', icon: '🌀', stat: 'elementalDamage', bonus: 0.15, slots: ['weapon'], cost: { 'Enchant Shard': 4, 'Arcane Dust': 12 } },
executioner: { name: 'Executioner', icon: '💀', stat: 'executeDamage', bonus: 0.20, slots: ['weapon'], cost: { 'Enchant Shard': 5, 'Arcane Dust': 15 } },
protection: { name: 'Protection', icon: '🛡️', stat: 'defense', bonus: 5, slots: ['armor'], cost: { 'Enchant Shard': 3, 'Arcane Dust': 8 } },
vitality: { name: 'Vitality', icon: '❤️', stat: 'maxHp', bonus: 20, slots: ['armor'], cost: { 'Enchant Shard': 3, 'Arcane Dust': 10 } },
regeneration: { name: 'Regeneration', icon: '💚', stat: 'hpRegen', bonus: 0.02, slots: ['armor'], cost: { 'Enchant Shard': 4, 'Arcane Dust': 12 }, multiplicative: true },
thorns: { name: 'Thorns', icon: '🌵', stat: 'thornsDamage', bonus: 0.05, slots: ['armor'], cost: { 'Enchant Shard': 3, 'Arcane Dust': 10 }, multiplicative: true },
haste: { name: 'Haste', icon: '⚡', stat: 'attackSpeed', bonus: 0.05, slots: ['accessory', 'weapon'], cost: { 'Enchant Shard': 3, 'Arcane Dust': 8 }, multiplicative: true },
fortune: { name: 'Fortune', icon: '💰', stat: 'lootBonus', bonus: 0.10, slots: ['accessory', 'tool'], cost: { 'Enchant Shard': 4, 'Arcane Dust': 12 }, multiplicative: true },
wisdom: { name: 'Wisdom', icon: '📚', stat: 'xpBonus', bonus: 0.10, slots: ['accessory'], cost: { 'Enchant Shard': 3, 'Arcane Dust': 10 }, multiplicative: true },
silk_touch: { name: 'Silk Touch', icon: '🎀', stat: 'bonusRare', bonus: 0.10, slots: ['tool'], cost: { 'Enchant Shard': 5, 'Arcane Dust': 20 }, multiplicative: true },
unbreaking: { name: 'Unbreaking', icon: '💎', stat: 'durability', bonus: 1, slots: ['weapon', 'armor', 'tool', 'accessory'], cost: { 'Enchant Shard': 6, 'Arcane Dust': 25 } }
};
// v5.1: Get enchantments for an item
function getItemEnchantments(itemName) {
if (!gameData.enchantments) gameData.enchantments = {};
return gameData.enchantments[itemName] || [];
}
// v5.1: Check if enchantment can be applied
function canEnchant(itemName, enchantId) {
const equipData = EQUIPMENT_MAP[itemName];
if (!equipData) return false;
const enchant = ENCHANTMENTS[enchantId];
if (!enchant) return false;
// Check slot compatibility
if (!enchant.slots.includes(equipData.slot)) return false;
// Check if already has this enchantment
const currentEnchants = getItemEnchantments(itemName);
if (currentEnchants.includes(enchantId)) return false;
// Check max enchantments (3 per item)
if (currentEnchants.length >= 3) return false;
// Check materials
for (const [mat, count] of Object.entries(enchant.cost)) {
if (!hasItem(mat, count)) return false;
}
return true;
}
// v5.1: Apply enchantment to item
function applyEnchantment(itemName, enchantId) {
if (!canEnchant(itemName, enchantId)) {
showNotification('Cannot apply this enchantment!', 'error');
return false;
}
const enchant = ENCHANTMENTS[enchantId];
// Consume materials
for (const [mat, count] of Object.entries(enchant.cost)) {
removeItem(mat, count);
}
// Apply enchantment
if (!gameData.enchantments) gameData.enchantments = {};
if (!gameData.enchantments[itemName]) gameData.enchantments[itemName] = [];
gameData.enchantments[itemName].push(enchantId);
showNotification(`Applied ${enchant.icon} ${enchant.name} to ${itemName}!`, 'success');
AudioSystem.levelUp();
saveGameData();
updateEnchantModal();
updateEquipmentUI();
return true;
}
// v5.1: Get total stats including enchantments
function getEnchantmentBonuses(itemName) {
const bonuses = {};
const enchants = getItemEnchantments(itemName);
for (const enchantId of enchants) {
const enchant = ENCHANTMENTS[enchantId];
if (!enchant) continue;
if (enchant.multiplicative) {
bonuses[enchant.stat] = (bonuses[enchant.stat] || 1) * (1 + enchant.bonus);
} else {
bonuses[enchant.stat] = (bonuses[enchant.stat] || 0) + enchant.bonus;
}
}
return bonuses;
}
// v5.1: Show enchant modal
// v8.24: Added null safety check for modal element
function showEnchantModal() {
const modal = document.getElementById('enchant-modal');
if (modal) modal.style.display = 'flex';
updateEnchantModal();
}
function closeEnchantModal() {
const modal = document.getElementById('enchant-modal');
if (modal) modal.style.display = 'none';
}
function updateEnchantModal() {
const gear = getEquippedGear();
const itemsDiv = document.getElementById('enchant-items');
const enchantsDiv = document.getElementById('enchant-options');
// List equipped items
let itemsHtml = '';
for (const [slot, itemName] of Object.entries(gear)) {
if (!itemName) continue;
const itemDef = ITEMS[itemName];
const enchants = getItemEnchantments(itemName);
const enchantIcons = enchants.map(e => ENCHANTMENTS[e]?.icon || '?').join('');
itemsHtml += `
${itemDef?.icon || '?'} ${itemName}
${enchantIcons || 'No enchants'}
`;
}
itemsDiv.innerHTML = itemsHtml || 'Equip items first!
';
// Default: no item selected
enchantsDiv.innerHTML = 'Select an item to enchant
';
}
let selectedEnchantItem = null;
function selectEnchantItem(itemName) {
selectedEnchantItem = itemName;
const equipData = EQUIPMENT_MAP[itemName];
const enchantsDiv = document.getElementById('enchant-options');
// Highlight selected item
document.querySelectorAll('.enchant-item').forEach(el => {
el.style.background = el.dataset.item === itemName ? 'rgba(68, 136, 255, 0.2)' : '';
el.style.borderColor = el.dataset.item === itemName ? '#4af' : '#444';
});
// Show available enchantments
let html = 'Available Enchantments:
';
for (const [id, enchant] of Object.entries(ENCHANTMENTS)) {
if (!enchant.slots.includes(equipData.slot)) continue;
const canApply = canEnchant(itemName, id);
const hasIt = getItemEnchantments(itemName).includes(id);
const costStr = Object.entries(enchant.cost).map(([m, c]) => `${c}x ${m}`).join(', ');
html += `
${enchant.icon} ${enchant.name}
${hasIt ? '✓ Applied ' :
canApply ? `Apply ` :
'Need materials '}
+${enchant.bonus}${enchant.multiplicative ? '%' : ''} ${enchant.stat} | Cost: ${costStr}
`;
}
enchantsDiv.innerHTML = html;
}
// v5.2: Talent Tree System - v6.68: MASSIVELY EXPANDED with 6 trees
const TALENT_TREES = {
combat: {
name: 'Combat Mastery', icon: '⚔️', color: '#ff4444',
talents: {
brutality: { name: 'Brutality', desc: '+5% damage per rank', maxRank: 5, effect: { damage: 0.05 } },
toughness: { name: 'Toughness', desc: '+10 max HP per rank', maxRank: 5, effect: { maxHp: 10 } },
precision: { name: 'Precision', desc: '+2% crit chance per rank', maxRank: 5, effect: { critChance: 0.02 }, requires: 'brutality' },
bloodlust: { name: 'Bloodlust', desc: '+1% lifesteal per rank', maxRank: 3, effect: { lifesteal: 0.01 }, requires: 'precision' },
warlord: { name: 'Warlord', desc: '+10% ability damage', maxRank: 1, effect: { abilityDamage: 0.10 }, requires: 'bloodlust' },
// v6.68: New combat talents
berserker_rage: { name: 'Berserker Rage', desc: '+15% damage when below 30% HP', maxRank: 3, effect: { lowHpDamage: 0.15 }, requires: 'brutality' },
armor_crush: { name: 'Armor Crush', desc: 'Attacks reduce enemy defense by 2', maxRank: 3, effect: { armorPen: 2 }, requires: 'precision' },
executioner: { name: 'Executioner', desc: '+25% damage to enemies below 25% HP', maxRank: 2, effect: { executeDamage: 0.25 }, requires: 'warlord' },
war_cry: { name: 'War Cry', desc: 'Abilities buff allies +10% damage', maxRank: 1, effect: { allyDamageBuff: 0.10 }, requires: 'executioner' }
}
},
survival: {
name: 'Survival Instinct', icon: '🛡️', color: '#44aaff',
talents: {
thick_skin: { name: 'Thick Skin', desc: '+2 defense per rank', maxRank: 5, effect: { defense: 2 } },
evasion: { name: 'Evasion', desc: '+3% dodge chance per rank', maxRank: 5, effect: { dodgeChance: 0.03 } },
second_wind: { name: 'Second Wind', desc: '+5% HP regen per rank', maxRank: 3, effect: { hpRegen: 0.05 }, requires: 'thick_skin' },
fortress: { name: 'Fortress', desc: '+20% shield duration', maxRank: 3, effect: { shieldDuration: 0.20 }, requires: 'evasion' },
immortal: { name: 'Immortal', desc: 'Survive fatal blow once/world', maxRank: 1, effect: { deathSave: true }, requires: 'second_wind' },
// v6.68: New survival talents
iron_will: { name: 'Iron Will', desc: 'Reduce CC duration by 10%', maxRank: 3, effect: { ccReduction: 0.10 }, requires: 'thick_skin' },
thorns: { name: 'Thorns', desc: 'Reflect 5% damage back to attackers', maxRank: 3, effect: { thornsDamage: 0.05 }, requires: 'fortress' },
last_stand: { name: 'Last Stand', desc: '+30% defense when below 25% HP', maxRank: 2, effect: { lowHpDefense: 0.30 }, requires: 'immortal' },
phoenix_spirit: { name: 'Phoenix Spirit', desc: 'Revive with 50% HP once per planet', maxRank: 1, effect: { autoRevive: true }, requires: 'last_stand' }
}
},
fortune: {
name: 'Fortune Seeker', icon: '🍀', color: '#44ff44',
talents: {
lucky: { name: 'Lucky', desc: '+3% loot drop per rank', maxRank: 5, effect: { lootBonus: 0.03 } },
harvester: { name: 'Harvester', desc: '+10% resource yield per rank', maxRank: 5, effect: { resourceYield: 0.10 } },
treasure_sense: { name: 'Treasure Sense', desc: '+5% rare find per rank', maxRank: 3, effect: { rareFind: 0.05 }, requires: 'lucky' },
midas_touch: { name: 'Midas Touch', desc: '+15% XP gain per rank', maxRank: 3, effect: { xpBonus: 0.15 }, requires: 'harvester' },
jackpot: { name: 'Jackpot', desc: 'Double boss loot chance', maxRank: 1, effect: { doubleBossLoot: true }, requires: 'treasure_sense' },
// v6.68: New fortune talents
scavenger: { name: 'Scavenger', desc: '+1 extra item from resource nodes', maxRank: 2, effect: { extraResource: 1 }, requires: 'harvester' },
golden_touch: { name: 'Golden Touch', desc: '+20% chance for items to upgrade rarity', maxRank: 3, effect: { rarityUpgrade: 0.20 }, requires: 'treasure_sense' },
hoarder: { name: 'Hoarder', desc: '+5 inventory slots per rank', maxRank: 2, effect: { inventorySlots: 5 }, requires: 'midas_touch' },
legendary_luck: { name: 'Legendary Luck', desc: '5% chance for any drop to be Legendary', maxRank: 1, effect: { legendaryChance: 0.05 }, requires: 'jackpot' }
}
},
// v6.68: NEW TREE - Arcane Mastery
arcane: {
name: 'Arcane Mastery', icon: '🔮', color: '#aa44ff',
talents: {
mana_pool: { name: 'Mana Pool', desc: '+10% max mana per rank', maxRank: 5, effect: { maxMana: 0.10 } },
spell_power: { name: 'Spell Power', desc: '+8% ability damage per rank', maxRank: 5, effect: { spellDamage: 0.08 } },
arcane_mastery: { name: 'Arcane Mastery', desc: '-5% ability cooldowns per rank', maxRank: 5, effect: { cooldownReduction: 0.05 }, requires: 'mana_pool' },
elemental_attunement: { name: 'Elemental Attunement', desc: '+15% elemental damage', maxRank: 3, effect: { elementalDamage: 0.15 }, requires: 'spell_power' },
mystic_barrier: { name: 'Mystic Barrier', desc: 'Abilities grant 5% max HP shield', maxRank: 3, effect: { abilityShield: 0.05 }, requires: 'arcane_mastery' },
spell_echo: { name: 'Spell Echo', desc: '15% chance abilities trigger twice', maxRank: 2, effect: { spellEcho: 0.15 }, requires: 'elemental_attunement' },
archmage: { name: 'Archmage', desc: 'Abilities cost 30% less mana', maxRank: 1, effect: { manaCostReduction: 0.30 }, requires: 'spell_echo' }
}
},
// v6.68: NEW TREE - Velocity
velocity: {
name: 'Velocity', icon: '💨', color: '#ffaa00',
talents: {
quick_feet: { name: 'Quick Feet', desc: '+3% movement speed per rank', maxRank: 5, effect: { moveSpeed: 0.03 } },
attack_speed: { name: 'Attack Speed', desc: '+5% attack speed per rank', maxRank: 5, effect: { attackSpeed: 0.05 } },
momentum: { name: 'Momentum', desc: '+2% damage per second moving', maxRank: 3, effect: { momentumDamage: 0.02 }, requires: 'quick_feet' },
lightning_reflexes: { name: 'Lightning Reflexes', desc: '+5% dodge while moving', maxRank: 3, effect: { movingDodge: 0.05 }, requires: 'attack_speed' },
blitz: { name: 'Blitz', desc: 'First attack after moving deals +20% damage', maxRank: 2, effect: { blitzDamage: 0.20 }, requires: 'momentum' },
afterimage: { name: 'Afterimage', desc: '10% chance to leave damaging clone', maxRank: 2, effect: { afterimageChance: 0.10 }, requires: 'lightning_reflexes' },
time_dilation: { name: 'Time Dilation', desc: 'Slow nearby enemies by 15%', maxRank: 1, effect: { aoeSlowAura: 0.15 }, requires: 'blitz' }
}
},
// v6.68: NEW TREE - Crafting Mastery
crafting: {
name: 'Crafting Mastery', icon: '🔨', color: '#ff8844',
talents: {
efficient_crafting: { name: 'Efficient Crafting', desc: '-5% material cost per rank', maxRank: 5, effect: { materialCost: 0.05 } },
quality_work: { name: 'Quality Work', desc: '+10% crafted item stats per rank', maxRank: 5, effect: { craftedStats: 0.10 } },
salvage_expert: { name: 'Salvage Expert', desc: '+20% materials from dismantling', maxRank: 3, effect: { salvageYield: 0.20 }, requires: 'efficient_crafting' },
masterwork: { name: 'Masterwork', desc: '10% chance craft is auto-upgraded', maxRank: 3, effect: { masterworkChance: 0.10 }, requires: 'quality_work' },
enchanting_affinity: { name: 'Enchanting Affinity', desc: '+1 enchantment slot on crafted items', maxRank: 2, effect: { extraEnchantSlot: 1 }, requires: 'salvage_expert' },
legendary_smith: { name: 'Legendary Smith', desc: 'Can craft Legendary tier items', maxRank: 1, effect: { craftLegendary: true }, requires: 'masterwork' },
dual_craft: { name: 'Dual Craft', desc: '25% chance to craft two items', maxRank: 1, effect: { doubleCraft: 0.25 }, requires: 'legendary_smith' }
}
}
};
// v6.68: ITEM RARITY SYSTEM - Colors and stat multipliers
const ITEM_RARITIES = {
common: { name: 'Common', color: '#aaaaaa', statMult: 1.0, dropWeight: 60 },
uncommon: { name: 'Uncommon', color: '#1eff00', statMult: 1.2, dropWeight: 25 },
rare: { name: 'Rare', color: '#0070dd', statMult: 1.5, dropWeight: 10 },
epic: { name: 'Epic', color: '#a335ee', statMult: 2.0, dropWeight: 4 },
legendary: { name: 'Legendary', color: '#ff8000', statMult: 3.0, dropWeight: 0.9 },
mythic: { name: 'Mythic', color: '#ff00ff', statMult: 5.0, dropWeight: 0.1 }
};
// v6.68: ITEM SET SYSTEM - Equipping multiple set pieces grants bonuses
const ITEM_SETS = {
voidwalker: {
name: 'Voidwalker Set', color: '#9900ff',
pieces: ['Void Dagger', 'Void Cloak', 'Void Ring'],
bonuses: {
2: { desc: '+15% Void damage', effect: { voidDamage: 0.15 } },
3: { desc: '+30% Void damage, Phase through enemies', effect: { voidDamage: 0.30, phaseWalk: true } }
}
},
inferno: {
name: 'Inferno Set', color: '#ff4400',
pieces: ['Magma Sword', 'Inferno Plate', 'Flame Ring'],
bonuses: {
2: { desc: '+20% Fire damage, Burn on hit', effect: { fireDamage: 0.20, burnOnHit: true } },
3: { desc: 'Fire nova every 5 kills', effect: { fireNova: 5 } }
}
},
frost: {
name: 'Frostborne Set', color: '#00ccff',
pieces: ['Frost Blade', 'Frost Armor', 'Frost Heart'],
bonuses: {
2: { desc: '+15% Ice damage, Slow on hit', effect: { iceDamage: 0.15, slowOnHit: 0.20 } },
3: { desc: 'Freeze enemies at low HP', effect: { freezeExecute: true } }
}
},
berserker: {
name: 'Berserker Set', color: '#cc0000',
pieces: ['Berserker Badge', 'Berserker Helm', 'Berserker Gauntlets'],
bonuses: {
2: { desc: '+20% Attack Speed, +10% Damage', effect: { attackSpeed: 0.20, damage: 0.10 } },
3: { desc: 'Gain Frenzy on kill (+50% speed for 3s)', effect: { frenzyOnKill: true } }
}
},
guardian: {
name: 'Guardian Set', color: '#4488ff',
pieces: ['Guardian Armor', 'Guardian Shield', 'Guardian Helm'],
bonuses: {
2: { desc: '+30 Defense, +50 Max HP', effect: { defense: 30, maxHp: 50 } },
3: { desc: 'Immunity for 2s when hit below 20% HP', effect: { lowHpImmunity: true } }
}
},
harvester: {
name: 'Harvester Set', color: '#00ff88',
pieces: ['Crystal Pickaxe', 'Harvester Vest', 'Master Rod'],
bonuses: {
2: { desc: '+50% Resource yield', effect: { resourceYield: 0.50 } },
3: { desc: 'Double XP from gathering', effect: { gatherXpMult: 2.0 } }
}
},
celestial: {
name: 'Celestial Set', color: '#ffdd00',
pieces: ['Legendary Blade', 'Celestial Armor', 'Mythic Orb'],
bonuses: {
2: { desc: '+25% All damage, +25% Defense', effect: { damage: 0.25, defense: 25 } },
3: { desc: 'Summon star guardian on ability use', effect: { starGuardian: true } }
}
}
};
// v6.68: Get active set bonuses
function getActiveSetBonuses() {
const equippedItems = [];
if (gameData.equipment) {
Object.values(gameData.equipment).forEach(item => {
if (item && item.name) equippedItems.push(item.name);
});
}
const bonuses = { effects: {}, activesets: [] };
for (const [setId, setData] of Object.entries(ITEM_SETS)) {
const piecesEquipped = setData.pieces.filter(p => equippedItems.includes(p)).length;
if (piecesEquipped >= 2) {
bonuses.activesets.push({ name: setData.name, pieces: piecesEquipped, total: setData.pieces.length });
// Apply bonuses for each threshold reached
for (const [threshold, bonus] of Object.entries(setData.bonuses)) {
if (piecesEquipped >= parseInt(threshold)) {
for (const [stat, value] of Object.entries(bonus.effect)) {
if (typeof value === 'boolean') {
bonuses.effects[stat] = value;
} else {
bonuses.effects[stat] = (bonuses.effects[stat] || 0) + value;
}
}
}
}
}
}
return bonuses;
}
// v6.68: Enhanced enchantment tiers added to existing system via ENCHANTMENTS object
// New enchantments: elemental_fury, executioner, protection, vitality, regeneration, thorns, haste, fortune, wisdom, silk_touch, unbreaking
// These integrate with the existing v5.1 ENCHANTMENTS system above
// v6.68: Generate random item rarity based on luck
function rollItemRarity(baseLuck = 0) {
const talentBonuses = getTalentBonuses();
const luck = baseLuck + (talentBonuses.rareFind || 0) + (talentBonuses.legendaryChance || 0);
// Calculate drop chances
let roll = Math.random() * 100;
// Luck shifts the roll toward rarer items
roll -= luck * 50; // Each 1% luck shifts 0.5% toward rare
if (roll < ITEM_RARITIES.mythic.dropWeight) return 'mythic';
roll -= ITEM_RARITIES.mythic.dropWeight;
if (roll < ITEM_RARITIES.legendary.dropWeight) return 'legendary';
roll -= ITEM_RARITIES.legendary.dropWeight;
if (roll < ITEM_RARITIES.epic.dropWeight) return 'epic';
roll -= ITEM_RARITIES.epic.dropWeight;
if (roll < ITEM_RARITIES.rare.dropWeight) return 'rare';
roll -= ITEM_RARITIES.rare.dropWeight;
if (roll < ITEM_RARITIES.uncommon.dropWeight) return 'uncommon';
return 'common';
}
// v6.68: Create item with rarity
function createRarityItem(baseName, forcedRarity = null) {
const rarity = forcedRarity || rollItemRarity();
const rarityData = ITEM_RARITIES[rarity];
const baseItem = ITEMS[baseName] || {};
const item = {
name: baseName,
rarity: rarity,
rarityColor: rarityData.color,
displayName: rarity === 'common' ? baseName : `${rarityData.name} ${baseName}`,
statMultiplier: rarityData.statMult,
...baseItem
};
// Apply stat multiplier to numeric bonuses
if (baseItem.combatBonus) item.combatBonus = Math.round(baseItem.combatBonus * rarityData.statMult);
if (baseItem.defenseBonus) item.defenseBonus = Math.round(baseItem.defenseBonus * rarityData.statMult);
if (baseItem.miningBonus) item.miningBonus = Math.round(baseItem.miningBonus * rarityData.statMult);
if (baseItem.heal) item.heal = Math.round(baseItem.heal * rarityData.statMult);
return item;
}
// ============================================
// v6.68: LIVING ECONOMY SYSTEM
// Dynamic marketplace with NPC traders, fluctuating prices,
// supply/demand simulation, and market manipulation
// ============================================
const ECONOMY = {
// Base prices for all tradeable items (in gold)
basePrices: {
// Raw resources (cheap, high volume)
'Log': 5, 'Ore': 8, 'Slime': 3, 'Raw Fish': 4, 'Chitin': 12,
'Frost Shard': 25, 'Magma Gem': 30, 'Void Fragment': 45,
'Crystal': 35, 'Obsidian': 20, 'Elite Essence': 50,
// Crafted consumables
'Cooked Fish': 12, 'Health Potion': 25, 'Super Potion': 60,
// Gear (expensive)
'Pickaxe': 50, 'Sword': 80, 'Fishing Rod': 40,
'Frost Blade': 200, 'Magma Sword': 280, 'Void Dagger': 400,
'Crystal Pickaxe': 150, 'Iron Armor': 100, 'Steel Armor': 250,
'Chitin Armor': 180, 'Guardian Armor': 800,
'Legendary Blade': 2000, 'Berserker Badge': 600, 'Vampiric Fang': 750,
// Rare materials
'Boss Trophy': 150, 'Legendary Core': 500, 'Ancient Artifact': 200,
'Mystic Orb': 120, 'Enchant Shard': 80, 'Arcane Dust': 15
},
// Current market state
supply: {}, // How much of each item is in the market
demand: {}, // How much NPCs want each item
priceHistory: {}, // Track price changes over time
lastUpdate: 0,
updateInterval: 30000, // Update prices every 30 seconds
volatility: 0.15, // Max price swing per update (15%)
// Market events
activeEvents: [],
eventChance: 0.05, // 5% chance per update for market event
// Player's gold
gold: 500, // Starting gold
totalEarned: 0,
totalSpent: 0,
// Trading stats
tradeHistory: [],
maxTradeHistory: 100
};
// NPC Merchants with unique personalities and specializations
const MERCHANTS = {
grimjaw: {
name: 'Grimjaw the Scrapper',
icon: '🦾',
specialty: 'resources',
greeting: "Got junk? I'll take it off your hands... for the right price.",
buyMultiplier: 0.7, // Pays 70% of market price
sellMultiplier: 1.1, // Sells at 110% of market price
preferred: ['Ore', 'Log', 'Chitin', 'Slime'],
despised: ['Crystal', 'Mystic Orb'], // Pays less for these
mood: 'neutral',
inventory: {},
gold: 2000,
restockTime: 60000
},
crystalia: {
name: 'Crystalia Gemweaver',
icon: '💎',
specialty: 'gems',
greeting: "Such beautiful specimens you bring me... Let us discuss terms.",
buyMultiplier: 0.85,
sellMultiplier: 1.2,
preferred: ['Crystal', 'Frost Shard', 'Magma Gem', 'Void Fragment', 'Mystic Orb'],
despised: ['Log', 'Slime'],
mood: 'neutral',
inventory: {},
gold: 5000,
restockTime: 90000
},
ironhide: {
name: 'Ironhide the Armorer',
icon: '🛡️',
specialty: 'equipment',
greeting: "Need protection? My wares have saved countless lives.",
buyMultiplier: 0.6, // Doesn't want to buy gear back
sellMultiplier: 1.3, // Premium prices for quality
preferred: ['Iron Armor', 'Steel Armor', 'Chitin Armor', 'Guardian Armor'],
despised: ['Raw Fish', 'Slime'],
mood: 'neutral',
inventory: {},
gold: 8000,
restockTime: 120000
},
shadowmere: {
name: 'Shadowmere the Fence',
icon: '🦇',
specialty: 'rare',
greeting: "Psst... I deal in items others won't touch. No questions asked.",
buyMultiplier: 0.9, // Best buy prices for rare stuff
sellMultiplier: 1.5, // But sells at huge markup
preferred: ['Boss Trophy', 'Legendary Core', 'Elite Essence', 'Ancient Artifact'],
despised: ['Log', 'Ore'],
mood: 'neutral',
inventory: {},
gold: 15000,
restockTime: 180000
},
wanderbot: {
name: 'Wanderbot 3000',
icon: '🤖',
specialty: 'random',
greeting: "BEEP BOOP. TRADING PROTOCOLS ENGAGED. PREPARE FOR COMMERCE.",
buyMultiplier: 0.75,
sellMultiplier: 1.0, // Fair prices but random inventory
preferred: [], // No preferences - truly random
despised: [],
mood: 'neutral',
inventory: {},
gold: 3000,
restockTime: 45000
}
};
// ============================================
// v6.83: NPC EPISODIC MEMORY SYSTEM
// NPCs with TRUE episodic memory - remembering events
// with emotional weight, temporal decay, and gossip
// ============================================
const NPC_MEMORY_SYSTEM = {
// Individual NPC memories (initialized from MERCHANTS)
npcMemories: {},
// Gossip network - rumors floating between NPCs
gossipPool: [],
// Memory system config
config: {
maxMemoriesPerNPC: 30,
memoryDecayRatePerDay: 0.03,
emotionalDecayRatePerDay: 0.02,
gossipPropagationInterval: 60000, // 1 minute real time
consolidationThresholdDays: 7,
maxUnconsolidated: 20
},
// Last update timestamps
lastDecayUpdate: Date.now(),
lastGossipUpdate: Date.now()
};
// NPC personality templates (affects how they remember)
const NPC_PERSONALITIES = {
grimjaw: {
grudgeHolder: 0.8, // Very grudge-holding
forgiving: 0.2, // Not forgiving
gossiper: 0.4, // Moderate gossiper
suspicious: 0.6, // Quite suspicious
dramatic: 0.5 // Average dramatic
},
crystalia: {
grudgeHolder: 0.5,
forgiving: 0.5,
gossiper: 0.7, // Loves to gossip
suspicious: 0.3,
dramatic: 0.8 // Very dramatic
},
ironhide: {
grudgeHolder: 0.9, // Holds grudges forever
forgiving: 0.1,
gossiper: 0.2, // Stoic, doesn't gossip
suspicious: 0.4,
dramatic: 0.3 // Not dramatic
},
shadowmere: {
grudgeHolder: 0.7,
forgiving: 0.3,
gossiper: 0.9, // Information broker - gossips a lot
suspicious: 0.9, // Very suspicious
dramatic: 0.6
},
wanderbot: {
grudgeHolder: 0.3, // Robot doesn't hold grudges
forgiving: 0.7, // Fairly forgiving
gossiper: 0.5,
suspicious: 0.2, // Trusting
dramatic: 0.4
}
};
// Initialize memory structures for all merchants
function initializeNPCMemories() {
for (const merchantId of Object.keys(MERCHANTS)) {
if (!NPC_MEMORY_SYSTEM.npcMemories[merchantId]) {
NPC_MEMORY_SYSTEM.npcMemories[merchantId] = {
episodicMemories: [],
relationship: {
trust: 0.5,
respect: 0.5,
fear: 0.0,
familiarity: 0.0,
lastInteraction: null,
totalInteractions: 0
},
personality: NPC_PERSONALITIES[merchantId] || {
grudgeHolder: 0.5,
forgiving: 0.5,
gossiper: 0.5,
suspicious: 0.5,
dramatic: 0.5
}
};
}
}
// v8.0: Using SafeJSON for NPC memories (8-Strategy Consensus Cycle 7)
const data = SafeJSON.fromLocalStorage('leviathan_npc_memories', null);
if (data) {
// Merge saved memories with initialized structures
for (const [npcId, npcData] of Object.entries(data.npcMemories || {})) {
if (NPC_MEMORY_SYSTEM.npcMemories[npcId]) {
NPC_MEMORY_SYSTEM.npcMemories[npcId].episodicMemories = npcData.episodicMemories || [];
NPC_MEMORY_SYSTEM.npcMemories[npcId].relationship = npcData.relationship || NPC_MEMORY_SYSTEM.npcMemories[npcId].relationship;
}
}
NPC_MEMORY_SYSTEM.gossipPool = data.gossipPool || [];
NPC_MEMORY_SYSTEM.lastDecayUpdate = data.lastDecayUpdate || Date.now();
NPC_MEMORY_SYSTEM.lastGossipUpdate = data.lastGossipUpdate || Date.now();
}
}
// Initialize NPC memories immediately after MERCHANTS is defined
try {
initializeNPCMemories();
} catch (e) {
// v8.26: Enhanced error message with context
console.error('[NPC Memory] v8.26: Failed to initialize NPC Memory System. This may affect merchant interactions. Error:', e.message || e);
}
// Save NPC memories to localStorage
// v7.23: Added error handling for quota exceeded / private browsing
function saveNPCMemories() {
try {
const data = {
npcMemories: NPC_MEMORY_SYSTEM.npcMemories,
gossipPool: NPC_MEMORY_SYSTEM.gossipPool,
lastDecayUpdate: NPC_MEMORY_SYSTEM.lastDecayUpdate,
lastGossipUpdate: NPC_MEMORY_SYSTEM.lastGossipUpdate
};
localStorage.setItem('leviathan_npc_memories', JSON.stringify(data));
return true;
} catch (e) {
console.warn('[NPC Memory] Save failed:', e.message);
if (e.name === 'QuotaExceededError') {
if (typeof showNotification === 'function') {
showNotification('Storage full - NPC memories may not persist', 'warning');
}
}
return false;
}
}
// Load NPC memories from localStorage
// v8.0: Using SafeJSON for NPC memories function (8-Strategy Consensus Cycle 8)
function loadNPCMemories() {
const data = SafeJSON.fromLocalStorage('leviathan_npc_memories', null);
if (data) {
if (data.npcMemories) {
// Merge saved memories with existing NPC data (preserving personality)
for (const [npcId, savedNpcData] of Object.entries(data.npcMemories)) {
if (NPC_MEMORY_SYSTEM.npcMemories[npcId]) {
NPC_MEMORY_SYSTEM.npcMemories[npcId].episodicMemories = savedNpcData.episodicMemories || [];
NPC_MEMORY_SYSTEM.npcMemories[npcId].relationship = savedNpcData.relationship || NPC_MEMORY_SYSTEM.npcMemories[npcId].relationship;
}
}
}
if (data.gossipPool) {
NPC_MEMORY_SYSTEM.gossipPool = data.gossipPool;
}
if (data.lastDecayUpdate) {
NPC_MEMORY_SYSTEM.lastDecayUpdate = data.lastDecayUpdate;
}
if (data.lastGossipUpdate) {
NPC_MEMORY_SYSTEM.lastGossipUpdate = data.lastGossipUpdate;
}
console.log('[NPC Memory] Loaded memories from save');
}
}
// Record a new memory for an NPC
function recordNPCMemory(npcId, memoryData) {
const npcData = NPC_MEMORY_SYSTEM.npcMemories[npcId];
if (!npcData) return;
const memory = {
id: 'mem_' + Date.now() + '_' + Math.random().toString(36).substr(2, 9),
type: memoryData.type,
timestamp: Date.now(),
gameTime: {
day: gameData.stats?.daysPlayed || 0,
phase: typeof DayNightCycle !== 'undefined' ? DayNightCycle.getCurrentPhase().name : 'day'
},
event: memoryData.event,
emotion: {
primary: memoryData.emotion?.primary || 'neutral',
intensity: memoryData.emotion?.intensity || 0.5,
valence: memoryData.emotion?.valence || 0
},
fidelity: {
details: 1.0,
emotional: 1.0,
source: memoryData.source || 'direct'
},
recallCount: 0,
lastRecall: null,
consolidated: false
};
npcData.episodicMemories.push(memory);
// Update relationship based on emotional valence
updateNPCRelationship(npcId, memory.emotion);
// Limit memories
if (npcData.episodicMemories.length > NPC_MEMORY_SYSTEM.config.maxMemoriesPerNPC) {
// Remove oldest low-intensity memories
npcData.episodicMemories.sort((a, b) => {
const aScore = a.emotion.intensity + (a.consolidated ? 0.5 : 0);
const bScore = b.emotion.intensity + (b.consolidated ? 0.5 : 0);
return bScore - aScore;
});
npcData.episodicMemories = npcData.episodicMemories.slice(0, NPC_MEMORY_SYSTEM.config.maxMemoriesPerNPC);
}
saveNPCMemories();
return memory;
}
// Calculate trade emotion based on item, quantity, and merchant preferences
function calculateTradeEmotion(merchantId, item, quantity, price) {
const merchant = MERCHANTS[merchantId];
if (!merchant) return { primary: 'neutral', intensity: 0.3, valence: 0 };
let emotion = { primary: 'satisfaction', intensity: 0.4, valence: 0.2 };
// Preferred items make them happy
if (merchant.preferred.includes(item)) {
emotion = { primary: 'gratitude', intensity: 0.7, valence: 0.6 };
if (quantity >= 10) emotion.intensity = 0.85;
}
// Despised items annoy them
else if (merchant.despised.includes(item)) {
emotion = { primary: 'annoyance', intensity: 0.5, valence: -0.3 };
}
// Big trades are memorable
if (price > 1000) {
emotion.intensity = Math.min(1.0, emotion.intensity + 0.2);
}
return emotion;
}
// Update NPC relationship based on emotional event
function updateNPCRelationship(npcId, emotion) {
const npcData = NPC_MEMORY_SYSTEM.npcMemories[npcId];
if (!npcData) return;
const rel = npcData.relationship;
const intensity = emotion.intensity;
const valence = emotion.valence;
// Trust changes with positive/negative interactions
rel.trust = Math.max(-1, Math.min(1, rel.trust + valence * intensity * 0.1));
// Respect increases with positive interactions, decreases with disrespect
if (emotion.primary === 'gratitude' || emotion.primary === 'respect') {
rel.respect = Math.min(1, rel.respect + intensity * 0.05);
} else if (emotion.primary === 'anger' || emotion.primary === 'betrayal') {
rel.respect = Math.max(-1, rel.respect - intensity * 0.1);
}
// Fear from harm
if (emotion.primary === 'fear' || emotion.primary === 'betrayal') {
rel.fear = Math.min(1, rel.fear + intensity * 0.2);
}
// Familiarity always increases with interaction
rel.familiarity = Math.min(1, rel.familiarity + 0.02);
rel.lastInteraction = Date.now();
rel.totalInteractions++;
}
// Memory decay - run periodically
function updateNPCMemoryDecay() {
const now = Date.now();
const daysSinceLastUpdate = (now - NPC_MEMORY_SYSTEM.lastDecayUpdate) / (1000 * 60 * 60 * 24);
if (daysSinceLastUpdate < 0.01) return; // At least ~15 minutes between decay updates
for (const [npcId, npcData] of Object.entries(NPC_MEMORY_SYSTEM.npcMemories)) {
const personality = npcData.personality;
for (const memory of npcData.episodicMemories) {
// Detail decay: fast for neutral, slow for emotional
const detailDecayRate = NPC_MEMORY_SYSTEM.config.memoryDecayRatePerDay / (1 + memory.emotion.intensity * 2);
memory.fidelity.details = Math.max(0.2, memory.fidelity.details - detailDecayRate * daysSinceLastUpdate);
// Emotional decay: modified by personality
const emotionalDecayRate = memory.emotion.valence > 0
? NPC_MEMORY_SYSTEM.config.emotionalDecayRatePerDay * personality.forgiving
: NPC_MEMORY_SYSTEM.config.emotionalDecayRatePerDay * (1 - personality.grudgeHolder);
memory.emotion.intensity = Math.max(0.1, memory.emotion.intensity - emotionalDecayRate * daysSinceLastUpdate);
// Rumor decay: faster than direct memories
if (memory.fidelity.source === 'rumor') {
memory.fidelity.details *= Math.pow(0.95, daysSinceLastUpdate);
}
}
// Consolidation: old but emotional memories become permanent
consolidateNPCMemories(npcId);
}
NPC_MEMORY_SYSTEM.lastDecayUpdate = now;
saveNPCMemories();
}
// Consolidate memories (keep important ones, compress details of old ones)
function consolidateNPCMemories(npcId) {
const npcData = NPC_MEMORY_SYSTEM.npcMemories[npcId];
if (!npcData) return;
const unconsolidated = npcData.episodicMemories.filter(m => !m.consolidated);
if (unconsolidated.length > NPC_MEMORY_SYSTEM.config.maxUnconsolidated) {
// Keep most emotional, consolidate the rest
unconsolidated.sort((a, b) => b.emotion.intensity - a.emotion.intensity);
for (let i = NPC_MEMORY_SYSTEM.config.maxUnconsolidated; i < unconsolidated.length; i++) {
unconsolidated[i].consolidated = true;
unconsolidated[i].fidelity.details = 0.3; // Vague details
}
}
}
// Recall a memory (with potential misremembering)
function recallNPCMemory(npcId, context) {
context = context || 'greeting';
const npcData = NPC_MEMORY_SYSTEM.npcMemories[npcId];
if (!npcData || npcData.episodicMemories.length === 0) return null;
const personality = npcData.personality;
// Filter relevant memories for context
let relevantMemories = npcData.episodicMemories.filter(function(m) {
if (context === 'trading') return m.type === 'TRADE';
if (context === 'greeting') return m.emotion.intensity > 0.3;
return true;
});
if (relevantMemories.length === 0) return null;
// Probability weighted by emotion intensity and recency
const weights = relevantMemories.map(function(m) {
const recency = 1 / (1 + (Date.now() - m.timestamp) / (1000 * 60 * 60 * 24 * 7));
return m.emotion.intensity * recency;
});
const totalWeight = weights.reduce(function(a, b) { return a + b; }, 0);
let random = Math.random() * totalWeight;
let selectedMemory = null;
for (let i = 0; i < relevantMemories.length; i++) {
random -= weights[i];
if (random <= 0) {
selectedMemory = relevantMemories[i];
break;
}
}
if (!selectedMemory) return null;
// MISREMEMBERING: Distort based on fidelity and personality
const distortedMemory = distortNPCMemory(selectedMemory, personality);
// Update recall metadata
selectedMemory.recallCount++;
selectedMemory.lastRecall = Date.now();
// Reconsolidation: recalled memories strengthen
selectedMemory.emotion.intensity = Math.min(1.0, selectedMemory.emotion.intensity * 1.05);
return distortedMemory;
}
// Distort a memory based on fidelity
function distortNPCMemory(memory, personality) {
const distorted = JSON.parse(JSON.stringify(memory)); // Deep copy
const fidelity = memory.fidelity.details;
const dramatic = personality.dramatic;
// Quantity distortion: remembered bigger/smaller
if (distorted.event.quantity) {
const distortionFactor = 1 + (Math.random() - 0.5) * (1 - fidelity) * dramatic * 2;
distorted.event.quantity = Math.max(1, Math.round(distorted.event.quantity * distortionFactor));
}
// Value distortion
if (distorted.event.value || distorted.event.price) {
const key = distorted.event.value ? 'value' : 'price';
const distortionFactor = 1 + (Math.random() - 0.5) * (1 - fidelity) * dramatic * 2;
distorted.event[key] = Math.max(1, Math.round(distorted.event[key] * distortionFactor));
}
// Emotional amplification: dramatic personalities exaggerate
distorted.emotion.intensity = Math.min(1.0, distorted.emotion.intensity * (1 + dramatic * 0.3));
// Valence shift: suspicious personalities remember things as worse
if (personality.suspicious > 0.5) {
distorted.emotion.valence = Math.max(-1, distorted.emotion.valence - 0.1 * (1 - fidelity));
}
distorted._isDistorted = true;
distorted._originalFidelity = fidelity;
return distorted;
}
// Create gossip from an interesting event
function createNPCGossip(npcId, content) {
// Only create gossip for interesting events
const GOSSIP_WORTHY = ['BIG_TRADE', 'BOSS_KILL', 'PLAYER_DEATH', 'RARE_ITEM', 'HARM'];
if (GOSSIP_WORTHY.indexOf(content.type) === -1) return;
const npc = NPC_MEMORY_SYSTEM.npcMemories[npcId];
if (!npc || Math.random() > npc.personality.gossiper) return;
NPC_MEMORY_SYSTEM.gossipPool.push({
id: 'gossip_' + Date.now() + '_' + Math.random().toString(36).substr(2, 9),
origin: npcId,
about: 'player',
content: content,
spread: [npcId],
distortion: 0,
timestamp: Date.now(),
potency: 0.7
});
saveNPCMemories();
}
// Propagate gossip between NPCs
function propagateNPCGossip() {
const now = Date.now();
if (now - NPC_MEMORY_SYSTEM.lastGossipUpdate < NPC_MEMORY_SYSTEM.config.gossipPropagationInterval) return;
for (let g = 0; g < NPC_MEMORY_SYSTEM.gossipPool.length; g++) {
const gossip = NPC_MEMORY_SYSTEM.gossipPool[g];
const spreadCopy = gossip.spread.slice();
// Each NPC who knows it might spread it
for (let k = 0; k < spreadCopy.length; k++) {
const knowerNpcId = spreadCopy[k];
const knower = NPC_MEMORY_SYSTEM.npcMemories[knowerNpcId];
if (!knower) continue;
// Check if they will gossip
if (Math.random() > knower.personality.gossiper * gossip.potency) continue;
// Find a nearby NPC who does not know yet
const recipients = Object.keys(NPC_MEMORY_SYSTEM.npcMemories)
.filter(function(id) { return id !== knowerNpcId && gossip.spread.indexOf(id) === -1; });
if (recipients.length === 0) continue;
const recipientId = recipients[Math.floor(Math.random() * recipients.length)];
// Spread with distortion
gossip.spread.push(recipientId);
gossip.distortion += 0.1 * knower.personality.dramatic;
// Recipient gets a memory (marked as rumor)
const distortedContent = distortGossipContent(gossip.content, gossip.distortion);
recordNPCMemory(recipientId, {
type: 'RUMOR',
event: distortedContent,
emotion: {
primary: gossip.content.type === 'BIG_TRADE' ? 'curiosity' :
gossip.content.type === 'HARM' ? 'suspicion' : 'interest',
intensity: 0.3 * (1 - gossip.distortion),
valence: 0
},
source: 'rumor'
});
}
// Gossip loses potency over time
gossip.potency *= 0.95;
}
// Remove dead gossip
NPC_MEMORY_SYSTEM.gossipPool = NPC_MEMORY_SYSTEM.gossipPool.filter(function(g) { return g.potency > 0.1; });
NPC_MEMORY_SYSTEM.lastGossipUpdate = now;
saveNPCMemories();
}
// Distort gossip content as it spreads
function distortGossipContent(content, distortion) {
const distorted = JSON.parse(JSON.stringify(content));
if (distorted.value) {
// Values get exaggerated
distorted.value = Math.round(distorted.value * (1 + distortion * 2));
}
if (distorted.quantity) {
distorted.quantity = Math.round(distorted.quantity * (1 + distortion * 1.5));
}
distorted._distortion = distortion;
return distorted;
}
// Function aliases for cleaner API usage
const recordMemory = recordNPCMemory;
const recallMemory = recallNPCMemory;
const updateMemoryDecay = updateNPCMemoryDecay;
const propagateGossip = propagateNPCGossip;
const createGossip = createNPCGossip;
// Update relationship with simple attribute change
function updateRelationship(npcId, attribute, delta) {
const npcData = NPC_MEMORY_SYSTEM.npcMemories[npcId];
if (!npcData) return;
if (typeof npcData.relationship[attribute] === 'number') {
npcData.relationship[attribute] = Math.max(-1, Math.min(1, npcData.relationship[attribute] + delta));
}
}
// ============================================
// MEMORY DIALOGUE GENERATION SYSTEM
// ============================================
const MEMORY_DIALOGUE = {
// Greeting based on relationship and recent memories
generateGreeting(npcId) {
const npcData = NPC_MEMORY_SYSTEM.npcMemories[npcId];
if (!npcData) return MERCHANTS[npcId]?.greeting || "Welcome, traveler.";
const merchant = MERCHANTS[npcId];
const rel = npcData.relationship;
// Check for dominant recent memory
const recentMemory = recallMemory(npcId, 'greeting');
// Build greeting layers
let greeting = '';
// Familiarity layer
if (rel.familiarity < 0.2) {
greeting = merchant?.greeting || "Welcome, stranger.";
} else if (rel.familiarity > 0.7) {
greeting = "Ah, you again! ";
} else {
greeting = "Welcome back. ";
}
// Memory layer
if (recentMemory) {
greeting += this.generateMemoryReference(recentMemory, npcData.personality);
}
// Trust layer
if (rel.trust < -0.3) {
greeting += " I've got my eye on you.";
} else if (rel.trust > 0.5) {
greeting += " You're always welcome here.";
}
return greeting;
},
generateMemoryReference(memory, personality) {
const fidelity = memory.fidelity.details;
const eventItem = memory.event.item || 'goods';
const eventQuantity = memory.event.quantity || 'some';
const eventEnemy = memory.event.enemy || 'creature';
const eventDays = memory.event.days || 'some';
const templates = {
TRADE: {
positive: [
fidelity > 0.7 ? 'Remember when you sold me ' + eventQuantity + ' ' + eventItem + '? Good times.' :
fidelity > 0.4 ? 'Didn\'t you sell me some... ' + eventItem + ', was it?' :
"We've done good business before, haven't we?"
],
negative: [
fidelity > 0.7 ? 'Still waiting for a fair deal after that ' + eventItem + ' debacle.' :
"Hmph. Your trades haven't always been to my liking."
]
},
HELP: {
positive: [
fidelity > 0.5 ? "I haven't forgotten what you did for me." :
"I remember... you helped me once. Or was it someone else?"
],
negative: []
},
HARM: {
positive: [],
negative: [
fidelity > 0.7 ? "You think I've forgotten? I NEVER forget." :
"Something about you... sets my teeth on edge."
]
},
WITNESS: {
positive: [
'I saw you take down that ' + eventEnemy + '. Impressive.'
],
negative: [
'I heard about your... encounter with that ' + eventEnemy + '.'
]
},
RUMOR: {
positive: [
"Word travels, you know. They say you're making waves."
],
negative: [
"I've heard... things. About you."
]
},
ABSENCE: {
positive: [
eventDays > 14 ? eventDays + ' days! I thought you\'d vanished into the void.' :
'Been a while. ' + eventDays + ' days, give or take.'
],
negative: []
}
};
const valence = memory.emotion.valence > 0 ? 'positive' : 'negative';
const options = templates[memory.type]?.[valence] || [];
if (options.length === 0) return '';
return options[Math.floor(Math.random() * options.length)];
},
// Unprompted memory surfacing (random chance during interaction)
triggerUnpromptedMemory(npcId) {
if (Math.random() > 0.15) return null; // 15% chance
const npcData = NPC_MEMORY_SYSTEM.npcMemories[npcId];
if (!npcData) return null;
// Find old negative memories (grudges)
const grudge = npcData.episodicMemories.find(m =>
m.emotion.valence < -0.3 &&
m.emotion.intensity > 0.4 &&
(Date.now() - m.timestamp) > 7 * 24 * 60 * 60 * 1000 // At least a week old
);
if (grudge) {
const grudgeType = grudge.type === 'HARM' ? 'what you did' : 'that time';
const clarity = grudge.fidelity.details < 0.5 ? "The details are fuzzy, but the feeling isn't." : "I remember it clearly.";
return {
type: 'grudge',
text: 'You know... I still think about ' + grudgeType + '. ' + clarity
};
}
// Find positive memories for warmth
const warmMemory = npcData.episodicMemories.find(m =>
m.emotion.valence > 0.5 &&
m.emotion.intensity > 0.5
);
if (warmMemory && Math.random() > 0.7) {
return {
type: 'warmth',
text: "You know, it's good to see a familiar face around here."
};
}
return null;
},
// Generate trade-specific dialogue based on memory
generateTradeComment(npcId, item, isBuying) {
const npcData = NPC_MEMORY_SYSTEM.npcMemories[npcId];
if (!npcData) return null;
// Find previous trades of this item
const previousTrades = npcData.episodicMemories.filter(m =>
m.type === 'TRADE' && m.event.item === item
);
if (previousTrades.length === 0) return null;
const totalQuantity = previousTrades.reduce((sum, m) => sum + (m.event.quantity || 0), 0);
if (totalQuantity > 100) {
return 'Ah, ' + item + '. You\'ve brought me quite a lot of this over time.';
} else if (previousTrades.length > 3) {
return item + ' again? You seem to have a steady supply.';
}
return null;
}
};
// ============================================
// Market events that shake up the economy
const MARKET_EVENTS = {
ore_rush: {
name: '⛏️ Ore Rush!',
description: 'A new vein discovered! Ore prices crash as supply floods in.',
duration: 120000,
effects: { 'Ore': -0.5, 'Crystal': -0.3, 'Obsidian': -0.4 },
announcement: '📢 MARKET ALERT: Massive ore deposits discovered! Prices plummeting!'
},
monster_surge: {
name: '👹 Monster Surge!',
description: 'Monster materials in high demand for defense contracts.',
duration: 90000,
effects: { 'Chitin': 0.8, 'Slime': 0.5, 'Elite Essence': 1.0, 'Boss Trophy': 0.6 },
announcement: '📢 MARKET ALERT: Military contracts driving monster material prices UP!'
},
crystal_shortage: {
name: '💎 Crystal Shortage!',
description: 'Crystal mines collapsed! Prices skyrocket.',
duration: 150000,
effects: { 'Crystal': 1.5, 'Frost Shard': 0.8, 'Mystic Orb': 1.0 },
announcement: '📢 MARKET ALERT: Crystal shortage! Gem prices through the roof!'
},
merchant_war: {
name: '⚔️ Merchant War!',
description: 'Merchants undercutting each other! Everything cheap!',
duration: 60000,
effects: { 'ALL': -0.3 }, // 30% off everything
announcement: '📢 MARKET ALERT: Price war between merchants! BUY NOW!'
},
luxury_boom: {
name: '👑 Luxury Boom!',
description: 'Nobles buying up all the fancy gear.',
duration: 100000,
effects: {
'Legendary Blade': 0.7, 'Guardian Armor': 0.6,
'Void Dagger': 0.5, 'Berserker Badge': 0.4
},
announcement: '📢 MARKET ALERT: Noble spending spree! Premium items in demand!'
},
potion_plague: {
name: '🧪 Plague Outbreak!',
description: 'Sickness spreading! Healing items worth their weight in gold.',
duration: 80000,
effects: { 'Health Potion': 2.0, 'Super Potion': 1.8, 'Cooked Fish': 0.5, 'Slime': 0.6 },
announcement: '📢 MARKET ALERT: Plague spreading! Healing supplies critical!'
},
tech_revolution: {
name: '🔧 Tech Revolution!',
description: 'New inventions drive demand for crafting materials.',
duration: 110000,
effects: { 'Ore': 0.4, 'Crystal': 0.3, 'Enchant Shard': 0.8, 'Arcane Dust': 0.5 },
announcement: '📢 MARKET ALERT: Inventors hoarding materials! Crafting supplies up!'
},
black_market_bust: {
name: '🚨 Black Market Bust!',
description: 'Authorities cracked down! Rare items now scarce.',
duration: 130000,
effects: { 'Boss Trophy': 1.2, 'Legendary Core': 1.5, 'Elite Essence': 0.8 },
announcement: '📢 MARKET ALERT: Underground market raided! Rare goods prices surge!'
}
};
// Initialize economy state
function initEconomy() {
// Initialize supply/demand for all items
for (const [item, basePrice] of Object.entries(ECONOMY.basePrices)) {
ECONOMY.supply[item] = 50 + Math.random() * 50; // 50-100 initial supply
ECONOMY.demand[item] = 50 + Math.random() * 50; // 50-100 initial demand
ECONOMY.priceHistory[item] = [basePrice]; // Start with base price
}
// Initialize merchant inventories
for (const [id, merchant] of Object.entries(MERCHANTS)) {
restockMerchant(id);
}
// Load saved economy data
// v8.0: Using SafeJSON for economy state (8-Strategy Consensus Cycle 4)
const economyData = SafeJSON.fromLocalStorage('levi_economy', null);
if (economyData) {
if (economyData.gold !== undefined) ECONOMY.gold = economyData.gold;
if (economyData.supply) ECONOMY.supply = { ...ECONOMY.supply, ...economyData.supply };
if (economyData.demand) ECONOMY.demand = { ...ECONOMY.demand, ...economyData.demand };
if (economyData.priceHistory) ECONOMY.priceHistory = economyData.priceHistory;
if (economyData.totalEarned) ECONOMY.totalEarned = economyData.totalEarned;
if (economyData.totalSpent) ECONOMY.totalSpent = economyData.totalSpent;
console.log('[Economy] Loaded saved economy state');
}
}
// Save economy state
function saveEconomy() {
const data = {
gold: ECONOMY.gold,
supply: ECONOMY.supply,
demand: ECONOMY.demand,
priceHistory: ECONOMY.priceHistory,
totalEarned: ECONOMY.totalEarned,
totalSpent: ECONOMY.totalSpent
};
localStorage.setItem('levi_economy', JSON.stringify(data));
}
// Get current market price for an item
function getMarketPrice(itemName) {
const basePrice = ECONOMY.basePrices[itemName];
if (!basePrice) return 0;
const supply = ECONOMY.supply[itemName] || 50;
const demand = ECONOMY.demand[itemName] || 50;
// Price = base * (demand / supply) with bounds
let supplyDemandRatio = demand / Math.max(supply, 1);
supplyDemandRatio = Math.max(0.2, Math.min(5.0, supplyDemandRatio)); // 0.2x to 5x
let price = basePrice * supplyDemandRatio;
// Apply active market events
for (const event of ECONOMY.activeEvents) {
const eventData = MARKET_EVENTS[event.type];
if (eventData.effects['ALL']) {
price *= (1 + eventData.effects['ALL']);
}
if (eventData.effects[itemName]) {
price *= (1 + eventData.effects[itemName]);
}
}
return Math.max(1, Math.round(price));
}
// Get price trend (up, down, stable)
function getPriceTrend(itemName) {
const history = ECONOMY.priceHistory[itemName];
if (!history || history.length < 2) return 'stable';
const current = history[history.length - 1];
const previous = history[history.length - 2];
const change = (current - previous) / previous;
if (change > 0.05) return 'up';
if (change < -0.05) return 'down';
return 'stable';
}
// Get merchant's adjusted price for buying from player
function getMerchantBuyPrice(merchantId, itemName) {
const merchant = MERCHANTS[merchantId];
if (!merchant) return 0;
let price = getMarketPrice(itemName);
// Apply merchant's buy multiplier
price *= merchant.buyMultiplier;
// Bonus for preferred items
if (merchant.preferred.includes(itemName)) {
price *= 1.2;
}
// Penalty for despised items
if (merchant.despised.includes(itemName)) {
price *= 0.5;
}
// Mood affects prices
if (merchant.mood === 'happy') price *= 1.1;
if (merchant.mood === 'angry') price *= 0.8;
return Math.max(1, Math.round(price));
}
// Get merchant's adjusted price for selling to player
function getMerchantSellPrice(merchantId, itemName) {
const merchant = MERCHANTS[merchantId];
if (!merchant) return Infinity;
let price = getMarketPrice(itemName);
// Apply merchant's sell multiplier
price *= merchant.sellMultiplier;
// Discount for preferred items (they have more stock)
if (merchant.preferred.includes(itemName)) {
price *= 0.9;
}
// Mood affects prices
if (merchant.mood === 'happy') price *= 0.95;
if (merchant.mood === 'angry') price *= 1.15;
return Math.max(1, Math.round(price));
}
// Sell item to merchant
function sellToMerchant(merchantId, itemName, quantity = 1) {
const merchant = MERCHANTS[merchantId];
if (!merchant) return false;
// Check player has item
if (!hasItem(itemName, quantity)) {
showNotification(`You don't have ${quantity}x ${itemName}!`, 'error');
return false;
}
// Check merchant has gold
const pricePerUnit = getMerchantBuyPrice(merchantId, itemName);
const totalPrice = pricePerUnit * quantity;
if (merchant.gold < totalPrice) {
showNotification(`${merchant.name} can't afford that!`, 'error');
return false;
}
// Execute trade
removeFromInventory(itemName, quantity);
ECONOMY.gold += totalPrice;
ECONOMY.totalEarned += totalPrice;
merchant.gold -= totalPrice;
// Add to merchant's inventory
merchant.inventory[itemName] = (merchant.inventory[itemName] || 0) + quantity;
// Increase supply (more on market)
ECONOMY.supply[itemName] = (ECONOMY.supply[itemName] || 50) + quantity * 2;
// Log trade
logTrade('sell', merchantId, itemName, quantity, totalPrice);
// v6.83: Record trade memory
if (typeof recordMemory === 'function') {
const emotion = (typeof calculateTradeEmotion === 'function')
? calculateTradeEmotion(merchantId, itemName, quantity, totalPrice)
: { primary: 'gratitude', intensity: 0.4, valence: 0.3 };
recordMemory(merchantId, {
type: 'TRADE',
event: {
action: 'bought_from_player',
item: itemName,
quantity: quantity,
value: totalPrice
},
emotion: emotion
});
// Big trades generate gossip
if (totalPrice > 1000 && typeof createGossip === 'function') {
createGossip(merchantId, 'player', { type: 'BIG_SPENDER', item: itemName, value: totalPrice });
}
}
// Update merchant mood
if (merchant.preferred.includes(itemName)) {
merchant.mood = 'happy';
showNotification(`${merchant.name}: "Excellent! Just what I needed!"`, 'success');
}
AudioSystem.pickup();
showNotification(`Sold ${quantity}x ${itemName} for ${totalPrice}g`, 'success');
saveEconomy();
updateMarketUI();
return true;
}
// Buy item from merchant
function buyFromMerchant(merchantId, itemName, quantity = 1) {
const merchant = MERCHANTS[merchantId];
if (!merchant) return false;
// Check merchant has item
const merchantStock = merchant.inventory[itemName] || 0;
if (merchantStock < quantity) {
showNotification(`${merchant.name} doesn't have ${quantity}x ${itemName}!`, 'error');
return false;
}
// Check player has gold
const pricePerUnit = getMerchantSellPrice(merchantId, itemName);
const totalPrice = pricePerUnit * quantity;
if (ECONOMY.gold < totalPrice) {
showNotification(`You need ${totalPrice}g (have ${ECONOMY.gold}g)`, 'error');
return false;
}
// Check inventory space
if (gameData.inventory.length >= 20) {
showNotification('Inventory full!', 'error');
return false;
}
// Execute trade
ECONOMY.gold -= totalPrice;
ECONOMY.totalSpent += totalPrice;
merchant.gold += totalPrice;
merchant.inventory[itemName] -= quantity;
// Add to player inventory
addToInventory(itemName, quantity);
// Decrease supply, increase demand
ECONOMY.supply[itemName] = Math.max(1, (ECONOMY.supply[itemName] || 50) - quantity);
ECONOMY.demand[itemName] = (ECONOMY.demand[itemName] || 50) + quantity;
// Log trade
logTrade('buy', merchantId, itemName, quantity, totalPrice);
// v6.83: Record trade memory (selling to player)
if (typeof recordMemory === 'function') {
recordMemory(merchantId, {
type: 'TRADE',
event: {
action: 'sold_to_player',
item: itemName,
quantity: quantity,
value: totalPrice
},
emotion: {
primary: 'satisfaction',
intensity: 0.3 + Math.min(0.3, totalPrice / 5000),
valence: 0.2
}
});
}
AudioSystem.pickup();
showNotification(`Bought ${quantity}x ${itemName} for ${totalPrice}g`, 'success');
saveEconomy();
updateMarketUI();
return true;
}
// Log a trade for history
function logTrade(type, merchantId, itemName, quantity, totalPrice) {
const trade = {
type,
merchant: merchantId,
item: itemName,
quantity,
price: totalPrice,
unitPrice: Math.round(totalPrice / quantity),
timestamp: Date.now()
};
ECONOMY.tradeHistory.push(trade);
if (ECONOMY.tradeHistory.length > ECONOMY.maxTradeHistory) {
ECONOMY.tradeHistory.shift();
}
}
// Restock merchant inventory
function restockMerchant(merchantId) {
const merchant = MERCHANTS[merchantId];
if (!merchant) return;
merchant.inventory = {};
// Add specialty items
const itemPool = Object.keys(ECONOMY.basePrices);
// Preferred items get more stock
for (const item of merchant.preferred) {
merchant.inventory[item] = 3 + Math.floor(Math.random() * 8);
}
// Random items based on specialty
const randomCount = 3 + Math.floor(Math.random() * 5);
for (let i = 0; i < randomCount; i++) {
const item = itemPool[Math.floor(Math.random() * itemPool.length)];
if (!merchant.despised.includes(item)) {
merchant.inventory[item] = (merchant.inventory[item] || 0) + 1 + Math.floor(Math.random() * 3);
}
}
// Reset gold
merchant.gold = merchant === MERCHANTS.shadowmere ? 15000 :
merchant === MERCHANTS.ironhide ? 8000 :
merchant === MERCHANTS.crystalia ? 5000 : 3000;
}
// Update economy simulation (called periodically)
function updateEconomy(time) {
if (time - ECONOMY.lastUpdate < ECONOMY.updateInterval) return;
ECONOMY.lastUpdate = time;
// Natural supply/demand drift
for (const item of Object.keys(ECONOMY.basePrices)) {
// Random walk for supply and demand
ECONOMY.supply[item] += (Math.random() - 0.5) * 10;
ECONOMY.demand[item] += (Math.random() - 0.5) * 10;
// Clamp values
ECONOMY.supply[item] = Math.max(5, Math.min(200, ECONOMY.supply[item]));
ECONOMY.demand[item] = Math.max(5, Math.min(200, ECONOMY.demand[item]));
// Update price history
const currentPrice = getMarketPrice(item);
ECONOMY.priceHistory[item].push(currentPrice);
if (ECONOMY.priceHistory[item].length > 20) {
ECONOMY.priceHistory[item].shift();
}
}
// NPC-to-NPC trading simulation
simulateNPCTrading();
// Check for market events
if (Math.random() < ECONOMY.eventChance) {
triggerMarketEvent();
}
// Update active events
ECONOMY.activeEvents = ECONOMY.activeEvents.filter(event => {
if (time > event.endTime) {
showNotification(`📢 ${event.name} has ended. Prices normalizing.`, 'info');
return false;
}
return true;
});
// Merchant mood decay
for (const merchant of Object.values(MERCHANTS)) {
if (Math.random() < 0.3) {
merchant.mood = 'neutral';
}
}
saveEconomy();
}
// Simulate NPC merchants trading with each other
function simulateNPCTrading() {
const merchantIds = Object.keys(MERCHANTS);
// Each merchant tries to buy items they prefer from others
for (const buyerId of merchantIds) {
const buyer = MERCHANTS[buyerId];
for (const preferredItem of buyer.preferred) {
// Find a seller who has this item
for (const sellerId of merchantIds) {
if (sellerId === buyerId) continue;
const seller = MERCHANTS[sellerId];
const sellerStock = seller.inventory[preferredItem] || 0;
if (sellerStock > 2 && buyer.gold > getMarketPrice(preferredItem) * 2) {
// Execute NPC trade
const quantity = Math.min(2, sellerStock - 1);
const price = getMarketPrice(preferredItem) * quantity;
seller.inventory[preferredItem] -= quantity;
buyer.inventory[preferredItem] = (buyer.inventory[preferredItem] || 0) + quantity;
seller.gold += price;
buyer.gold -= price;
// This affects market prices!
ECONOMY.demand[preferredItem] += 1;
}
}
}
}
}
// Trigger a random market event
function triggerMarketEvent() {
const eventTypes = Object.keys(MARKET_EVENTS);
const eventType = eventTypes[Math.floor(Math.random() * eventTypes.length)];
const eventData = MARKET_EVENTS[eventType];
// Check if event already active
if (ECONOMY.activeEvents.some(e => e.type === eventType)) return;
const event = {
type: eventType,
name: eventData.name,
startTime: performance.now(),
endTime: performance.now() + eventData.duration
};
ECONOMY.activeEvents.push(event);
showNotification(eventData.announcement, 'warning');
AudioSystem.discovery();
}
// Flood the market with an item (player manipulation)
function floodMarket(itemName, quantity) {
if (!hasItem(itemName, quantity)) {
showNotification(`You don't have ${quantity}x ${itemName}!`, 'error');
return false;
}
// Remove from inventory
removeFromInventory(itemName, quantity);
// Massively increase supply
ECONOMY.supply[itemName] = (ECONOMY.supply[itemName] || 50) + quantity * 5;
// Prices will crash!
const newPrice = getMarketPrice(itemName);
const basePrice = ECONOMY.basePrices[itemName];
const crashPercent = Math.round((1 - newPrice / basePrice) * 100);
showNotification(`📉 MARKET FLOODED! ${itemName} prices crashed ${crashPercent}%!`, 'warning');
AudioSystem.achievement();
saveEconomy();
updateMarketUI();
return true;
}
// Create artificial scarcity
function createScarcity(itemName) {
// Buy up all stock from merchants
let totalBought = 0;
let totalSpent = 0;
for (const [id, merchant] of Object.entries(MERCHANTS)) {
const stock = merchant.inventory[itemName] || 0;
if (stock > 0) {
const price = getMerchantSellPrice(id, itemName) * stock;
if (ECONOMY.gold >= price) {
ECONOMY.gold -= price;
totalSpent += price;
totalBought += stock;
merchant.inventory[itemName] = 0;
addToInventory(itemName, stock);
}
}
}
if (totalBought > 0) {
// Decrease supply dramatically
ECONOMY.supply[itemName] = Math.max(1, (ECONOMY.supply[itemName] || 50) - totalBought * 3);
ECONOMY.demand[itemName] += totalBought;
const newPrice = getMarketPrice(itemName);
const basePrice = ECONOMY.basePrices[itemName];
const increasePercent = Math.round((newPrice / basePrice - 1) * 100);
showNotification(`📈 CORNERED MARKET! Bought ${totalBought}x ${itemName} for ${totalSpent}g. Prices up ${increasePercent}%!`, 'success');
AudioSystem.achievement();
saveEconomy();
updateMarketUI();
} else {
showNotification('No stock available to buy!', 'error');
}
return totalBought > 0;
}
// Open market UI
// v7.72: Removed debug console.log statements
function openMarketUI() {
const modal = document.getElementById('market-modal');
if (modal) {
modal.style.display = 'flex';
updateMarketUI();
}
}
// v7.22: Expose to window for inline onclick handler
window.openMarketUI = openMarketUI;
// Close market UI
function closeMarketUI() {
const modal = document.getElementById('market-modal');
if (modal) {
modal.style.display = 'none';
}
}
// Update market UI display
function updateMarketUI() {
const pricesDiv = document.getElementById('market-prices');
const merchantsDiv = document.getElementById('market-merchants');
const eventsDiv = document.getElementById('market-events');
const goldDisplay = document.getElementById('market-gold');
if (goldDisplay) {
goldDisplay.textContent = `💰 ${ECONOMY.gold.toLocaleString()}g`;
}
// Price list with trends
if (pricesDiv) {
let html = '';
for (const [item, basePrice] of Object.entries(ECONOMY.basePrices)) {
const currentPrice = getMarketPrice(item);
const trend = getPriceTrend(item);
const trendIcon = trend === 'up' ? '📈' : trend === 'down' ? '📉' : '➡️';
const trendColor = trend === 'up' ? '#4f4' : trend === 'down' ? '#f44' : '#888';
const itemDef = ITEMS[item] || {};
const percentChange = Math.round((currentPrice / basePrice - 1) * 100);
const changeStr = percentChange >= 0 ? `+${percentChange}%` : `${percentChange}%`;
html += `
${itemDef.icon || '📦'}
${item}
${currentPrice}g
${trendIcon} ${changeStr}
`;
}
html += '
';
pricesDiv.innerHTML = html;
}
// Active events
if (eventsDiv) {
if (ECONOMY.activeEvents.length === 0) {
eventsDiv.innerHTML = 'No active market events
';
} else {
let html = '';
for (const event of ECONOMY.activeEvents) {
const eventData = MARKET_EVENTS[event.type];
const remaining = Math.max(0, Math.round((event.endTime - performance.now()) / 1000));
html += `
${eventData.name}
${eventData.description}
⏱️ ${remaining}s remaining
`;
}
eventsDiv.innerHTML = html;
}
}
}
// Select merchant for trading
let selectedMerchant = null;
function selectMerchant(merchantId) {
selectedMerchant = merchantId;
// v6.83: Update relationship and check for memories
if (typeof updateRelationship === 'function') {
updateRelationship(merchantId, 'familiarity', 0.02);
}
// Check for unprompted memory surfacing
if (typeof MEMORY_DIALOGUE !== 'undefined') {
const unprompted = MEMORY_DIALOGUE.triggerUnpromptedMemory(merchantId);
if (unprompted) {
const merchant = MERCHANTS[merchantId];
setTimeout(() => {
showNotification(merchant.icon + ' ' + unprompted.text, unprompted.type === 'grudge' ? 'warning' : 'info');
}, 1500);
}
}
updateMerchantTradeUI();
}
function updateMerchantTradeUI() {
const tradeDiv = document.getElementById('merchant-trade');
if (!tradeDiv || !selectedMerchant) return;
const merchant = MERCHANTS[selectedMerchant];
if (!merchant) return;
// v6.83: Use memory-based greeting if available
const greeting = (typeof MEMORY_DIALOGUE !== 'undefined')
? MEMORY_DIALOGUE.generateGreeting(selectedMerchant)
: merchant.greeting;
// v6.83: Get relationship info for display
const npcData = NPC_MEMORY_SYSTEM?.npcMemories?.[selectedMerchant];
const rel = npcData?.relationship;
const relationshipHTML = rel ? `
${rel.trust > 0.3 ? '💚' : rel.trust < -0.3 ? '💔' : '💛'}
Trust: ${Math.round(rel.trust * 100)}% |
Familiarity: ${Math.round(rel.familiarity * 100)}%
` : '';
let html = `
${relationshipHTML}
"${greeting}"
🛒 Buy from ${merchant.name.split(' ')[0]}
`;
// Items merchant is selling
for (const [item, qty] of Object.entries(merchant.inventory)) {
if (qty <= 0) continue;
const price = getMerchantSellPrice(selectedMerchant, item);
const itemDef = ITEMS[item] || {};
const canAfford = ECONOMY.gold >= price;
html += `
${itemDef.icon || '📦'} ${item} x${qty}
${price}g
Buy
`;
}
html += `
💰 Sell to ${merchant.name.split(' ')[0]}
`;
// Player's items they can sell
const playerItems = {};
for (const item of gameData.inventory) {
if (item && item.name && ECONOMY.basePrices[item.name]) {
playerItems[item.name] = (playerItems[item.name] || 0) + (item.amount || 1);
}
}
for (const [item, qty] of Object.entries(playerItems)) {
const price = getMerchantBuyPrice(selectedMerchant, item);
const itemDef = ITEMS[item] || {};
const canMerchantAfford = merchant.gold >= price;
html += `
${itemDef.icon || '📦'} ${item} x${qty}
${price}g
Sell
`;
}
html += `
`;
tradeDiv.innerHTML = html;
}
// v6.68: Market tab switching
function showMarketTab(tabName) {
// Hide all tabs
document.querySelectorAll('.market-tab-content').forEach(tab => {
tab.style.display = 'none';
});
// Deactivate all tab buttons
document.querySelectorAll('#market-modal .codex-tab').forEach(btn => {
btn.classList.remove('active');
});
// Show selected tab
const selectedTab = document.getElementById(`market-tab-${tabName}`);
if (selectedTab) selectedTab.style.display = 'block';
// Activate button
const selectedBtn = document.querySelector(`#market-modal .codex-tab[data-tab="${tabName}"]`);
if (selectedBtn) selectedBtn.classList.add('active');
// Populate manipulation dropdowns
if (tabName === 'manipulate') {
populateManipulationDropdowns();
}
}
// v6.68: Populate manipulation dropdowns with player items
function populateManipulationDropdowns() {
const floodSelect = document.getElementById('flood-item');
const cornerSelect = document.getElementById('corner-item');
if (floodSelect) {
floodSelect.innerHTML = 'Select item to flood... ';
// Add items player has
const playerItems = {};
for (const item of gameData.inventory) {
if (item && item.name && ECONOMY.basePrices[item.name]) {
playerItems[item.name] = (playerItems[item.name] || 0) + (item.amount || 1);
}
}
for (const [item, qty] of Object.entries(playerItems)) {
const itemDef = ITEMS[item] || {};
floodSelect.innerHTML += `${itemDef.icon || '📦'} ${item} (have ${qty}) `;
}
}
if (cornerSelect) {
cornerSelect.innerHTML = 'Select item to corner... ';
// Add all tradeable items
for (const item of Object.keys(ECONOMY.basePrices)) {
const itemDef = ITEMS[item] || {};
const price = getMarketPrice(item);
cornerSelect.innerHTML += `${itemDef.icon || '📦'} ${item} (${price}g each) `;
}
}
}
// v6.68: Execute flood market from UI
function executeFloodMarket() {
const item = document.getElementById('flood-item').value;
const qty = parseInt(document.getElementById('flood-qty').value) || 20;
if (!item) {
showNotification('Select an item to flood!', 'error');
return;
}
floodMarket(item, qty);
}
// v6.68: Execute corner market from UI
function executeCornerMarket() {
const item = document.getElementById('corner-item').value;
if (!item) {
showNotification('Select an item to corner!', 'error');
return;
}
createScarcity(item);
}
// v6.68: Add gold from various sources (mob kills, POI rewards, etc.)
function addGold(amount, source = 'unknown') {
ECONOMY.gold += amount;
ECONOMY.totalEarned += amount;
saveEconomy();
if (worldState.player) {
spawnFloater(worldState.player.position, `+${amount}g`, '#ffd700');
}
}
// v5.2: Get talent points available
function getTalentPoints() {
const totalLevels = Object.values(gameData.skills).reduce((sum, s) => sum + s.level, 0);
const pointsEarned = Math.floor(totalLevels / 5); // 1 point per 5 total skill levels
const pointsSpent = getSpentTalentPoints();
return { earned: pointsEarned, spent: pointsSpent, available: pointsEarned - pointsSpent };
}
function getSpentTalentPoints() {
if (!gameData.talents) gameData.talents = {};
let spent = 0;
for (const treeId of Object.keys(TALENT_TREES)) {
const treeTalents = gameData.talents[treeId] || {};
for (const [talentId, rank] of Object.entries(treeTalents)) {
spent += rank;
}
}
return spent;
}
function getTalentRank(treeId, talentId) {
if (!gameData.talents) gameData.talents = {};
if (!gameData.talents[treeId]) gameData.talents[treeId] = {};
return gameData.talents[treeId][talentId] || 0;
}
function canUnlockTalent(treeId, talentId) {
const tree = TALENT_TREES[treeId];
const talent = tree.talents[talentId];
const currentRank = getTalentRank(treeId, talentId);
// Check max rank
if (currentRank >= talent.maxRank) return false;
// Check points available
if (getTalentPoints().available <= 0) return false;
// Check prerequisite
if (talent.requires) {
const reqRank = getTalentRank(treeId, talent.requires);
const reqTalent = tree.talents[talent.requires];
if (reqRank < reqTalent.maxRank) return false;
}
return true;
}
function unlockTalent(treeId, talentId) {
if (!canUnlockTalent(treeId, talentId)) {
showNotification('Cannot unlock this talent!', 'error');
return false;
}
if (!gameData.talents) gameData.talents = {};
if (!gameData.talents[treeId]) gameData.talents[treeId] = {};
gameData.talents[treeId][talentId] = (gameData.talents[treeId][talentId] || 0) + 1;
const tree = TALENT_TREES[treeId];
const talent = tree.talents[talentId];
showNotification(`Unlocked ${talent.name}!`, 'success');
AudioSystem.levelUp();
saveGameData();
updateTalentModal();
return true;
}
function getTalentBonuses() {
const bonuses = {
damage: 0, maxHp: 0, critChance: 0, lifesteal: 0, abilityDamage: 0,
defense: 0, dodgeChance: 0, hpRegen: 0, shieldDuration: 0, deathSave: false,
lootBonus: 0, resourceYield: 0, rareFind: 0, xpBonus: 0, doubleBossLoot: false
};
for (const [treeId, tree] of Object.entries(TALENT_TREES)) {
for (const [talentId, talent] of Object.entries(tree.talents)) {
const rank = getTalentRank(treeId, talentId);
if (rank > 0) {
for (const [stat, value] of Object.entries(talent.effect)) {
if (typeof value === 'boolean') {
bonuses[stat] = value;
} else {
bonuses[stat] = (bonuses[stat] || 0) + (value * rank);
}
}
}
}
}
return bonuses;
}
// ============================================
// v5.13: SHIP DEFENSE SYSTEM
// Visible ship on world map with defensive laser
// ============================================
const SHIP_STATE = {
mesh: null,
landingPad: null,
hp: 100,
maxHp: 100,
position: new THREE.Vector3(0, 0, 0),
// v7.92: Pre-allocated vectors for beam calculations to avoid clone() per frame
_beamStart: new THREE.Vector3(),
_beamEnd: new THREE.Vector3(),
_beamDir: new THREE.Vector3(),
_turretDir: new THREE.Vector3(),
// v7.93: Pooled geometry for heal beam to avoid CylinderGeometry allocation per beam
_healBeamGeometry: null,
laser: {
active: false,
target: null,
beam: null,
cooldown: 0,
lastFire: 0,
damage: 15,
range: 35,
fireRate: 800, // ms between shots
autoDefend: true
},
// v6.68: Healing system for player and friendly creeps
healing: {
enabled: true,
range: 25, // Healing range
playerHealRate: 2, // HP per second for player
creepHealRate: 5, // HP per second for creeps
healInterval: 500, // ms between heal ticks
lastHealTime: 0,
healBeam: null,
totalHealed: 0 // Tracking stat
},
propellers: [],
thrustLight: null,
damaged: false,
repairCost: 50, // gold to repair
// v5.15: Defense tracking system
defenseLog: {
// Statistics
totalEngagements: 0, // Times laser fired
totalKills: 0, // Enemies killed by ship
totalDamageDealt: 0, // Total damage output
entitiesDeterred: 0, // Enemies that fled after being hit
timesAttacked: 0, // Times ship was attacked
totalDamageTaken: 0, // Total damage received
repairsPerformed: 0, // Times repaired
totalRepairCost: 0, // Gold spent on repairs
timesDestroyed: 0, // Times ship was destroyed
// Recent events log (rolling buffer of last 50)
events: [],
maxEvents: 50
}
};
// v5.15: Log a defense event
function logDefenseEvent(eventType, data = {}) {
const log = SHIP_STATE.defenseLog;
const timestamp = Date.now();
const event = {
type: eventType,
timestamp: timestamp,
time: new Date(timestamp).toLocaleTimeString(),
...data
};
// Add to events array (rolling buffer)
log.events.push(event);
if (log.events.length > log.maxEvents) {
log.events.shift();
}
// Update statistics based on event type
switch (eventType) {
case 'laser_fired':
log.totalEngagements++;
log.totalDamageDealt += data.damage || 0;
break;
case 'enemy_killed':
log.totalKills++;
break;
case 'enemy_deterred':
log.entitiesDeterred++;
break;
case 'ship_attacked':
log.timesAttacked++;
log.totalDamageTaken += data.damage || 0;
break;
case 'ship_repaired':
log.repairsPerformed++;
log.totalRepairCost += data.cost || 0;
break;
case 'ship_destroyed':
log.timesDestroyed++;
break;
}
// Update defense log UI if open
updateDefenseLogUI();
return event;
}
// Get formatted defense statistics
function getDefenseStats() {
const log = SHIP_STATE.defenseLog;
return {
engagements: log.totalEngagements,
kills: log.totalKills,
damageDealt: log.totalDamageDealt,
deterred: log.entitiesDeterred,
attacked: log.timesAttacked,
damageTaken: log.totalDamageTaken,
repairs: log.repairsPerformed,
repairCost: log.totalRepairCost,
destroyed: log.timesDestroyed,
killRatio: log.totalEngagements > 0 ? (log.totalKills / log.totalEngagements * 100).toFixed(1) : 0,
recentEvents: log.events.slice(-10).reverse()
};
}
// v5.15: Toggle defense log panel visibility
function toggleDefenseLog() {
const panel = document.getElementById('defense-stats');
if (panel) {
const isVisible = panel.style.display !== 'none';
panel.style.display = isVisible ? 'none' : 'block';
if (!isVisible) {
updateDefenseLogUI();
}
}
}
// v5.15: Update defense log UI with current stats and events
function updateDefenseLogUI() {
const stats = getDefenseStats();
// Update stat displays
const updateElement = (id, value) => {
const el = document.getElementById(id);
if (el) el.textContent = value;
};
updateElement('stat-engagements', stats.engagements);
updateElement('stat-kills', stats.kills);
updateElement('stat-damage-dealt', stats.damageDealt);
updateElement('stat-deterred', stats.deterred);
updateElement('stat-attacked', stats.attacked);
updateElement('stat-damage-taken', stats.damageTaken);
updateElement('stat-kill-rate', stats.killRatio + '%');
updateElement('stat-repairs', stats.repairs);
// Update events log
const eventsLog = document.getElementById('defense-events-log');
if (!eventsLog) return;
const events = SHIP_STATE.defenseLog.events;
if (events.length === 0) {
eventsLog.innerHTML = 'No events yet
';
return;
}
// Format events (newest first)
const eventHTML = events.slice().reverse().map(event => {
let icon = '📝';
let color = '#888';
let text = '';
switch (event.type) {
case 'laser_fired':
icon = '🔫';
color = '#ff8800';
text = `Fired at ${event.targetName || 'enemy'} (${event.damage} dmg)`;
break;
case 'enemy_killed':
icon = '💀';
color = '#ff4444';
text = `Killed ${event.enemyName || 'enemy'} (+${event.threat || 0} threat neutralized)`;
break;
case 'enemy_deterred':
icon = '🏃';
color = '#88ff88';
text = `${event.enemyName || 'Enemy'} fled after sustaining damage`;
break;
case 'ship_attacked':
icon = '⚠️';
color = '#ff6666';
text = `Attacked by ${event.attackerName || 'enemy'} (${event.damage} dmg)`;
break;
case 'ship_repaired':
icon = '🔧';
color = '#ffff88';
text = `Repaired hull (+${event.hpRestored} HP, -${event.cost}g)`;
break;
case 'ship_destroyed':
icon = '💥';
color = '#ff0000';
text = `SHIP DESTROYED by ${event.finalBlow || 'enemy'}!`;
break;
}
return `
${event.time} ${icon} ${text}
`;
}).join('');
eventsLog.innerHTML = eventHTML;
}
// Create ship mesh for world map
function createWorldShip(spawnPosition) {
const shipGroup = new THREE.Group();
// Main body - sleek fuselage
const bodyGeometry = new THREE.BoxGeometry(4, 1.5, 5);
const bodyMaterial = new THREE.MeshStandardMaterial({
color: 0x2a2a3a,
metalness: 0.7,
roughness: 0.3
});
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.castShadow = true;
body.receiveShadow = true;
shipGroup.add(body);
// Cockpit dome
const cockpitGeometry = new THREE.SphereGeometry(1.2, 16, 16);
const cockpitMaterial = new THREE.MeshStandardMaterial({
color: 0x00ffff,
metalness: 0.9,
roughness: 0.1,
emissive: 0x004444,
emissiveIntensity: 0.5
});
const cockpit = new THREE.Mesh(cockpitGeometry, cockpitMaterial);
cockpit.position.set(0, 0.8, 0.5);
cockpit.scale.set(1, 0.5, 1.2);
shipGroup.add(cockpit);
// Wings
const wingGeometry = new THREE.BoxGeometry(8, 0.2, 2);
const wingMaterial = new THREE.MeshStandardMaterial({
color: 0x3a3a4a,
metalness: 0.6,
roughness: 0.4
});
const wings = new THREE.Mesh(wingGeometry, wingMaterial);
wings.position.set(0, 0.3, -0.5);
wings.castShadow = true;
shipGroup.add(wings);
// Wing tips with lights
const tipGeometry = new THREE.BoxGeometry(0.5, 0.3, 0.5);
const tipMaterialL = new THREE.MeshStandardMaterial({
color: 0xff0000,
emissive: 0xff0000,
emissiveIntensity: 1
});
const tipMaterialR = new THREE.MeshStandardMaterial({
color: 0x00ff00,
emissive: 0x00ff00,
emissiveIntensity: 1
});
const tipL = new THREE.Mesh(tipGeometry, tipMaterialL);
const tipR = new THREE.Mesh(tipGeometry, tipMaterialR);
tipL.position.set(-4, 0.3, -0.5);
tipR.position.set(4, 0.3, -0.5);
shipGroup.add(tipL, tipR);
// Tail fin
const tailGeometry = new THREE.BoxGeometry(0.3, 2, 1);
const tail = new THREE.Mesh(tailGeometry, wingMaterial);
tail.position.set(0, 1, -2);
tail.castShadow = true;
shipGroup.add(tail);
// Engine pods
const engineGeometry = new THREE.CylinderGeometry(0.4, 0.5, 2, 8);
const engineMaterial = new THREE.MeshStandardMaterial({
color: 0x1a1a2a,
metalness: 0.8,
roughness: 0.2
});
[-2, 2].forEach(x => {
const engine = new THREE.Mesh(engineGeometry, engineMaterial);
engine.rotation.x = Math.PI / 2;
engine.position.set(x, 0, -2);
engine.castShadow = true;
shipGroup.add(engine);
// Engine glow
const glowGeometry = new THREE.CircleGeometry(0.4, 16);
const glowMaterial = new THREE.MeshBasicMaterial({
color: 0x00ff88,
transparent: true,
opacity: 0.8
});
const glow = new THREE.Mesh(glowGeometry, glowMaterial);
glow.rotation.x = -Math.PI / 2;
glow.position.set(x, 0, -3);
shipGroup.add(glow);
});
// Laser turret on top
const turretBaseGeo = new THREE.CylinderGeometry(0.5, 0.6, 0.4, 8);
const turretMaterial = new THREE.MeshStandardMaterial({
color: 0x444455,
metalness: 0.8
});
const turretBase = new THREE.Mesh(turretBaseGeo, turretMaterial);
turretBase.position.set(0, 1.1, -0.5);
shipGroup.add(turretBase);
const turretBarrelGeo = new THREE.CylinderGeometry(0.15, 0.15, 1.5, 8);
const turretBarrel = new THREE.Mesh(turretBarrelGeo, turretMaterial);
turretBarrel.rotation.z = Math.PI / 2;
turretBarrel.position.set(0, 1.5, -0.5);
shipGroup.add(turretBarrel);
shipGroup.userData.turretBarrel = turretBarrel;
// Laser beam (initially invisible)
const laserGeometry = new THREE.CylinderGeometry(0.05, 0.05, 1, 8);
const laserMaterial = new THREE.MeshBasicMaterial({
color: 0xff0000,
transparent: true,
opacity: 0.9
});
const laserBeam = new THREE.Mesh(laserGeometry, laserMaterial);
laserBeam.visible = false;
shipGroup.add(laserBeam);
SHIP_STATE.laser.beam = laserBeam;
// Landing gear
const gearGeometry = new THREE.BoxGeometry(0.3, 0.8, 0.3);
const gearMaterial = new THREE.MeshStandardMaterial({ color: 0x333333 });
[[-1.5, -1, 1], [1.5, -1, 1], [0, -1, -2]].forEach(pos => {
const gear = new THREE.Mesh(gearGeometry, gearMaterial);
gear.position.set(...pos);
gear.castShadow = true;
shipGroup.add(gear);
});
// Position ship at spawn point (landing zone)
shipGroup.position.copy(spawnPosition);
shipGroup.position.y = spawnPosition.y + 2; // Slightly above ground
shipGroup.rotation.y = Math.random() * Math.PI * 2;
SHIP_STATE.mesh = shipGroup;
SHIP_STATE.position.copy(spawnPosition);
return shipGroup;
}
// Create landing pad/zone marker
function createLandingZone(position) {
const padGroup = new THREE.Group();
// Landing pad - circular platform
const padGeometry = new THREE.CylinderGeometry(10, 10, 0.3, 32);
const padMaterial = new THREE.MeshStandardMaterial({
color: 0x333344,
metalness: 0.5,
roughness: 0.5
});
const pad = new THREE.Mesh(padGeometry, padMaterial);
pad.receiveShadow = true;
padGroup.add(pad);
// Landing markings - concentric rings
[8, 6, 4].forEach((r, i) => {
const ringGeo = new THREE.RingGeometry(r - 0.2, r, 32);
const ringMat = new THREE.MeshBasicMaterial({
color: i === 0 ? 0xffff00 : 0x00ff00,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.7
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.2;
padGroup.add(ring);
});
// Corner beacons
for (let i = 0; i < 4; i++) {
const angle = (i / 4) * Math.PI * 2;
const beaconGeo = new THREE.CylinderGeometry(0.3, 0.4, 2, 8);
const beaconMat = new THREE.MeshStandardMaterial({
color: 0x444444,
metalness: 0.6
});
const beacon = new THREE.Mesh(beaconGeo, beaconMat);
beacon.position.set(Math.cos(angle) * 9, 1, Math.sin(angle) * 9);
padGroup.add(beacon);
// Beacon light
const lightGeo = new THREE.SphereGeometry(0.35, 8, 8);
const lightMat = new THREE.MeshBasicMaterial({
color: 0x00ff88,
transparent: true,
opacity: 0.9
});
const light = new THREE.Mesh(lightGeo, lightMat);
light.position.set(Math.cos(angle) * 9, 2.2, Math.sin(angle) * 9);
light.userData.isBeacon = true;
light.userData.phase = i * Math.PI / 2;
padGroup.add(light);
}
// HP shield dome (visible when damaged)
const shieldGeo = new THREE.SphereGeometry(12, 32, 32);
const shieldMat = new THREE.MeshBasicMaterial({
color: 0x00aaff,
transparent: true,
opacity: 0,
side: THREE.DoubleSide,
wireframe: true
});
const shield = new THREE.Mesh(shieldGeo, shieldMat);
shield.position.y = 5;
padGroup.add(shield);
padGroup.userData.shield = shield;
padGroup.position.copy(position);
SHIP_STATE.landingPad = padGroup;
return padGroup;
}
// Update ship defense system
function updateShipDefense(dt, time) {
if (!SHIP_STATE.mesh || mode !== 'world') return;
// Animate beacon lights
if (SHIP_STATE.landingPad) {
SHIP_STATE.landingPad.children.forEach(child => {
if (child.userData.isBeacon) {
const pulse = (Math.sin(time * 0.003 + child.userData.phase) + 1) / 2;
child.material.opacity = 0.5 + pulse * 0.5;
}
});
// Shield visibility based on recent damage
const shield = SHIP_STATE.landingPad.userData.shield;
if (shield) {
if (SHIP_STATE.damaged) {
shield.material.opacity = Math.min(0.3, shield.material.opacity + dt * 0.5);
shield.rotation.y += dt * 0.5;
} else {
shield.material.opacity = Math.max(0, shield.material.opacity - dt * 0.2);
}
}
}
// Auto-defend: Find and shoot nearby mobs
// v7.72: Use distanceToSquared() to avoid sqrt in hot loop
if (SHIP_STATE.laser.autoDefend && time - SHIP_STATE.laser.lastFire > SHIP_STATE.laser.fireRate) {
let nearestMob = null;
let nearestDistSq = SHIP_STATE.laser.range * SHIP_STATE.laser.range;
// v8.04: forEach to for loop conversion (ship defense hot path)
const shipMobs = worldState.mobs;
for (let i = 0, len = shipMobs.length; i < len; i++) {
const mob = shipMobs[i];
if (!mob.parent || mob.userData.hp <= 0) continue;
const distSq = SHIP_STATE.mesh.position.distanceToSquared(mob.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestMob = mob;
}
}
if (nearestMob) {
fireShipLaser(nearestMob, time);
}
}
// Update laser beam visual
updateLaserBeam(dt, time);
// v6.68: Ship healing system - heal player and friendly creeps
// v7.72: Use distanceToSquared() to avoid sqrt in hot loop
if (SHIP_STATE.healing.enabled && time - SHIP_STATE.healing.lastHealTime > SHIP_STATE.healing.healInterval) {
SHIP_STATE.healing.lastHealTime = time;
const healRange = SHIP_STATE.healing.range;
const healRangeSq = healRange * healRange;
let healedSomething = false;
// Heal player if nearby and damaged
// v8.26: Added guard for gameData.player
if (worldState.player && gameData?.player?.hp !== undefined && gameData?.player?.maxHp && gameData.player.hp < gameData.player.maxHp) {
const playerDistSq = SHIP_STATE.mesh.position.distanceToSquared(worldState.player.position);
if (playerDistSq < healRangeSq) {
const healAmount = Math.ceil(SHIP_STATE.healing.playerHealRate * (SHIP_STATE.healing.healInterval / 1000));
const actualHeal = Math.min(healAmount, gameData.player.maxHp - gameData.player.hp);
gameData.player.hp += actualHeal;
SHIP_STATE.healing.totalHealed += actualHeal;
updateHealthUI();
// Visual feedback - green healing particles
if (actualHeal > 0) {
spawnFloater(worldState.player.position, `+${actualHeal}`, '#44ff88');
if (particles) particles.emit(worldState.player.position, 5, 0x44ff88, { spread: 1.5, lifetime: 400, size: 0.15 });
healedSomething = true;
// Draw heal beam to player
spawnHealBeam(SHIP_STATE.mesh.position, worldState.player.position);
}
}
}
// v8.02: forEach to for loop conversion for hot path
// Heal friendly creeps (team A) if nearby and damaged
if (creepWaveState.creeps) {
const shipCreeps = creepWaveState.creeps;
const shipCreepsLen = shipCreeps.length;
for (let i = 0; i < shipCreepsLen; i++) {
const creep = shipCreeps[i];
if (!creep || !creep.userData || creep.userData.team !== 'A') continue;
if (creep.userData.hp >= creep.userData.maxHp) continue;
const creepDistSq = SHIP_STATE.mesh.position.distanceToSquared(creep.position);
if (creepDistSq < healRangeSq) {
const healAmount = Math.ceil(SHIP_STATE.healing.creepHealRate * (SHIP_STATE.healing.healInterval / 1000));
const actualHeal = Math.min(healAmount, creep.userData.maxHp - creep.userData.hp);
creep.userData.hp += actualHeal;
SHIP_STATE.healing.totalHealed += actualHeal;
// Update creep HP bar
if (creep.userData.hpBar) {
const hpPercent = creep.userData.hp / creep.userData.maxHp;
creep.userData.hpBar.scale.x = Math.max(0.01, hpPercent);
creep.userData.hpBar.material.color.setHex(hpPercent > 0.5 ? 0x00ff00 : hpPercent > 0.25 ? 0xffff00 : 0xff0000);
}
// Visual feedback for creep healing (less frequent to avoid spam)
if (actualHeal > 0 && Math.random() < 0.3) {
spawnFloater(creep.position, `+${actualHeal}`, '#44ff88');
if (particles) particles.emit(creep.position, 3, 0x44ff88, { spread: 1, lifetime: 300, size: 0.1 });
spawnHealBeam(SHIP_STATE.mesh.position, creep.position);
}
healedSomething = true;
}
}
}
// Healing aura pulse effect when actively healing
if (healedSomething && SHIP_STATE.landingPad) {
const shield = SHIP_STATE.landingPad.userData.shield;
if (shield) {
shield.material.color.setHex(0x44ff88); // Green healing color
shield.material.opacity = 0.4;
setTimeout(() => {
if (shield.material) {
shield.material.color.setHex(0x00ffff); // Back to cyan
}
}, 200);
}
}
}
// v8.02: forEach to for loop conversion for hot path
// Mobs attacking ship
// v7.77: Use distanceToSquared for performance in hot loop
const SHIP_ATTACK_RANGE_SQ = 400; // 20 * 20
const PLAYER_FAR_DIST_SQ = 900; // 30 * 30
const SHIP_MELEE_RANGE_SQ = 25; // 5 * 5
const shipMobs = worldState.mobs;
const shipMobsLen = shipMobs.length;
for (let i = 0; i < shipMobsLen; i++) {
const mob = shipMobs[i];
if (!mob.parent || mob.userData.hp <= 0) continue;
const distToShipSq = mob.position.distanceToSquared(SHIP_STATE.mesh.position);
// Mobs occasionally target ship if player is far away
if (distToShipSq < SHIP_ATTACK_RANGE_SQ && !mob.userData.targetingPlayer) {
const distToPlayerSq = worldState.player ? mob.position.distanceToSquared(worldState.player.position) : Infinity;
if (distToPlayerSq > PLAYER_FAR_DIST_SQ && Math.random() < 0.01) { // Small chance to attack ship
mob.userData.targetingShip = true;
mob.userData.targetPos.copy(SHIP_STATE.mesh.position);
}
}
// Damage ship when in melee range
if (mob.userData.targetingShip && distToShipSq < SHIP_MELEE_RANGE_SQ) {
const now = performance.now();
if (!mob.userData.lastShipAttack || now - mob.userData.lastShipAttack > 2000) {
// v5.15: Pass mob as attacker for tracking
damageShip(mob.userData.damage || 5, mob);
mob.userData.lastShipAttack = now;
}
}
}
// Gentle hover animation for ship
if (SHIP_STATE.mesh) {
SHIP_STATE.mesh.position.y = SHIP_STATE.position.y + 2 + Math.sin(time * 0.002) * 0.2;
SHIP_STATE.mesh.rotation.z = Math.sin(time * 0.001) * 0.02;
}
}
// Fire ship's defensive laser
function fireShipLaser(target, time) {
if (!SHIP_STATE.mesh || !target) return;
const enemyName = target.userData.name || 'Unknown Entity';
const enemyHpBefore = target.userData.hp;
const damage = SHIP_STATE.laser.damage;
const distance = SHIP_STATE.mesh.position.distanceTo(target.position);
SHIP_STATE.laser.lastFire = time;
SHIP_STATE.laser.target = target;
SHIP_STATE.laser.active = true;
// Rotate turret toward target
// v7.92: Use pooled vector instead of new allocation
const turret = SHIP_STATE.mesh.userData.turretBarrel;
if (turret) {
SHIP_STATE._turretDir.subVectors(target.position, SHIP_STATE.mesh.position).normalize();
turret.lookAt(target.position);
}
// Deal damage
target.userData.hp -= damage;
// v5.15: Log the laser engagement
logDefenseEvent('laser_fired', {
enemy: enemyName,
damage: damage,
distance: Math.round(distance),
enemyHpBefore: enemyHpBefore,
enemyHpAfter: target.userData.hp,
wasTargetingShip: target.userData.targetingShip || false
});
// Visual feedback
if (particles) {
particles.emit(target.position, 10, 0xff0000, { spread: 2, lifetime: 300 });
}
spawnFloater(target.position, `-${damage}`, '#ff4444');
// Sound effect placeholder
AudioSystem.play('spell');
// Check if killed
if (target.userData.hp <= 0) {
const xpReward = target.userData.xpReward || 50;
addXp('combat', Math.floor(xpReward * 0.5)); // Half XP for ship kills
spawnFloater(target.position, `SHIP KILL! +${Math.floor(xpReward * 0.5)}XP`, '#ff8800');
// v5.15: Log the kill
logDefenseEvent('enemy_killed', {
enemy: enemyName,
totalDamageDealt: enemyHpBefore,
xpAwarded: Math.floor(xpReward * 0.5),
wasTargetingShip: target.userData.targetingShip || false,
outcome: 'destroyed'
});
} else if (target.userData.targetingShip && target.userData.hp < enemyHpBefore * 0.5) {
// v5.15: Check if enemy might flee (deterred) - below 50% HP after being hit
// Enemies have a chance to be deterred when significantly damaged
if (Math.random() < 0.3) {
target.userData.targetingShip = false;
target.userData.deterredByShip = true;
logDefenseEvent('enemy_deterred', {
enemy: enemyName,
hpRemaining: target.userData.hp,
reason: 'significant_damage',
outcome: 'fled'
});
spawnFloater(target.position, 'DETERRED!', '#ffaa00');
}
}
}
// Update laser beam visual effect
// v7.92: Use pooled vectors instead of clone() per frame
function updateLaserBeam(dt, time) {
const beam = SHIP_STATE.laser.beam;
if (!beam) return;
if (SHIP_STATE.laser.active && SHIP_STATE.laser.target) {
beam.visible = true;
// v7.92: Use pre-allocated vectors instead of clone()
SHIP_STATE._beamStart.copy(SHIP_STATE.mesh.position);
SHIP_STATE._beamStart.y += 1.5;
SHIP_STATE._beamEnd.copy(SHIP_STATE.laser.target.position);
SHIP_STATE._beamEnd.y += 1;
SHIP_STATE._beamDir.subVectors(SHIP_STATE._beamEnd, SHIP_STATE._beamStart);
const length = SHIP_STATE._beamDir.length();
beam.scale.set(1, length, 1);
beam.position.copy(SHIP_STATE._beamStart).add(SHIP_STATE._beamDir.multiplyScalar(0.5));
beam.lookAt(SHIP_STATE._beamEnd);
beam.rotateX(Math.PI / 2);
// Flash effect
beam.material.opacity = 0.9;
// Deactivate after short duration
setTimeout(() => {
SHIP_STATE.laser.active = false;
beam.visible = false;
}, 100);
} else {
beam.visible = false;
}
}
// v6.68: Spawn a temporary heal beam visual effect
// v7.92: Optimized to use pooled vectors and avoid allocations in dir.clone()
function spawnHealBeam(startPos, endPos) {
if (!scene) return;
// v7.92: Use pooled vectors instead of clone()
SHIP_STATE._beamStart.copy(startPos);
SHIP_STATE._beamStart.y += 3; // From ship turret
SHIP_STATE._beamEnd.copy(endPos);
SHIP_STATE._beamEnd.y += 1;
SHIP_STATE._beamDir.subVectors(SHIP_STATE._beamEnd, SHIP_STATE._beamStart);
const length = SHIP_STATE._beamDir.length();
// v7.93: Use pooled geometry for heal beam to avoid CylinderGeometry allocation per beam
if (!SHIP_STATE._healBeamGeometry) {
SHIP_STATE._healBeamGeometry = new THREE.CylinderGeometry(0.08, 0.08, 1, 6);
}
const beamMat = new THREE.MeshBasicMaterial({
color: 0x44ff88,
transparent: true,
opacity: 0.7
});
const healBeam = new THREE.Mesh(SHIP_STATE._healBeamGeometry, beamMat);
// Position and orient beam
// v7.92: Calculate midpoint offset in-place to avoid clone()
const halfLength = length * 0.5;
SHIP_STATE._beamDir.normalize().multiplyScalar(halfLength);
healBeam.scale.set(1, length, 1);
healBeam.position.copy(SHIP_STATE._beamStart).add(SHIP_STATE._beamDir);
healBeam.lookAt(SHIP_STATE._beamEnd);
healBeam.rotateX(Math.PI / 2);
scene.add(healBeam);
// Fade out and remove (v7.93: Only dispose material, geometry is pooled)
let opacity = 0.7;
const fadeInterval = setInterval(() => {
opacity -= 0.15;
if (opacity <= 0) {
clearInterval(fadeInterval);
scene.remove(healBeam);
beamMat.dispose();
} else {
healBeam.material.opacity = opacity;
}
}, 30);
}
// Damage the ship
// v5.15: Added attacker parameter for tracking
function damageShip(amount, attacker = null) {
const hpBefore = SHIP_STATE.hp;
SHIP_STATE.hp = Math.max(0, SHIP_STATE.hp - amount);
SHIP_STATE.damaged = true;
// v5.15: Log the attack
const attackerName = attacker?.userData?.name || 'Unknown Attacker';
logDefenseEvent('ship_attacked', {
attacker: attackerName,
damage: amount,
shipHpBefore: hpBefore,
shipHpAfter: SHIP_STATE.hp,
attackerHp: attacker?.userData?.hp || null,
critical: amount >= 10
});
// Clear damaged flag after 2 seconds
setTimeout(() => { SHIP_STATE.damaged = false; }, 2000);
// Visual feedback
if (SHIP_STATE.mesh) {
// Flash red
SHIP_STATE.mesh.children.forEach(child => {
if (child.material && child.material.emissive) {
const originalColor = child.material.emissive.getHex();
child.material.emissive.setHex(0xff0000);
setTimeout(() => {
child.material.emissive.setHex(originalColor);
}, 200);
}
});
}
// Particles
if (particles && SHIP_STATE.mesh) {
particles.emit(SHIP_STATE.mesh.position, 15, 0xff4400, { spread: 3, lifetime: 500 });
}
spawnFloater(SHIP_STATE.mesh.position, `-${amount}`, '#ff0000');
showNotification(`Ship taking damage! (${SHIP_STATE.hp}/${SHIP_STATE.maxHp} HP)`, 'warning');
// Update UI
updateShipHPUI();
// Ship destroyed
if (SHIP_STATE.hp <= 0) {
shipDestroyed(attackerName);
}
}
// Handle ship destruction
// v5.15: Added finalBlow parameter
function shipDestroyed(finalBlow = 'Unknown') {
// v5.15: Log destruction event
logDefenseEvent('ship_destroyed', {
finalBlow: finalBlow,
totalDamageTaken: SHIP_STATE.defenseLog.totalDamageTaken,
totalEngagements: SHIP_STATE.defenseLog.totalEngagements,
totalKills: SHIP_STATE.defenseLog.totalKills
});
showNotification('SHIP DESTROYED! Repair required to leave planet.', 'error');
// Disable ship mesh
if (SHIP_STATE.mesh) {
SHIP_STATE.mesh.children.forEach(child => {
if (child.material) {
child.material.opacity = 0.3;
child.material.transparent = true;
}
});
}
// Large explosion
if (particles && SHIP_STATE.mesh) {
particles.emit(SHIP_STATE.mesh.position, 50, 0xff4400, { spread: 8, lifetime: 1500 });
particles.emit(SHIP_STATE.mesh.position, 30, 0xffff00, { spread: 6, lifetime: 1000 });
}
}
// Repair ship (costs gold)
function repairShip() {
if (SHIP_STATE.hp >= SHIP_STATE.maxHp) {
showNotification('Ship is already at full health!', 'info');
return;
}
if (gameData.currency >= SHIP_STATE.repairCost) {
const hpBefore = SHIP_STATE.hp;
const hpRestored = SHIP_STATE.maxHp - hpBefore;
gameData.currency -= SHIP_STATE.repairCost;
SHIP_STATE.hp = SHIP_STATE.maxHp;
// v5.15: Log repair event
logDefenseEvent('ship_repaired', {
cost: SHIP_STATE.repairCost,
hpBefore: hpBefore,
hpAfter: SHIP_STATE.maxHp,
hpRestored: hpRestored,
wasDestroyed: hpBefore === 0
});
// Restore ship visuals
if (SHIP_STATE.mesh) {
SHIP_STATE.mesh.children.forEach(child => {
if (child.material) {
child.material.opacity = 1;
child.material.transparent = false;
}
});
}
showNotification(`Ship repaired! -${SHIP_STATE.repairCost} Gold`, 'success');
updateShipHPUI();
saveGameData(); // v6.41: Fixed undefined function call (was saveGame)
} else {
showNotification(`Need ${SHIP_STATE.repairCost} Gold to repair ship!`, 'warning');
}
}
// Update ship HP UI
// v7.71: Use cached DOM references to avoid getElementById calls
function updateShipHPUI() {
const cache = getUICache();
const bar = cache.shipHpFill;
const text = cache.shipHpText;
if (bar) {
const percent = (SHIP_STATE.hp / SHIP_STATE.maxHp) * 100;
bar.style.width = `${percent}%`;
bar.style.background = percent > 50 ? '#00ff88' : percent > 25 ? '#ffaa00' : '#ff4444';
}
if (text) {
text.textContent = `${SHIP_STATE.hp}/${SHIP_STATE.maxHp}`;
}
}
// Toggle ship auto-defend
function toggleShipAutoDefend() {
SHIP_STATE.laser.autoDefend = !SHIP_STATE.laser.autoDefend;
showNotification(`Ship Auto-Defense: ${SHIP_STATE.laser.autoDefend ? 'ENABLED' : 'DISABLED'}`, 'info');
const btn = document.getElementById('ship-defense-btn');
if (btn) {
btn.textContent = SHIP_STATE.laser.autoDefend ? '🛡️ Defense: ON' : '🛡️ Defense: OFF';
btn.style.background = SHIP_STATE.laser.autoDefend ? 'rgba(0, 255, 136, 0.2)' : 'rgba(255, 68, 68, 0.2)';
}
}
// v5.11: RTS Panel Toggle System
const rtsPanelState = {
skills: false,
crafting: false,
inventory: false,
equipment: false
};
function toggleRTSPanel(panelName) {
rtsPanelState[panelName] = !rtsPanelState[panelName];
const panelIds = {
skills: 'skills-panel',
crafting: 'crafting-panel',
inventory: 'inventory-panel',
equipment: 'equipment-panel'
};
const panel = document.getElementById(panelIds[panelName]);
const toggleBtn = document.getElementById(`toggle-${panelName}`);
if (panel) {
if (rtsPanelState[panelName]) {
panel.classList.add('visible');
// v7.39: Focus management - move focus to panel when opened (Cycle 18 UX/Accessibility)
// Find first focusable element in panel or use close button
requestAnimationFrame(() => {
const closeBtn = panel.querySelector('.close-panel');
const firstFocusable = panel.querySelector('button, [tabindex="0"], input, select, textarea');
if (firstFocusable) {
firstFocusable.focus();
} else if (closeBtn) {
closeBtn.focus();
}
});
} else {
panel.classList.remove('visible');
// v7.39: Return focus to toggle button when panel closes (Cycle 18 UX/Accessibility)
if (toggleBtn) {
toggleBtn.focus();
}
}
}
if (toggleBtn) {
if (rtsPanelState[panelName]) {
toggleBtn.classList.add('active');
toggleBtn.setAttribute('aria-expanded', 'true'); // v7.37: WCAG 4.1.2 state sync
} else {
toggleBtn.classList.remove('active');
toggleBtn.setAttribute('aria-expanded', 'false'); // v7.37: WCAG 4.1.2 state sync
}
}
}
// v8.32: Swipe Gestures for Mobile Panel Navigation
// Allows users to swipe left/right to cycle through panels on touch devices
const SwipeGestures = {
startX: 0,
startY: 0,
startTime: 0,
minSwipeDistance: 80, // Minimum pixels to register as swipe
maxSwipeTime: 500, // Maximum ms for a valid swipe
panels: ['skills', 'crafting', 'inventory', 'equipment'],
currentPanelIndex: -1, // -1 means no panel open
init() {
// Only initialize on touch devices
if (!('ontouchstart' in window)) return;
document.addEventListener('touchstart', (e) => this.handleTouchStart(e), { passive: true });
document.addEventListener('touchend', (e) => this.handleTouchEnd(e), { passive: true });
debugLog('SwipeGestures', 'Mobile swipe navigation initialized');
},
handleTouchStart(e) {
// Don't capture swipes on interactive elements
const target = e.target;
if (target.closest('button, input, select, textarea, .joystick-knob, canvas')) return;
this.startX = e.touches[0].clientX;
this.startY = e.touches[0].clientY;
this.startTime = Date.now();
},
handleTouchEnd(e) {
if (!this.startTime) return;
const endX = e.changedTouches[0].clientX;
const endY = e.changedTouches[0].clientY;
const deltaX = endX - this.startX;
const deltaY = endY - this.startY;
const elapsed = Date.now() - this.startTime;
// Reset for next gesture
this.startTime = 0;
// Check if it's a valid horizontal swipe (not vertical scroll)
if (Math.abs(deltaX) < this.minSwipeDistance) return;
if (Math.abs(deltaY) > Math.abs(deltaX) * 0.7) return; // Too vertical
if (elapsed > this.maxSwipeTime) return;
// Determine current panel state
this.updateCurrentPanelIndex();
if (deltaX > 0) {
// Swipe right - previous panel or close
this.navigateToPreviousPanel();
} else {
// Swipe left - next panel
this.navigateToNextPanel();
}
// Haptic feedback
if (typeof MobileHaptics !== 'undefined') {
MobileHaptics.vibrate('light');
}
},
updateCurrentPanelIndex() {
// Find which panel is currently open
for (let i = 0; i < this.panels.length; i++) {
if (rtsPanelState[this.panels[i]]) {
this.currentPanelIndex = i;
return;
}
}
this.currentPanelIndex = -1;
},
navigateToNextPanel() {
// Close current panel if open
if (this.currentPanelIndex >= 0) {
toggleRTSPanel(this.panels[this.currentPanelIndex]);
}
// Open next panel (or first if none open)
const nextIndex = (this.currentPanelIndex + 1) % this.panels.length;
toggleRTSPanel(this.panels[nextIndex]);
this.currentPanelIndex = nextIndex;
showNotification(`Swipe: ${this.panels[nextIndex].charAt(0).toUpperCase() + this.panels[nextIndex].slice(1)} Panel`, 'info');
},
navigateToPreviousPanel() {
if (this.currentPanelIndex < 0) {
// No panel open, open last one
const lastIndex = this.panels.length - 1;
toggleRTSPanel(this.panels[lastIndex]);
this.currentPanelIndex = lastIndex;
} else if (this.currentPanelIndex === 0) {
// First panel, close it
toggleRTSPanel(this.panels[0]);
this.currentPanelIndex = -1;
showNotification('Panels closed', 'info');
return;
} else {
// Navigate to previous panel
toggleRTSPanel(this.panels[this.currentPanelIndex]);
const prevIndex = this.currentPanelIndex - 1;
toggleRTSPanel(this.panels[prevIndex]);
this.currentPanelIndex = prevIndex;
}
if (this.currentPanelIndex >= 0) {
showNotification(`Swipe: ${this.panels[this.currentPanelIndex].charAt(0).toUpperCase() + this.panels[this.currentPanelIndex].slice(1)} Panel`, 'info');
}
}
};
// Initialize swipe gestures when DOM is ready
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', () => SwipeGestures.init());
} else {
SwipeGestures.init();
}
window.SwipeGestures = SwipeGestures;
// v5.11: Keyboard shortcuts for RTS panels
// v6.35: Fixed 'E' conflict - equipment now uses 'G' for Gear, 'E' reserved for combat ability
// v7.0: Enhanced hotkey handler with consistent shortcuts
function handleRTSPanelHotkeys(e) {
if (document.activeElement.tagName === 'INPUT' || document.activeElement.tagName === 'TEXTAREA') return;
switch(e.key.toLowerCase()) {
case 'k': toggleRTSPanel('skills'); break;
case 'i': toggleRTSPanel('inventory'); break;
case 'g': toggleRTSPanel('equipment'); break;
case 'p': toggleRTSPanel('crafting'); break; // P for Production/Crafting
case 'm': // M for Map/Galaxy
if (currentMode === 'world' && typeof openGalaxyManager === 'function') {
openGalaxyManager();
}
break;
case 'n': // v7.4: N for Navigate/Quick Travel (8-Strategy Consensus Cycle 2)
if (typeof QuickTravelSystem !== 'undefined') {
QuickTravelSystem.toggle();
MobileHaptics.vibrate('menuOpen');
}
break;
case 'u': // v10.30: U for Unified HUD toggle
if (typeof UnifiedHUD !== 'undefined' && currentMode === 'world') {
UnifiedHUD.toggle();
showNotification(UnifiedHUD.active ? '🎮 Unified HUD enabled' : '🎮 Classic HUD restored', 'info');
}
break;
}
}
// v5.2: Talent Modal UI
// v8.24: Added null safety check for modal element
function showTalentModal() {
const modal = document.getElementById('talent-modal');
if (modal) modal.style.display = 'flex';
updateTalentModal();
}
function closeTalentModal() {
const modal = document.getElementById('talent-modal');
if (modal) modal.style.display = 'none';
}
function updateTalentModal() {
const points = getTalentPoints();
document.getElementById('talent-points-display').textContent = `Talent Points: ${points.available}/${points.earned}`;
for (const [treeId, tree] of Object.entries(TALENT_TREES)) {
const treeDiv = document.getElementById(`talent-tree-${treeId}`);
if (!treeDiv) continue;
let html = '';
for (const [talentId, talent] of Object.entries(tree.talents)) {
const rank = getTalentRank(treeId, talentId);
const canUnlock = canUnlockTalent(treeId, talentId);
const isMaxed = rank >= talent.maxRank;
const isLocked = talent.requires && getTalentRank(treeId, talent.requires) < TALENT_TREES[treeId].talents[talent.requires].maxRank;
html += `
${talent.name}
${rank}/${talent.maxRank}
${talent.desc}
`;
}
treeDiv.innerHTML = html;
}
}
// ============================================
// v5.3: MASTERY SYSTEM
// ============================================
const MASTERY_MILESTONES = {
mining: {
name: 'Mining', icon: '⛏️', color: '#888888',
milestones: [
{ level: 5, reward: { type: 'bonus', stat: 'miningYield', value: 0.1 }, desc: '+10% ore yield' },
{ level: 10, reward: { type: 'bonus', stat: 'miningYield', value: 0.15 }, desc: '+15% ore yield' },
{ level: 15, reward: { type: 'unlock', item: 'Miner\'s Blessing' }, desc: 'Unlock Miner\'s Blessing buff' },
{ level: 20, reward: { type: 'bonus', stat: 'miningYield', value: 0.25 }, desc: '+25% ore yield' },
{ level: 25, reward: { type: 'title', title: 'Grandmaster Miner' }, desc: 'Earn Grandmaster title' }
]
},
wood: {
name: 'Woodcutting', icon: '🪓', color: '#da5500',
milestones: [
{ level: 5, reward: { type: 'bonus', stat: 'woodYield', value: 0.1 }, desc: '+10% wood yield' },
{ level: 10, reward: { type: 'bonus', stat: 'woodYield', value: 0.15 }, desc: '+15% wood yield' },
{ level: 15, reward: { type: 'unlock', item: 'Lumberjack\'s Spirit' }, desc: 'Unlock Lumberjack buff' },
{ level: 20, reward: { type: 'bonus', stat: 'woodYield', value: 0.25 }, desc: '+25% wood yield' },
{ level: 25, reward: { type: 'title', title: 'Grandmaster Lumberjack' }, desc: 'Earn Grandmaster title' }
]
},
combat: {
name: 'Combat', icon: '⚔️', color: '#ff4444',
milestones: [
{ level: 5, reward: { type: 'bonus', stat: 'combatDamage', value: 0.05 }, desc: '+5% damage' },
{ level: 10, reward: { type: 'bonus', stat: 'combatDamage', value: 0.1 }, desc: '+10% damage' },
{ level: 15, reward: { type: 'unlock', ability: 'Veteran Strike' }, desc: 'Unlock Veteran Strike' },
{ level: 20, reward: { type: 'bonus', stat: 'combatCrit', value: 0.05 }, desc: '+5% crit chance' },
{ level: 25, reward: { type: 'title', title: 'Warlord' }, desc: 'Earn Warlord title' }
]
},
fishing: {
name: 'Fishing', icon: '🎣', color: '#4488ff',
milestones: [
{ level: 5, reward: { type: 'bonus', stat: 'fishChance', value: 0.1 }, desc: '+10% catch rate' },
{ level: 10, reward: { type: 'bonus', stat: 'rareFind', value: 0.05 }, desc: '+5% rare fish' },
{ level: 15, reward: { type: 'unlock', item: 'Golden Lure' }, desc: 'Unlock Golden Lure' },
{ level: 20, reward: { type: 'bonus', stat: 'fishChance', value: 0.2 }, desc: '+20% catch rate' },
{ level: 25, reward: { type: 'title', title: 'Master Angler' }, desc: 'Earn Master title' }
]
},
cooking: {
name: 'Cooking', icon: '🍳', color: '#ff8800',
milestones: [
{ level: 5, reward: { type: 'bonus', stat: 'healBonus', value: 0.1 }, desc: '+10% heal amount' },
{ level: 10, reward: { type: 'bonus', stat: 'healBonus', value: 0.15 }, desc: '+15% heal amount' },
{ level: 15, reward: { type: 'unlock', recipe: 'Feast' }, desc: 'Unlock Feast recipe' },
{ level: 20, reward: { type: 'bonus', stat: 'foodDuration', value: 0.3 }, desc: '+30% buff duration' },
{ level: 25, reward: { type: 'title', title: 'Master Chef' }, desc: 'Earn Master title' }
]
},
crafting: {
name: 'Crafting', icon: '🔨', color: '#aa44ff',
milestones: [
{ level: 5, reward: { type: 'bonus', stat: 'craftBonus', value: 0.1 }, desc: '+10% craft success' },
{ level: 10, reward: { type: 'bonus', stat: 'materialSave', value: 0.1 }, desc: '10% material savings' },
{ level: 15, reward: { type: 'unlock', recipe: 'Masterwork Forge' }, desc: 'Unlock Masterwork crafts' },
{ level: 20, reward: { type: 'bonus', stat: 'rarityBoost', value: 0.15 }, desc: '+15% rarity chance' },
{ level: 25, reward: { type: 'title', title: 'Artisan Supreme' }, desc: 'Earn Artisan title' }
]
}
};
function getMasteryBonuses() {
const bonuses = {
miningYield: 0, woodYield: 0, combatDamage: 0, combatCrit: 0,
fishChance: 0, rareFind: 0, healBonus: 0, foodDuration: 0,
craftBonus: 0, materialSave: 0, rarityBoost: 0
};
for (const [skillId, mastery] of Object.entries(MASTERY_MILESTONES)) {
const skillLevel = gameData.skills[skillId]?.level || 1;
for (const milestone of mastery.milestones) {
if (skillLevel >= milestone.level && milestone.reward.type === 'bonus') {
bonuses[milestone.reward.stat] = (bonuses[milestone.reward.stat] || 0) + milestone.reward.value;
}
}
}
return bonuses;
}
function getUnlockedMasteryTitles() {
const titles = [];
for (const [skillId, mastery] of Object.entries(MASTERY_MILESTONES)) {
const skillLevel = gameData.skills[skillId]?.level || 1;
for (const milestone of mastery.milestones) {
if (skillLevel >= milestone.level && milestone.reward.type === 'title') {
titles.push(milestone.reward.title);
}
}
}
return titles;
}
// v8.24: Added null safety check for modal element
function openMasteryModal() {
const modal = document.getElementById('mastery-modal');
if (modal) modal.style.display = 'flex';
updateMasteryModal();
}
function closeMasteryModal() {
const modal = document.getElementById('mastery-modal');
if (modal) modal.style.display = 'none';
}
function updateMasteryModal() {
const listDiv = document.getElementById('mastery-list');
let html = '';
for (const [skillId, mastery] of Object.entries(MASTERY_MILESTONES)) {
const skillLevel = gameData.skills[skillId]?.level || 1;
const maxMilestone = mastery.milestones[mastery.milestones.length - 1].level;
const progress = Math.min(100, (skillLevel / maxMilestone) * 100);
const isMastered = skillLevel >= maxMilestone;
html += `
`;
for (const milestone of mastery.milestones) {
const achieved = skillLevel >= milestone.level;
const isNext = !achieved && mastery.milestones.find(m => skillLevel < m.level)?.level === milestone.level;
html += `
Lv${milestone.level}: ${achieved ? '✓' : milestone.desc.substring(0, 15)}...
`;
}
html += `
`;
}
listDiv.innerHTML = html;
}
// ============================================
// v5.3: REALM PORTAL SYSTEM
// ============================================
const REALM_PORTALS = {
shadow_realm: {
name: 'Shadow Realm',
icon: '🌑',
tier: 1,
desc: 'A realm of darkness where shadows come alive. Enhanced enemy spawn rates.',
requirements: { combatLevel: 10, bossesDefeated: 1 },
modifiers: { enemyDamage: 1.5, enemyHp: 1.3, spawnRate: 2.0 },
rewards: ['Shadow Essence', 'Dark Crystal'],
xpMultiplier: 1.5,
duration: 300 // 5 minutes
},
frost_dimension: {
name: 'Frost Dimension',
icon: '❄️',
tier: 2,
desc: 'An eternally frozen world. All enemies inflict chill. Ice enemies are empowered.',
requirements: { combatLevel: 15, bossesDefeated: 3 },
modifiers: { enemyDamage: 1.8, enemyHp: 1.5, allEnemiesChill: true },
rewards: ['Frozen Heart', 'Permafrost Shard', 'Frost Blade'],
xpMultiplier: 2.0,
duration: 300
},
inferno_pit: {
name: 'Inferno Pit',
icon: '🔥',
tier: 2,
desc: 'Volcanic realm of eternal flame. Fire damage over time. Magma enemies empowered.',
requirements: { combatLevel: 15, bossesDefeated: 3 },
modifiers: { enemyDamage: 2.0, enemyHp: 1.5, environmentalDamage: 2 },
rewards: ['Infernal Core', 'Magma Heart', 'Magma Sword'],
xpMultiplier: 2.0,
duration: 300
},
void_nexus: {
name: 'Void Nexus',
icon: '🌀',
tier: 3,
desc: 'The space between dimensions. Reality warps around you. Elite enemies guaranteed.',
requirements: { combatLevel: 20, bossesDefeated: 5, elitesKilled: 20 },
modifiers: { enemyDamage: 2.5, enemyHp: 2.0, allElites: true },
rewards: ['Void Core', 'Dimension Shard', 'Void Dagger', 'Legendary Core'],
xpMultiplier: 3.0,
duration: 300
},
celestial_ascent: {
name: 'Celestial Ascent',
icon: '✨',
tier: 4,
desc: 'The ultimate challenge. Face the Celestial Guardians in their domain.',
requirements: { combatLevel: 25, bossesDefeated: 10, portalClears: 5 },
modifiers: { enemyDamage: 3.0, enemyHp: 3.0, bossOnly: true },
rewards: ['Celestial Essence', 'Star Fragment', 'Legendary Blade', 'Mythic Orb'],
xpMultiplier: 5.0,
duration: 600 // 10 minutes
}
};
function initPortalSystem() {
if (!gameData.portals) {
gameData.portals = {
clears: {},
currentPortal: null,
portalStartTime: 0,
totalClears: 0
};
}
}
function canEnterPortal(portalId) {
const portal = REALM_PORTALS[portalId];
if (!portal) return false;
const reqs = portal.requirements;
const combatLevel = gameData.skills?.combat?.level || 1;
const bossesDefeated = gameData.statistics?.bossesDefeated || 0;
const elitesKilled = gameData.statistics?.elitesKilled || 0;
const portalClears = gameData.portals?.totalClears || 0;
if (combatLevel < reqs.combatLevel) return false;
if (bossesDefeated < reqs.bossesDefeated) return false;
if (reqs.elitesKilled && elitesKilled < reqs.elitesKilled) return false;
if (reqs.portalClears && portalClears < reqs.portalClears) return false;
return true;
}
function getPortalRequirementText(portalId) {
const portal = REALM_PORTALS[portalId];
const reqs = portal.requirements;
const parts = [];
parts.push(`Combat Lv ${reqs.combatLevel}`);
parts.push(`${reqs.bossesDefeated} bosses`);
if (reqs.elitesKilled) parts.push(`${reqs.elitesKilled} elites`);
if (reqs.portalClears) parts.push(`${reqs.portalClears} portal clears`);
return parts.join(' | ');
}
function enterPortal(portalId) {
if (!canEnterPortal(portalId)) {
showNotification('Requirements not met!', 'error');
return false;
}
if (gameData.portals.currentPortal) {
showNotification('Already in a portal realm!', 'warning');
return false;
}
if (mode !== 'world') {
showNotification('Must be on a planet to enter portals!', 'warning');
return false;
}
const portal = REALM_PORTALS[portalId];
gameData.portals.currentPortal = portalId;
gameData.portals.portalStartTime = Date.now();
gameData.portals.killProgress = 0; // v5.3: Reset kill counter
showNotification(`Entered ${portal.name}! ${portal.duration / 60} minutes to clear.`, 'success');
AudioSystem.bossSpawn();
if (particles && worldState.player) {
particles.emit(worldState.player.position, 50, parseInt(portal.icon === '🌑' ? '0x440088' : portal.icon === '❄️' ? '0x88ddff' : portal.icon === '🔥' ? '0xff4400' : '0x8844ff'), { spread: 8, lifetime: 1500 });
}
closePortalModal();
updatePortalUI();
saveGameData();
return true;
}
function exitPortal(completed = false) {
if (!gameData.portals.currentPortal) return;
const portalId = gameData.portals.currentPortal;
const portal = REALM_PORTALS[portalId];
if (completed) {
// Grant rewards
gameData.portals.clears[portalId] = (gameData.portals.clears[portalId] || 0) + 1;
gameData.portals.totalClears++;
// Give a random reward
const rewardItem = portal.rewards[Math.floor(Math.random() * portal.rewards.length)];
addItem(rewardItem);
// v6.35: Chronicle Engine - capture portal clear
if (typeof captureChronicleEvent === 'function') {
captureChronicleEvent('portal_cleared', { portalName: portal.name, reward: rewardItem, totalClears: gameData.portals.totalClears });
}
showNotification(`Portal cleared! Received ${rewardItem}!`, 'success');
AudioSystem.levelUp();
if (particles && worldState.player) {
particles.emit(worldState.player.position, 60, 0xffd700, { spread: 10, lifetime: 2000 });
}
} else {
showNotification('Portal expired. Try again!', 'warning');
}
gameData.portals.currentPortal = null;
gameData.portals.portalStartTime = 0;
updatePortalUI();
saveGameData();
}
function getPortalModifiers() {
if (!gameData.portals?.currentPortal) return null;
return REALM_PORTALS[gameData.portals.currentPortal]?.modifiers || null;
}
function getPortalXpMultiplier() {
if (!gameData.portals?.currentPortal) return 1;
return REALM_PORTALS[gameData.portals.currentPortal]?.xpMultiplier || 1;
}
function checkPortalTimeout() {
if (!gameData.portals?.currentPortal) return;
const portal = REALM_PORTALS[gameData.portals.currentPortal];
const elapsed = (Date.now() - gameData.portals.portalStartTime) / 1000;
if (elapsed >= portal.duration) {
exitPortal(false);
}
}
function getPortalTimeRemaining() {
if (!gameData.portals?.currentPortal) return 0;
const portal = REALM_PORTALS[gameData.portals.currentPortal];
const elapsed = (Date.now() - gameData.portals.portalStartTime) / 1000;
return Math.max(0, portal.duration - elapsed);
}
// v8.24: Added null safety check for modal element
function openPortalModal() {
initPortalSystem();
const modal = document.getElementById('portal-modal');
if (modal) modal.style.display = 'flex';
updatePortalModal();
}
function closePortalModal() {
const modal = document.getElementById('portal-modal');
if (modal) modal.style.display = 'none';
}
function updatePortalModal() {
const currentPortal = gameData.portals?.currentPortal;
document.getElementById('current-realm').textContent = currentPortal ? REALM_PORTALS[currentPortal].name : 'None';
const listDiv = document.getElementById('portal-list');
let html = '';
for (const [portalId, portal] of Object.entries(REALM_PORTALS)) {
const canEnter = canEnterPortal(portalId);
const isActive = currentPortal === portalId;
const clears = gameData.portals?.clears?.[portalId] || 0;
html += `
${portal.desc}
${portal.rewards.map(r => `${ITEMS[r]?.icon || '📦'} ${r} `).join('')}
${canEnter ? `✓ Unlocked | Cleared: ${clears}x | ${portal.xpMultiplier}x XP` : `🔒 ${getPortalRequirementText(portalId)}`}
${isActive ? `
⏱️ Active - ${Math.floor(getPortalTimeRemaining())}s remaining
` : ''}
`;
}
listDiv.innerHTML = html;
}
function updatePortalUI() {
// This would update any in-game portal indicators
if (document.getElementById('portal-modal').style.display === 'flex') {
updatePortalModal();
}
}
// ============================================
// v5.3: LOOT RARITY SYSTEM
// ============================================
const LOOT_RARITIES = {
common: { name: 'Common', color: '#aaaaaa', chance: 0.60, statMult: 1.0 },
uncommon: { name: 'Uncommon', color: '#44ff44', chance: 0.25, statMult: 1.15 },
rare: { name: 'Rare', color: '#4488ff', chance: 0.10, statMult: 1.35 },
epic: { name: 'Epic', color: '#aa44ff', chance: 0.04, statMult: 1.6 },
legendary: { name: 'Legendary', color: '#ff8800', chance: 0.0095, statMult: 2.0 },
mythic: { name: 'Mythic', color: '#ff4488', chance: 0.0005, statMult: 3.0 }
};
const ITEM_MODIFIERS = {
// Offensive modifiers
sharp: { name: 'Sharp', stat: 'damage', value: 3, desc: '+3 Damage' },
keen: { name: 'Keen', stat: 'critChance', value: 0.05, desc: '+5% Crit' },
brutal: { name: 'Brutal', stat: 'damage', value: 5, desc: '+5 Damage' },
deadly: { name: 'Deadly', stat: 'critDamage', value: 0.25, desc: '+25% Crit Damage' },
vampiric: { name: 'Vampiric', stat: 'lifesteal', value: 0.05, desc: '+5% Lifesteal' },
// Defensive modifiers
sturdy: { name: 'Sturdy', stat: 'defense', value: 2, desc: '+2 Defense' },
fortified: { name: 'Fortified', stat: 'defense', value: 4, desc: '+4 Defense' },
vital: { name: 'Vital', stat: 'maxHp', value: 15, desc: '+15 Max HP' },
resilient: { name: 'Resilient', stat: 'damageReduction', value: 0.05, desc: '+5% DR' },
// Utility modifiers
swift: { name: 'Swift', stat: 'moveSpeed', value: 0.1, desc: '+10% Speed' },
lucky: { name: 'Lucky', stat: 'lootBonus', value: 0.1, desc: '+10% Loot' },
wise: { name: 'Wise', stat: 'xpBonus', value: 0.1, desc: '+10% XP' },
efficient: { name: 'Efficient', stat: 'resourceYield', value: 0.15, desc: '+15% Yield' }
};
function rollItemRarity(baseLuckBonus = 0) {
const masteryBonuses = getMasteryBonuses();
const talentBonuses = getTalentBonuses();
const totalLuck = baseLuckBonus + (masteryBonuses.rarityBoost || 0) + (talentBonuses.rareFind || 0);
let roll = Math.random();
// Luck improves rare+ chances
roll = roll * (1 - totalLuck);
let cumulative = 0;
for (const [rarityId, rarity] of Object.entries(LOOT_RARITIES)) {
cumulative += rarity.chance;
if (roll < cumulative) {
return rarityId;
}
}
return 'common';
}
function rollItemModifiers(rarity) {
const numModifiers = {
common: 0,
uncommon: 1,
rare: 1,
epic: 2,
legendary: 2,
mythic: 3
};
const count = numModifiers[rarity] || 0;
if (count === 0) return [];
const modifierKeys = Object.keys(ITEM_MODIFIERS);
const selected = [];
for (let i = 0; i < count; i++) {
const availableModifiers = modifierKeys.filter(m => !selected.includes(m));
if (availableModifiers.length === 0) break;
const modId = availableModifiers[Math.floor(Math.random() * availableModifiers.length)];
selected.push(modId);
}
return selected;
}
function createRarityItem(baseItemName, forcedRarity = null) {
const rarity = forcedRarity || rollItemRarity();
const modifiers = rollItemModifiers(rarity);
const rarityData = LOOT_RARITIES[rarity];
return {
baseName: baseItemName,
rarity: rarity,
modifiers: modifiers,
statMultiplier: rarityData.statMult
};
}
function getRarityItemName(rarityItem) {
if (!rarityItem || !rarityItem.rarity || rarityItem.rarity === 'common') {
return rarityItem?.baseName || rarityItem;
}
const modNames = rarityItem.modifiers?.map(m => ITEM_MODIFIERS[m]?.name).filter(Boolean) || [];
const prefix = modNames.length > 0 ? modNames.join(' ') + ' ' : '';
const rarityData = LOOT_RARITIES[rarityItem.rarity];
return `${prefix}${rarityItem.baseName}`;
}
function getRarityItemStats(rarityItem) {
if (!rarityItem || typeof rarityItem === 'string') return {};
const stats = {};
const mult = rarityItem.statMultiplier || 1;
// Apply modifier stats
for (const modId of (rarityItem.modifiers || [])) {
const mod = ITEM_MODIFIERS[modId];
if (mod) {
stats[mod.stat] = (stats[mod.stat] || 0) + mod.value;
}
}
return stats;
}
function showRarityDropPopup(rarityItem) {
if (!rarityItem || rarityItem.rarity === 'common') return;
const rarityData = LOOT_RARITIES[rarityItem.rarity];
const itemData = ITEMS[rarityItem.baseName] || {};
const displayName = getRarityItemName(rarityItem);
const modifierStats = getRarityItemStats(rarityItem);
// v6.35: Chronicle Engine - capture rare item drops (legendary/epic only)
if (typeof captureChronicleEvent === 'function' && (rarityItem.rarity === 'legendary' || rarityItem.rarity === 'epic')) {
captureChronicleEvent('rare_item', { itemName: displayName, rarity: rarityItem.rarity, baseName: rarityItem.baseName });
}
// Create popup
const popup = document.createElement('div');
popup.className = 'loot-drop-popup';
popup.innerHTML = `
${itemData.icon || '📦'}
${rarityData.name} Drop!
${displayName}
${Object.keys(modifierStats).length > 0 ? `
${rarityItem.modifiers.map(m => ITEM_MODIFIERS[m]?.desc).join(' | ')}
` : ''}
Collect
`;
document.body.appendChild(popup);
// Auto-remove after 5 seconds
setTimeout(() => {
if (popup.parentElement) {
popup.remove();
}
}, 5000);
// Play appropriate sound
if (rarityItem.rarity === 'legendary' || rarityItem.rarity === 'mythic') {
AudioSystem.levelUp();
// v8.30: Add VisualFeedback for legendary/mythic drops
if (typeof VisualFeedback !== 'undefined') {
VisualFeedback.successBurst(rarityData.color || '#ffd700');
VisualFeedback.shake(8, 300);
}
} else if (rarityItem.rarity === 'epic') {
AudioSystem.collect();
// v8.30: Add VisualFeedback for epic drops
if (typeof VisualFeedback !== 'undefined') {
VisualFeedback.successBurst(rarityData.color || '#a335ee');
VisualFeedback.shake(4, 200);
}
} else {
AudioSystem.collect();
}
}
// Enhanced item drop function that uses rarity system
function dropRarityItem(baseItemName, luckBonus = 0) {
const rarityItem = createRarityItem(baseItemName, null);
// Store rarity items in a special format
if (!gameData.rarityItems) gameData.rarityItems = [];
if (rarityItem.rarity !== 'common') {
gameData.rarityItems.push(rarityItem);
showRarityDropPopup(rarityItem);
}
// Add the base item to inventory (rarity tracked separately)
addItem(baseItemName);
return rarityItem;
}
// Get total bonus stats from all rarity items
function getRarityBonuses() {
const bonuses = {};
for (const item of (gameData.rarityItems || [])) {
// Only count equipped items (check if base item is in equipment)
const gear = getEquippedGear();
const isEquipped = Object.values(gear).some(g => g === item.baseName);
if (isEquipped) {
const stats = getRarityItemStats(item);
for (const [stat, value] of Object.entries(stats)) {
bonuses[stat] = (bonuses[stat] || 0) + value;
}
}
}
return bonuses;
}
// v5.5: 3D Ship Landing Mini-Game System (Drone-style)
let landingGame = {
active: false,
targetCiv: null,
scene: null,
camera: null,
renderer: null,
ship: null,
landingPad: null,
animFrame: null,
lastTime: 0,
isManual: false,
fuel: 100,
velocity: null,
targetPosition: null,
propellers: [],
thrustLight: null,
environmentObjects: [],
_tempVelocity: new THREE.Vector3(), // v7.84: Pre-allocated for velocity updates
_autopilotPadPos: new THREE.Vector3(0, 4, 0), // v8.18: Pre-allocated for autopilot
_autopilotDir: new THREE.Vector3(), // v8.18: Pre-allocated for autopilot
_autopilotDesiredVel: new THREE.Vector3() // v8.18: Pre-allocated for autopilot
};
const LANDING_CONFIG = {
startAltitude: 60,
maxSpeed: 8,
safeSpeed: 2.5,
gravity: 0.02, // Much slower gravity
thrustPower: 0.06, // Gentler thrust
manualControl: 0.25, // Slower manual movement
fuelConsumption: 0.02, // Slower fuel drain
landingPadSize: 18, // Bigger landing pad
bounds: 100,
biomeColors: {
Terra: { sky: 0x87CEEB, ground: 0x3a8c3a, fog: 0x87CEEB },
Desert: { sky: 0xffcc99, ground: 0xc2a060, fog: 0xffcc99 },
Ice: { sky: 0xddeeff, ground: 0xe8f4f8, fog: 0xddeeff },
Volcanic: { sky: 0x330000, ground: 0x2a1a1a, fog: 0x330000 },
Alien: { sky: 0x220044, ground: 0x440066, fog: 0x220044 }
}
};
function startLandingGame(civ) {
// v6.64: Final safety check - don't land on destroyed planets
if (!civ || civ.orbital?.destroyed) {
showNotification(`${civ?.name || 'Target planet'} no longer exists! Landing aborted.`, 'error');
AudioSystem.error();
return;
}
// Cleanup any existing landing game
if (landingGame.animFrame) {
cancelAnimationFrame(landingGame.animFrame);
}
if (landingGame.renderer) {
landingGame.renderer.dispose();
}
landingGame.active = true;
landingGame.targetCiv = civ;
landingGame.isManual = false;
landingGame.fuel = 100;
landingGame.velocity = new THREE.Vector3(0, -0.1, 0); // Very slow initial descent
landingGame.targetPosition = new THREE.Vector3(0, 20, 0);
landingGame.lastTime = 0;
setMode('landing'); // v8.27: Use setMode() for state validation
// Show landing UI
const overlay = document.getElementById('landing-overlay');
overlay.style.display = 'block';
document.getElementById('landing-planet-name').textContent = `Landing on ${civ.name} (${civ.biomeName})`;
document.getElementById('landing-mode').textContent = 'Autonomous';
document.getElementById('landing-mode-btn').textContent = 'Switch to Manual';
// Get biome colors
const biomeColors = LANDING_CONFIG.biomeColors[civ.biome] || LANDING_CONFIG.biomeColors.Terra;
// Create separate Three.js scene for landing
landingGame.scene = new THREE.Scene();
landingGame.scene.fog = new THREE.Fog(biomeColors.fog, 100, 500);
// Isometric camera
const container = document.getElementById('landing-scene-container');
const aspect = container.clientWidth / container.clientHeight;
const d = 50;
landingGame.camera = new THREE.OrthographicCamera(
-d * aspect, d * aspect, d, -d, 1, 1000
);
landingGame.camera.position.set(100, 100, 100);
landingGame.camera.lookAt(0, 0, 0);
// Renderer - v6.87: Mobile optimizations
const isMobileLanding = /iphone|ipad|ipod|android/i.test(navigator.userAgent);
landingGame.renderer = new THREE.WebGLRenderer({ antialias: !isMobileLanding });
landingGame.renderer.setSize(container.clientWidth, container.clientHeight);
landingGame.renderer.setPixelRatio(isMobileLanding ? Math.min(window.devicePixelRatio, 1.5) : Math.min(window.devicePixelRatio, 2));
landingGame.renderer.shadowMap.enabled = !isMobileLanding;
landingGame.renderer.shadowMap.type = isMobileLanding ? THREE.BasicShadowMap : THREE.PCFSoftShadowMap;
landingGame.renderer.setClearColor(biomeColors.sky);
container.innerHTML = '';
container.appendChild(landingGame.renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
landingGame.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(50, 100, 50);
directionalLight.castShadow = true;
directionalLight.shadow.camera.left = -100;
directionalLight.shadow.camera.right = 100;
directionalLight.shadow.camera.top = 100;
directionalLight.shadow.camera.bottom = -100;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
landingGame.scene.add(directionalLight);
// Ground
const groundGeometry = new THREE.PlaneGeometry(300, 300);
const groundMaterial = new THREE.MeshLambertMaterial({ color: biomeColors.ground });
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
landingGame.scene.add(ground);
// Create landing pad
createLandingPad();
// Create environment based on biome
createLandingEnvironment(civ.biome);
// Create ship
createLandingShip();
// Start animation loop
landingGameLoop(0);
// Simple short blip sound instead of ringing tone
AudioSystem.click();
showNotification(`Approaching ${civ.name}... Land on the green pad!`, 'info');
}
function createLandingPad() {
const padGroup = new THREE.Group();
// Main pad
const padGeometry = new THREE.CylinderGeometry(LANDING_CONFIG.landingPadSize, LANDING_CONFIG.landingPadSize, 1, 32);
const padMaterial = new THREE.MeshLambertMaterial({ color: 0x44ff44 });
const pad = new THREE.Mesh(padGeometry, padMaterial);
pad.position.y = 0.5;
pad.receiveShadow = true;
padGroup.add(pad);
// Center marker
const markerGeometry = new THREE.CylinderGeometry(3, 3, 0.5, 32);
const markerMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
const marker = new THREE.Mesh(markerGeometry, markerMaterial);
marker.position.y = 1.2;
padGroup.add(marker);
// Beacon light
const beaconGeometry = new THREE.CylinderGeometry(1, 1, 5, 8);
const beaconMaterial = new THREE.MeshLambertMaterial({ color: 0x888888 });
const beacon = new THREE.Mesh(beaconGeometry, beaconMaterial);
beacon.position.set(LANDING_CONFIG.landingPadSize - 2, 3, 0);
beacon.castShadow = true;
padGroup.add(beacon);
// Beacon light
const lightGeometry = new THREE.SphereGeometry(1.5, 16, 16);
const lightMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
landingGame.beaconLight = new THREE.Mesh(lightGeometry, lightMaterial);
landingGame.beaconLight.position.set(LANDING_CONFIG.landingPadSize - 2, 6, 0);
padGroup.add(landingGame.beaconLight);
landingGame.landingPad = padGroup;
landingGame.scene.add(padGroup);
}
function createLandingEnvironment(biome) {
landingGame.environmentObjects = [];
// Add trees/structures based on biome
if (biome === 'Terra' || biome === 'Alien') {
for (let i = 0; i < 15; i++) {
const x = (Math.random() - 0.5) * 250;
const z = (Math.random() - 0.5) * 250;
if (Math.abs(x) > 30 || Math.abs(z) > 30) {
const tree = createLandingTree(biome);
tree.position.set(x, 0, z);
landingGame.scene.add(tree);
landingGame.environmentObjects.push(tree);
}
}
}
// Add rocks/obstacles for all biomes
for (let i = 0; i < 8; i++) {
const x = (Math.random() - 0.5) * 200;
const z = (Math.random() - 0.5) * 200;
if (Math.abs(x) > 25 || Math.abs(z) > 25) {
const rock = createLandingRock(biome);
rock.position.set(x, 0, z);
landingGame.scene.add(rock);
landingGame.environmentObjects.push(rock);
}
}
}
function createLandingTree(biome) {
const group = new THREE.Group();
// v6.72: Minecraft-style procedural textures
// Trunk
const trunkGeometry = new THREE.CylinderGeometry(2, 3, 15);
const trunkColor = biome === 'Alien' ? 0x8800ff : 0x8B4513;
const trunkMaterial = MinecraftTextures.createWoodMaterial(trunkColor, 12345);
const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
trunk.position.y = 7.5;
trunk.castShadow = true;
group.add(trunk);
// Foliage
const foliageGeometry = new THREE.SphereGeometry(8, 8, 6);
const foliageColor = biome === 'Alien' ? 0xff00ff : 0x228B22;
const foliageMaterial = MinecraftTextures.createLeafMaterial(foliageColor, 54321);
const foliage = new THREE.Mesh(foliageGeometry, foliageMaterial);
foliage.position.y = 18;
foliage.castShadow = true;
group.add(foliage);
return group;
}
function createLandingRock(biome) {
// v6.72: Minecraft-style procedural textures
const rockColors = {
Terra: 0x888888,
Desert: 0xaa5522,
Ice: 0xaaccff,
Volcanic: 0x333333,
Alien: 0x00ffcc
};
const height = 5 + Math.random() * 15;
const geometry = new THREE.DodecahedronGeometry(3 + Math.random() * 5, 0);
const biomeData = BIOMES[biome] || { rock: rockColors[biome] || 0x888888 };
const material = MinecraftTextures.createRockMaterial({ rock: biomeData.rock || rockColors[biome] || 0x888888 });
const rock = new THREE.Mesh(geometry, material);
rock.position.y = height / 2;
rock.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI);
rock.scale.y = height / 10;
rock.castShadow = true;
rock.receiveShadow = true;
return rock;
}
function createLandingShip() {
const shipGroup = new THREE.Group();
// Body
const bodyGeometry = new THREE.BoxGeometry(6, 2, 6);
const bodyMaterial = new THREE.MeshLambertMaterial({ color: 0x333333 });
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.castShadow = true;
shipGroup.add(body);
// Cockpit
const cockpitGeometry = new THREE.SphereGeometry(2, 16, 16);
const cockpitMaterial = new THREE.MeshLambertMaterial({ color: 0x00ffff });
const cockpit = new THREE.Mesh(cockpitGeometry, cockpitMaterial);
cockpit.position.y = 1.5;
cockpit.scale.y = 0.6;
shipGroup.add(cockpit);
// Propeller arms and propellers
landingGame.propellers = [];
const propPositions = [
[-4, 0.5, -4], [4, 0.5, -4],
[-4, 0.5, 4], [4, 0.5, 4]
];
propPositions.forEach(pos => {
// Arm
const armGeometry = new THREE.BoxGeometry(1, 0.5, 1);
const armMaterial = new THREE.MeshLambertMaterial({ color: 0x666666 });
const arm = new THREE.Mesh(armGeometry, armMaterial);
arm.position.set(pos[0] * 0.6, pos[1], pos[2] * 0.6);
shipGroup.add(arm);
// Propeller
const propGeometry = new THREE.CylinderGeometry(0.2, 0.2, 4);
const propMaterial = new THREE.MeshLambertMaterial({ color: 0xaaaaaa });
const propeller = new THREE.Mesh(propGeometry, propMaterial);
propeller.rotation.z = Math.PI / 2;
propeller.position.set(...pos);
propeller.castShadow = true;
landingGame.propellers.push(propeller);
shipGroup.add(propeller);
});
// Engine light
landingGame.thrustLight = new THREE.PointLight(0x00ff00, 1, 15);
landingGame.thrustLight.position.y = -1;
shipGroup.add(landingGame.thrustLight);
// Position ship at start
shipGroup.position.set(
(Math.random() - 0.5) * 40,
LANDING_CONFIG.startAltitude,
(Math.random() - 0.5) * 40
);
landingGame.ship = shipGroup;
landingGame.scene.add(shipGroup);
}
function landingGameLoop(currentTime) {
if (!landingGame.active) return;
const deltaTime = (currentTime - landingGame.lastTime) / 1000;
landingGame.lastTime = currentTime;
if (deltaTime > 0 && deltaTime < 0.1) {
updateLandingShip(deltaTime);
checkLandingConditions();
updateLandingUI();
}
// Rotate propellers
// v8.16: forEach-to-for optimization (hot path in animation loop)
const propellers = landingGame.propellers;
for (let pi = 0, plen = propellers.length; pi < plen; pi++) {
propellers[pi].rotation.y += deltaTime * 50;
}
// Blink beacon
const blinkOn = Math.floor(currentTime / 500) % 2 === 0;
if (landingGame.beaconLight) {
landingGame.beaconLight.material.color.setHex(blinkOn ? 0xff0000 : 0x440000);
}
// Camera follow
// v8.16: Use pre-allocated vector to avoid allocation per frame
if (!landingGame._cameraTargetVec) landingGame._cameraTargetVec = new THREE.Vector3();
const cameraTarget = landingGame._cameraTargetVec.set(
landingGame.ship.position.x * 0.3,
0,
landingGame.ship.position.z * 0.3
);
landingGame.camera.position.x = 100 + cameraTarget.x;
landingGame.camera.position.z = 100 + cameraTarget.z;
landingGame.camera.lookAt(cameraTarget);
landingGame.renderer.render(landingGame.scene, landingGame.camera);
landingGame.animFrame = requestAnimationFrame(landingGameLoop);
}
function updateLandingShip(deltaTime) {
const ship = landingGame.ship;
// Slow fuel drain
landingGame.fuel = Math.max(0, landingGame.fuel - deltaTime * LANDING_CONFIG.fuelConsumption * 3);
if (!landingGame.isManual && landingGame.fuel > 0) {
// Autonomous flight - navigate to landing pad
runLandingAutopilot(deltaTime);
} else if (landingGame.isManual && landingGame.fuel > 0) {
// Manual controls via keyboard
applyManualLandingControls(deltaTime);
}
// Apply gentle gravity
landingGame.velocity.y -= LANDING_CONFIG.gravity * deltaTime * 20;
// Apply velocity (slower multiplier)
// v7.84: Use pre-allocated temp vector instead of clone() per frame
landingGame._tempVelocity.copy(landingGame.velocity).multiplyScalar(deltaTime * 25);
ship.position.add(landingGame._tempVelocity);
// Tilt based on velocity
ship.rotation.z = landingGame.velocity.x * 0.05;
ship.rotation.x = -landingGame.velocity.z * 0.05;
// Strong damping for smoother movement
landingGame.velocity.multiplyScalar(0.96);
// Keep within bounds
ship.position.clamp(
new THREE.Vector3(-LANDING_CONFIG.bounds, 2, -LANDING_CONFIG.bounds),
new THREE.Vector3(LANDING_CONFIG.bounds, 100, LANDING_CONFIG.bounds)
);
// Update thrust light color based on mode
if (landingGame.thrustLight) {
landingGame.thrustLight.color.setHex(landingGame.isManual ? 0xff8800 : 0x00ff88);
landingGame.thrustLight.intensity = 1 + Math.sin(Date.now() * 0.005) * 0.3;
}
}
function runLandingAutopilot(deltaTime) {
const ship = landingGame.ship;
// v8.18: Use pre-allocated Vector3 instead of new allocations per frame
const padPos = landingGame._autopilotPadPos; // Target slightly above pad (set in landingGame)
// Calculate direction to landing pad
const direction = landingGame._autopilotDir.subVectors(padPos, ship.position);
const horizontalDist = Math.sqrt(direction.x * direction.x + direction.z * direction.z);
const verticalDist = ship.position.y;
// Desired velocity based on position - MUCH slower and gentler
const desiredVelocity = landingGame._autopilotDesiredVel.set(0, 0, 0);
// Horizontal movement - very gentle drift toward pad
if (horizontalDist > 3) {
desiredVelocity.x = direction.x * 0.015; // Very slow horizontal
desiredVelocity.z = direction.z * 0.015;
}
// Vertical movement - very controlled slow descent
const slowDescent = -0.15; // Very slow descent speed
if (verticalDist > 25) {
// High altitude - still slow descent
desiredVelocity.y = slowDescent * 1.5;
} else if (horizontalDist > 8) {
// Not over pad yet - hover and drift
desiredVelocity.y = -0.05;
} else {
// Over pad - very slow final descent
desiredVelocity.y = slowDescent * 0.5;
}
// Very gentle lerp toward desired velocity
landingGame.velocity.lerp(desiredVelocity, deltaTime * 0.8);
// Counter gravity gently when needed
if (landingGame.velocity.y < desiredVelocity.y - 0.05) {
landingGame.velocity.y += LANDING_CONFIG.thrustPower * deltaTime * 30;
landingGame.fuel -= LANDING_CONFIG.fuelConsumption * 0.5;
}
}
function applyManualLandingControls(deltaTime) {
const controlForce = LANDING_CONFIG.manualControl * deltaTime * 60;
if (landingKeys['ArrowUp'] || landingKeys['w']) {
landingGame.velocity.z -= controlForce;
}
if (landingKeys['ArrowDown'] || landingKeys['s']) {
landingGame.velocity.z += controlForce;
}
if (landingKeys['ArrowLeft'] || landingKeys['a']) {
landingGame.velocity.x -= controlForce;
}
if (landingKeys['ArrowRight'] || landingKeys['d']) {
landingGame.velocity.x += controlForce;
}
if (landingKeys[' ']) {
landingGame.velocity.y += controlForce * 1.5;
landingGame.fuel -= LANDING_CONFIG.fuelConsumption * 2;
}
if (landingKeys['Shift']) {
landingGame.velocity.y -= controlForce * 0.5;
}
}
const landingKeys = {};
function handleLandingKeyDown(e) {
if (!landingGame.active) return;
landingKeys[e.key] = true;
if (e.key === 'Escape') {
abortLanding();
}
if (e.key === 'm' || e.key === 'M') {
toggleLandingMode();
}
// Auto-switch to manual if keys pressed
if (!landingGame.isManual && ['ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' ', 'w', 'a', 's', 'd'].includes(e.key)) {
landingGame.isManual = true;
updateLandingModeUI();
showNotification('MANUAL OVERRIDE - Autopilot disengaged', 'info');
}
e.preventDefault();
}
function handleLandingKeyUp(e) {
landingKeys[e.key] = false;
}
function toggleLandingMode() {
landingGame.isManual = !landingGame.isManual;
updateLandingModeUI();
showNotification(landingGame.isManual ? 'MANUAL CONTROL' : 'AUTOPILOT ENGAGED', 'info');
}
function updateLandingModeUI() {
document.getElementById('landing-mode').textContent = landingGame.isManual ? 'Manual' : 'Autonomous';
document.getElementById('landing-mode-btn').textContent = landingGame.isManual ? 'Switch to Autonomous' : 'Switch to Manual';
}
function updateLandingUI() {
const ship = landingGame.ship;
const altitude = Math.max(0, ship.position.y - 1).toFixed(1);
const speed = landingGame.velocity.length().toFixed(1);
// v8.18: Removed Vector3 allocation - pad is at origin, just use ship position directly
const distance = Math.sqrt(
ship.position.x * ship.position.x +
ship.position.z * ship.position.z
).toFixed(1);
document.getElementById('landing-altitude').textContent = altitude;
document.getElementById('landing-speed').textContent = speed;
document.getElementById('landing-fuel').textContent = Math.floor(landingGame.fuel);
document.getElementById('landing-distance').textContent = distance;
}
function checkLandingConditions() {
const ship = landingGame.ship;
const altitude = ship.position.y;
const speed = landingGame.velocity.length();
const horizontalDist = Math.sqrt(ship.position.x * ship.position.x + ship.position.z * ship.position.z);
// Check if landed
if (altitude <= 3) {
const onPad = horizontalDist < LANDING_CONFIG.landingPadSize;
const slowEnough = speed < LANDING_CONFIG.safeSpeed;
if (onPad && slowEnough) {
landingSuccess();
} else if (!slowEnough) {
landingCrash('Too fast! Reduce speed before landing.');
} else {
landingCrash('Missed the landing pad!');
}
}
// Out of fuel
if (landingGame.fuel <= 0 && altitude > 10) {
landingCrash('Out of fuel!');
}
}
function landingSuccess() {
landingGame.active = false;
cancelAnimationFrame(landingGame.animFrame);
const civ = landingGame.targetCiv;
const bonusXp = Math.floor(landingGame.fuel * 2);
cleanupLandingGame();
showNotification(`Perfect landing on ${civ.name}! +${bonusXp} XP bonus!`, 'success');
AudioSystem.levelUp();
// Grant landing bonus XP
Object.keys(gameData.skills).forEach(skill => {
addXp(skill, Math.floor(bonusXp / 6));
});
// Track successful landings
gameData.statistics.successfulLandings = (gameData.statistics.successfulLandings || 0) + 1;
// Now actually enter the world
initWorld(civ);
}
function landingCrash(reason) {
landingGame.active = false;
cancelAnimationFrame(landingGame.animFrame);
cleanupLandingGame();
showNotification(`Crash landing! ${reason}`, 'error');
AudioSystem.error();
// Take damage
// v8.26: Guard against undefined gameData.player
if (gameData?.player?.hp !== undefined) {
gameData.player.hp = Math.max(1, gameData.player.hp - 20);
}
updateHealthUI();
// Track crashes
gameData.statistics.crashLandings = (gameData.statistics.crashLandings || 0) + 1;
setMode('galaxy'); // v8.27: Use setMode() for state validation
}
function abortLanding() {
landingGame.active = false;
cancelAnimationFrame(landingGame.animFrame);
cleanupLandingGame();
setMode('galaxy'); // v8.27: Use setMode() for state validation
showNotification('Landing aborted. Returning to orbit.', 'info');
}
function cleanupLandingGame() {
document.getElementById('landing-overlay').style.display = 'none';
if (landingGame.renderer) {
landingGame.renderer.dispose();
const container = document.getElementById('landing-scene-container');
if (container) container.innerHTML = '';
}
// Reset keys
Object.keys(landingKeys).forEach(k => landingKeys[k] = false);
}
// Math Utils
class SeededRNG {
constructor(seed) { this.seed = this.hash(seed); }
hash(str) {
let h = 0; for(let i=0;i ${newMode}`);
mode = newMode;
return true;
}
let activeCiv = null;
let raycaster = new THREE.Raycaster();
let mouse = new THREE.Vector2();
let isTouchDevice = 'ontouchstart' in window;
// v8.27: Enhanced touch utilities for improved mobile responsiveness
const TouchUtils = {
// More accurate touch device detection
isTouchCapable: ('ontouchstart' in window) || (navigator.maxTouchPoints > 0) || (navigator.msMaxTouchPoints > 0),
// Gesture recognition state
gestures: {
startX: 0, startY: 0,
startTime: 0,
lastTapTime: 0,
tapCount: 0
},
// Configurable thresholds
thresholds: {
swipeDistance: 50, // Minimum distance for swipe
swipeTime: 300, // Max time for swipe gesture
tapMaxMove: 10, // Max movement to still count as tap
doubleTapTime: 300, // Max time between taps for double-tap
longPressTime: 500 // Time to trigger long press
},
// Start tracking a gesture
startGesture(touch) {
this.gestures.startX = touch.clientX;
this.gestures.startY = touch.clientY;
this.gestures.startTime = performance.now();
},
// Detect gesture type from end touch
detectGesture(touch) {
const dx = touch.clientX - this.gestures.startX;
const dy = touch.clientY - this.gestures.startY;
const distance = Math.sqrt(dx * dx + dy * dy);
const duration = performance.now() - this.gestures.startTime;
// Tap detection
if (distance < this.thresholds.tapMaxMove && duration < this.thresholds.swipeTime) {
const now = performance.now();
if ((now - this.gestures.lastTapTime) < this.thresholds.doubleTapTime) {
this.gestures.tapCount++;
this.gestures.lastTapTime = now;
return { type: 'doubleTap', x: touch.clientX, y: touch.clientY };
}
this.gestures.tapCount = 1;
this.gestures.lastTapTime = now;
return { type: 'tap', x: touch.clientX, y: touch.clientY };
}
// Swipe detection
if (distance >= this.thresholds.swipeDistance && duration < this.thresholds.swipeTime) {
const direction = Math.abs(dx) > Math.abs(dy)
? (dx > 0 ? 'right' : 'left')
: (dy > 0 ? 'down' : 'up');
return { type: 'swipe', direction, distance, dx, dy };
}
// Drag
return { type: 'drag', dx, dy, distance };
},
// Calculate touch velocity for smoother interactions
getVelocity(touch, prevTouch, dt) {
if (!prevTouch || dt === 0) return { vx: 0, vy: 0 };
return {
vx: (touch.clientX - prevTouch.clientX) / dt,
vy: (touch.clientY - prevTouch.clientY) / dt
};
},
// Convert touch event to normalized coordinates (-1 to 1)
normalizeTouch(touch, element) {
const rect = element.getBoundingClientRect();
return {
x: ((touch.clientX - rect.left) / rect.width) * 2 - 1,
y: -((touch.clientY - rect.top) / rect.height) * 2 + 1
};
}
};
// Galaxy State
let civilizations = [];
let galaxyGroup = new THREE.Group();
let selectionRing;
let lastTime = 0;
let cycle = 0;
// Floater pool for performance
const floaterPool = [];
const MAX_FLOATERS = 20;
// RPG State
let worldState = {
player: null,
terrain: [],
interactables: [],
fishingSpots: [],
mobs: [],
pois: [], // v4.2: Points of Interest
structures: [], // v5.18: Battery chargers and built structures
terraformedAreas: [], // v5.18: Flattened terrain zones
sun: null,
ambient: null,
timeOfDay: 0,
target: null,
interactTarget: null,
lastActionTime: 0, // v4.0: Cooldown-based interactions
lastPlayerPos: null, // v4.2: For distance tracking
// v7.86: Pre-allocated vector for target setting to avoid clone() allocations
_targetVec: null // Initialized after THREE.js is available
};
// v7.86: Helper to set worldState.target without clone() allocation
// Uses copy() on a reusable vector instead of creating new Vector3 each time
function setWorldTarget(sourceVec) {
if (!sourceVec) {
worldState.target = null;
return;
}
if (!worldState._targetVec) {
worldState._targetVec = new THREE.Vector3();
}
worldState._targetVec.copy(sourceVec);
worldState.target = worldState._targetVec;
}
// v7.86: Helper that adds an offset to target position
function setWorldTargetWithOffset(sourceVec, offsetVec) {
if (!sourceVec) {
worldState.target = null;
return;
}
if (!worldState._targetVec) {
worldState._targetVec = new THREE.Vector3();
}
worldState._targetVec.copy(sourceVec).add(offsetVec);
worldState.target = worldState._targetVec;
}
// v7.86: Helper to set agent task.targetPosition without clone() allocation
// Uses copy() on the pre-allocated _targetVec in taskState
function setAgentTarget(task, sourceVec) {
if (!sourceVec) {
task.targetPosition = null;
return;
}
if (!task._targetVec) {
task._targetVec = new THREE.Vector3();
}
task._targetVec.copy(sourceVec);
task.targetPosition = task._targetVec;
}
// v7.86: Helper that sets agent target with an offset
function setAgentTargetWithOffset(task, sourceVec, offsetVec) {
if (!sourceVec) {
task.targetPosition = null;
return;
}
if (!task._targetVec) {
task._targetVec = new THREE.Vector3();
}
task._targetVec.copy(sourceVec).add(offsetVec);
task.targetPosition = task._targetVec;
}
// ============================================
// v9.6: RTS MULTI-SELECT SYSTEM
// Starcraft/Warcraft 3/DOTA 2 style selection
// Drag-select multiple units, bottom portrait bar
// ============================================
const RTSSelection = {
// Selected units array
selectedUnits: [],
// Drag selection state
isDragging: false,
dragStart: { x: 0, y: 0 },
dragEnd: { x: 0, y: 0 },
dragThreshold: 5, // Minimum pixels to count as drag
// 3D selection rings in scene
selectionRings: [],
// Portrait icons by unit type
unitIcons: {
player: '🤖',
mob: '👾',
boss: '💀',
creep: '🐛',
hostileCreep: '🦂',
neutral: '🦎',
tower: '🗼',
hostileTower: '🔥',
spawnPlatform: '🏰',
npc: '👤',
companion: '🐕',
agent: '🤖',
structure: '🏗️',
interactable: '💎'
},
// Get all selectable entities in the world
getSelectableEntities() {
const entities = [];
// Player robot (always first)
if (worldState.player) {
entities.push({
type: 'player',
mesh: worldState.player,
name: 'Explorer Robot',
hp: gameData.hp,
maxHp: gameData.maxHp,
faction: 'player'
});
}
// Mobs - v8.08: forEach to for loop
if (worldState.mobs) {
for (let i = 0; i < worldState.mobs.length; i++) {
const mob = worldState.mobs[i];
if (mob && mob.userData) {
entities.push({
type: mob.userData.type === 'boss' ? 'boss' : 'mob',
mesh: mob,
name: mob.userData.name || 'Creature',
hp: mob.userData.hp,
maxHp: mob.userData.maxHp,
faction: 'hostile'
});
}
}
}
// Hostile creeps - v8.08: forEach to for loop
if (typeof creepWaveState !== 'undefined' && creepWaveState.creeps) {
for (let i = 0; i < creepWaveState.creeps.length; i++) {
const creep = creepWaveState.creeps[i];
if (creep && creep.userData) {
entities.push({
type: creep.userData.team === 'B' ? 'hostileCreep' : 'creep',
mesh: creep,
name: creep.userData.name || 'Creep',
hp: creep.userData.hp,
maxHp: creep.userData.maxHp,
faction: creep.userData.team === 'B' ? 'hostile' : 'friendly'
});
}
}
}
// Neutral creatures - v8.08: forEach to for loop
if (typeof neutralCampState !== 'undefined' && neutralCampState.creatures) {
for (let i = 0; i < neutralCampState.creatures.length; i++) {
const creature = neutralCampState.creatures[i];
if (creature && creature.userData) {
entities.push({
type: 'neutral',
mesh: creature,
name: creature.userData.name || 'Neutral',
hp: creature.userData.hp,
maxHp: creature.userData.maxHp,
faction: 'neutral'
});
}
}
}
// Towers - v8.08: forEach to for loop
if (typeof laneSupportState !== 'undefined' && laneSupportState.laneTowers) {
for (let i = 0; i < laneSupportState.laneTowers.length; i++) {
const tower = laneSupportState.laneTowers[i];
if (tower && tower.mesh) {
entities.push({
type: tower.team === 'robot' ? 'tower' : 'hostileTower',
mesh: tower.mesh,
name: tower.name || 'Tower',
hp: tower.hp,
maxHp: tower.maxHp,
faction: tower.team === 'robot' ? 'friendly' : 'hostile'
});
}
}
}
// Spawn platforms - v8.08: forEach to for loop
if (typeof creepWaveState !== 'undefined' && creepWaveState.spawnPlatforms) {
for (let i = 0; i < creepWaveState.spawnPlatforms.length; i++) {
const platform = creepWaveState.spawnPlatforms[i];
if (platform && platform.mesh && platform.active) {
entities.push({
type: 'spawnPlatform',
mesh: platform.mesh,
name: platform.name || 'Spawn Platform',
hp: platform.hp,
maxHp: platform.maxHp,
faction: platform.team === 'B' ? 'hostile' : 'friendly'
});
}
}
}
// NPCs/Companions from copilot - v9.9: Use actual companion data
if (typeof copilotMesh !== 'undefined' && copilotMesh && gameData.companion && gameData.companion.hp > 0) {
entities.push({
type: 'companion',
mesh: copilotMesh,
name: gameData.companion.name || 'Companion',
hp: gameData.companion.hp,
maxHp: gameData.companion.maxHp,
bond: gameData.companion.bond || 0,
generation: gameData.companion.generation || 1,
personality: gameData.companion.personality || [],
faction: 'friendly'
});
}
return entities;
},
// Check if a point is inside a screen-space box
isPointInBox(point, box) {
const minX = Math.min(box.x1, box.x2);
const maxX = Math.max(box.x1, box.x2);
const minY = Math.min(box.y1, box.y2);
const maxY = Math.max(box.y1, box.y2);
return point.x >= minX && point.x <= maxX && point.y >= minY && point.y <= maxY;
},
// Project 3D position to screen coordinates
worldToScreen(position) {
if (!camera) return null;
const vector = position.clone();
vector.project(camera);
return {
x: (vector.x * 0.5 + 0.5) * window.innerWidth,
y: (vector.y * -0.5 + 0.5) * window.innerHeight
};
},
// Select entities within drag box
selectInBox() {
const box = {
x1: this.dragStart.x,
y1: this.dragStart.y,
x2: this.dragEnd.x,
y2: this.dragEnd.y
};
const entities = this.getSelectableEntities();
const newSelection = [];
// v8.08: forEach to for loop
for (let i = 0; i < entities.length; i++) {
const entity = entities[i];
if (entity.mesh && entity.mesh.position) {
const screenPos = this.worldToScreen(entity.mesh.position);
if (screenPos && this.isPointInBox(screenPos, box)) {
newSelection.push(entity);
}
}
}
// If nothing selected, default to player
if (newSelection.length === 0 && worldState.player) {
const playerEntity = entities.find(e => e.type === 'player');
if (playerEntity) newSelection.push(playerEntity);
}
this.setSelection(newSelection);
},
// Set the current selection
setSelection(entities) {
this.selectedUnits = entities;
this.updateSelectionRings();
this.updatePortraitPanel();
// If single hostile unit selected, also set as interactTarget for auto-attack
if (entities.length === 1 && entities[0].faction === 'hostile') {
worldState.interactTarget = entities[0].mesh;
}
},
// Add to current selection (Shift+click)
addToSelection(entity) {
if (!this.selectedUnits.find(e => e.mesh === entity.mesh)) {
this.selectedUnits.push(entity);
this.updateSelectionRings();
this.updatePortraitPanel();
}
},
// Remove from selection
removeFromSelection(entity) {
const idx = this.selectedUnits.findIndex(e => e.mesh === entity.mesh);
if (idx > -1) {
this.selectedUnits.splice(idx, 1);
this.updateSelectionRings();
this.updatePortraitPanel();
}
},
// Clear selection (but keep player)
clearSelection() {
this.selectedUnits = [];
// Default to player
if (worldState.player) {
const playerEntity = {
type: 'player',
mesh: worldState.player,
name: 'Explorer Robot',
hp: gameData.hp,
maxHp: gameData.maxHp,
faction: 'player'
};
this.selectedUnits = [playerEntity];
}
this.updateSelectionRings();
this.updatePortraitPanel();
},
// Create 3D selection ring for a mesh
createSelectionRing(mesh, color = 0x00ff88) {
const radius = mesh.userData?.radius || 1.5;
const ring = new THREE.Mesh(
new THREE.RingGeometry(radius * 0.9, radius * 1.1, 32),
new THREE.MeshBasicMaterial({ color, side: THREE.DoubleSide, transparent: true, opacity: 0.7 })
);
ring.rotation.x = -Math.PI / 2;
ring.position.copy(mesh.position);
ring.position.y = 0.2;
ring.userData.selectionRing = true;
ring.userData.targetMesh = mesh;
scene.add(ring);
return ring;
},
// Update 3D selection rings
// v8.17: forEach-to-for loop conversion for selection rings (hot path)
updateSelectionRings() {
// Remove old rings
const oldRings = this.selectionRings;
for (let ri = 0, rlen = oldRings.length; ri < rlen; ri++) {
if (scene) scene.remove(oldRings[ri]);
}
this.selectionRings = [];
// Create new rings for selected units
const units = this.selectedUnits;
for (let ui = 0, ulen = units.length; ui < ulen; ui++) {
const entity = units[ui];
if (entity.mesh && scene) {
const color = entity.faction === 'hostile' ? 0xff4444 :
entity.faction === 'neutral' ? 0xffaa00 :
entity.faction === 'player' ? 0x00ffff : 0x00ff88;
const ring = this.createSelectionRing(entity.mesh, color);
this.selectionRings.push(ring);
}
}
},
// Update selection ring positions (call in game loop)
// v8.17: forEach-to-for loop conversion for ring positions (hot path)
updateRingPositions() {
const rings = this.selectionRings;
for (let ri = 0, rlen = rings.length; ri < rlen; ri++) {
const ring = rings[ri];
if (ring.userData.targetMesh) {
ring.position.x = ring.userData.targetMesh.position.x;
ring.position.z = ring.userData.targetMesh.position.z;
ring.position.y = 0.2;
}
}
},
// Get portrait icon for entity type
getIcon(type) {
return this.unitIcons[type] || '❓';
},
// Get faction class for styling
getFactionClass(faction) {
switch (faction) {
case 'hostile': return 'hostile';
case 'neutral': return 'neutral';
case 'friendly': return 'friendly';
case 'player': return 'player';
default: return '';
}
},
// v9.7: 3D Portrait Renderer System
portraitRenderers: [],
portraitAnimationFrame: null,
// v9.7: Robot voice sounds for selection
robotVoices: {
select: ['boop', 'beep', 'bip', 'dwee'],
damage: ['ow', 'bzzt', 'eek'],
ready: ['beep-boop', 'ready', 'online']
},
// v9.7: Play robot voice sound
playRobotVoice(type = 'select') {
if (!AudioSystem || !AudioSystem.ctx) return;
const voices = this.robotVoices[type] || this.robotVoices.select;
const voice = voices[Math.floor(Math.random() * voices.length)];
// Generate synthesized robot sounds
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.connect(gain);
gain.connect(ctx.destination);
// Different sound patterns for different voices
if (voice === 'boop') {
osc.type = 'sine';
osc.frequency.setValueAtTime(800, now);
osc.frequency.exponentialRampToValueAtTime(400, now + 0.15);
gain.gain.setValueAtTime(0.15, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.15);
} else if (voice === 'beep') {
osc.type = 'square';
osc.frequency.setValueAtTime(1200, now);
osc.frequency.setValueAtTime(1000, now + 0.05);
gain.gain.setValueAtTime(0.1, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.1);
} else if (voice === 'bip') {
osc.type = 'triangle';
osc.frequency.setValueAtTime(1500, now);
gain.gain.setValueAtTime(0.12, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.08);
} else if (voice === 'dwee') {
osc.type = 'sine';
osc.frequency.setValueAtTime(600, now);
osc.frequency.exponentialRampToValueAtTime(1200, now + 0.1);
osc.frequency.exponentialRampToValueAtTime(800, now + 0.2);
gain.gain.setValueAtTime(0.12, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.2);
} else if (voice === 'beep-boop') {
osc.type = 'square';
osc.frequency.setValueAtTime(1000, now);
osc.frequency.setValueAtTime(600, now + 0.1);
gain.gain.setValueAtTime(0.1, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.2);
}
osc.start(now);
osc.stop(now + 0.3);
},
// v9.7: Create a portrait renderer for an entity
createPortraitRenderer(entity, container) {
const width = 76;
const height = 56;
// Create canvas
const canvas = document.createElement('canvas');
canvas.width = width * 2; // Higher res for quality
canvas.height = height * 2;
canvas.className = 'portrait-3d-canvas';
canvas.style.width = width + 'px';
canvas.style.height = height + 'px';
// Create dedicated renderer
const renderer = new THREE.WebGLRenderer({
canvas: canvas,
alpha: true,
antialias: true
});
renderer.setSize(width * 2, height * 2);
renderer.setClearColor(0x000000, 0);
// Create portrait scene
const portraitScene = new THREE.Scene();
// Cinematic lighting setup
const keyLight = new THREE.DirectionalLight(0xffffff, 1.2);
keyLight.position.set(2, 3, 4);
portraitScene.add(keyLight);
const fillLight = new THREE.DirectionalLight(0x4488ff, 0.5);
fillLight.position.set(-2, 1, 2);
portraitScene.add(fillLight);
const rimLight = new THREE.DirectionalLight(0x00ffff, 0.8);
rimLight.position.set(0, 2, -3);
portraitScene.add(rimLight);
const ambient = new THREE.AmbientLight(0x334455, 0.4);
portraitScene.add(ambient);
// Create portrait camera - cinematic angle looking up at subject
const portraitCamera = new THREE.PerspectiveCamera(35, width / height, 0.1, 100);
portraitCamera.position.set(0, 0.3, 2.5);
portraitCamera.lookAt(0, 0.5, 0);
// Clone or create portrait model
let portraitModel;
if (entity.mesh) {
// Deep clone with materials
portraitModel = entity.mesh.clone(true);
// Clone materials for each child to ensure they render in separate scene
portraitModel.traverse(child => {
if (child.isMesh && child.material) {
if (Array.isArray(child.material)) {
child.material = child.material.map(m => m.clone());
} else {
child.material = child.material.clone();
}
}
});
// Reset transforms
portraitModel.position.set(0, 0, 0);
portraitModel.rotation.set(0, 0, 0);
portraitModel.scale.setScalar(1);
// Calculate bounding box to center and scale
const box = new THREE.Box3().setFromObject(portraitModel);
const size = box.getSize(new THREE.Vector3());
const center = box.getCenter(new THREE.Vector3());
// Check for valid bounding box
const maxDim = Math.max(size.x, size.y, size.z);
if (maxDim > 0 && isFinite(maxDim)) {
// Scale to fit in frame
const scale = 1.5 / maxDim;
portraitModel.scale.setScalar(scale);
// Center the model
portraitModel.position.sub(center.multiplyScalar(scale));
portraitModel.position.y -= 0.2; // Slight offset down
} else {
// Fallback scale for empty/invalid bounds
portraitModel.scale.setScalar(0.5);
}
} else {
// Fallback sphere for entities without mesh
const geo = new THREE.SphereGeometry(0.5, 16, 16);
const mat = new THREE.MeshStandardMaterial({
color: entity.faction === 'hostile' ? 0xff4444 : 0x00ffff,
metalness: 0.3,
roughness: 0.7
});
portraitModel = new THREE.Mesh(geo, mat);
}
portraitScene.add(portraitModel);
// Animation state
const portraitData = {
renderer,
scene: portraitScene,
camera: portraitCamera,
model: portraitModel,
entity,
canvas,
// Animation state
lookTarget: new THREE.Vector3(0, 0, 1),
currentLook: new THREE.Vector3(0, 0, 1),
idleTime: 0,
breathPhase: Math.random() * Math.PI * 2,
blinkTimer: Math.random() * 3 + 2,
lookTimer: Math.random() * 2 + 1,
isReacting: false,
reactionTimer: 0,
lastHp: entity.hp
};
container.insertBefore(canvas, container.firstChild);
this.portraitRenderers.push(portraitData);
return portraitData;
},
// v9.7: Animate all portrait renderers
// v8.22: forEach-to-for loop optimization
animatePortraits(time) {
const dt = 0.016; // ~60fps
const renderers = this.portraitRenderers;
for (let i = 0, len = renderers.length; i < len; i++) {
const portrait = renderers[i];
if (!portrait.renderer || !portrait.scene || !portrait.camera) continue;
// Check for damage reaction
const currentHp = portrait.entity.hp;
if (currentHp < portrait.lastHp) {
portrait.isReacting = true;
portrait.reactionTimer = 0.3;
this.playRobotVoice('damage');
}
portrait.lastHp = currentHp;
// Reaction animation (shake on damage)
if (portrait.isReacting) {
portrait.reactionTimer -= dt;
const shake = Math.sin(time * 50) * 0.05 * (portrait.reactionTimer / 0.3);
portrait.model.position.x = shake;
if (portrait.reactionTimer <= 0) {
portrait.isReacting = false;
portrait.model.position.x = 0;
}
}
// Idle breathing animation
portrait.breathPhase += dt * 2;
const breathOffset = Math.sin(portrait.breathPhase) * 0.02;
portrait.model.position.y = -0.2 + breathOffset;
// Random look-around behavior
portrait.lookTimer -= dt;
if (portrait.lookTimer <= 0) {
portrait.lookTimer = Math.random() * 3 + 2;
// Pick new random look direction
portrait.lookTarget.set(
(Math.random() - 0.5) * 0.5,
(Math.random() - 0.5) * 0.3 + 0.5,
1
);
}
// Smooth look interpolation
portrait.currentLook.lerp(portrait.lookTarget, dt * 3);
// Apply subtle rotation based on look direction
portrait.model.rotation.y = portrait.currentLook.x * 0.3;
portrait.model.rotation.x = -portrait.currentLook.y * 0.1 + 0.1;
// Render
portrait.renderer.render(portrait.scene, portrait.camera);
}
// Continue animation loop
if (renderers.length > 0) {
this.portraitAnimationFrame = requestAnimationFrame((t) => this.animatePortraits(t));
}
},
// v9.7: Clean up portrait renderers
cleanupPortraitRenderers() {
if (this.portraitAnimationFrame) {
cancelAnimationFrame(this.portraitAnimationFrame);
this.portraitAnimationFrame = null;
}
this.portraitRenderers.forEach(portrait => {
if (portrait.renderer) {
portrait.renderer.dispose();
}
if (portrait.scene) {
portrait.scene.traverse(obj => {
if (obj.geometry) obj.geometry.dispose();
if (obj.material) {
if (Array.isArray(obj.material)) {
obj.material.forEach(m => m.dispose());
} else {
obj.material.dispose();
}
}
});
}
});
this.portraitRenderers = [];
},
// Update the portrait panel UI - v9.7: With 3D rendered portraits
updatePortraitPanel() {
const panel = document.getElementById('portrait-panel');
const container = document.getElementById('portrait-container');
const header = document.getElementById('portrait-header');
const countBadge = document.getElementById('selection-count');
if (!panel || !container) return;
// Show panel in world mode
if (mode !== 'world') {
panel.style.display = 'none';
this.cleanupPortraitRenderers();
return;
}
panel.style.display = 'flex';
// Check if selection changed - only rebuild if needed
const selectionKey = this.selectedUnits.map(e => e.mesh?.uuid || e.name).join(',');
if (this.lastSelectionKey === selectionKey) {
// v8.17: forEach-to-for loop conversion for HP bar updates (hot path)
const units = this.selectedUnits;
for (let ui = 0, ulen = units.length; ui < ulen; ui++) {
const entity = units[ui];
const hpFill = container.querySelector(`.portrait-card:nth-child(${ui + 1}) .portrait-hp-fill`);
if (hpFill) {
const hpPercent = entity.maxHp > 0 ? (entity.hp / entity.maxHp) * 100 : 100;
hpFill.style.width = hpPercent + '%';
hpFill.className = 'portrait-hp-fill ' + (hpPercent > 60 ? 'high' : hpPercent > 30 ? 'medium' : '');
}
}
return;
}
this.lastSelectionKey = selectionKey;
// Cleanup old renderers
this.cleanupPortraitRenderers();
container.innerHTML = '';
// Update header
const count = this.selectedUnits.length;
if (count === 0) {
header.textContent = 'No Selection';
} else if (count === 1) {
header.textContent = this.selectedUnits[0].name;
} else {
header.textContent = `${count} Units Selected`;
}
// Update count badge
if (count > 1) {
countBadge.textContent = count;
countBadge.classList.add('active');
} else {
countBadge.classList.remove('active');
}
// Create portrait cards with 3D renderers
this.selectedUnits.forEach((entity, idx) => {
const card = document.createElement('div');
// v9.9: Add special 'companion' class for companion entities
const typeClass = entity.type === 'companion' ? 'companion' : this.getFactionClass(entity.faction);
card.className = `portrait-card ${typeClass}`;
if (idx === 0) card.classList.add('selected');
const hpPercent = entity.maxHp > 0 ? (entity.hp / entity.maxHp) * 100 : 100;
const hpClass = hpPercent > 60 ? 'high' : hpPercent > 30 ? 'medium' : '';
// v9.9: Companion-specific extra info
let extraInfo = '';
if (entity.type === 'companion') {
const bondLevel = entity.bond || 0;
const bondPercent = Math.min(100, bondLevel);
const personality = entity.personality && entity.personality.length > 0
? entity.personality[0]
: 'Loyal';
const generation = entity.generation || 1;
extraInfo = `
${personality}
Gen ${generation}
`;
}
// Create card structure (3D canvas will be prepended)
card.innerHTML = `
${entity.name}
${extraInfo}
`;
container.appendChild(card);
// Create 3D portrait renderer
this.createPortraitRenderer(entity, card);
// Click to select only this unit
card.addEventListener('click', (e) => {
e.stopPropagation();
// Play robot voice on selection
this.playRobotVoice('select');
if (e.shiftKey) {
this.removeFromSelection(entity);
} else {
this.setSelection([entity]);
if (entity.faction === 'hostile') {
worldState.interactTarget = entity.mesh;
}
}
});
});
// Start portrait animation loop
if (this.selectedUnits.length > 0 && !this.portraitAnimationFrame) {
this.animatePortraits(performance.now());
}
// If no units, show player by default
if (this.selectedUnits.length === 0 && worldState.player) {
this.clearSelection();
}
},
// Initialize the system
init() {
// Default to player selected
this.clearSelection();
// v9.8: Removed ready beep - was jarring on world load
console.log('🎯 RTSSelection: Multi-select system with 3D portraits initialized');
}
};
// v5.18: Robot Energy System
// v12.16: BATTERY RANGE TETHER - Battery determines exploration radius from landing site
// v12.17: UNIFIED BATTERY SYSTEM - HP + Power = Total Battery (inspired by Metroid energy tanks)
// v7.33: REBALANCED - Generous exploration, minimal annoyance, establishes mechanic without restricting play
let robotEnergy = {
current: 100,
max: 100,
drainRate: 0.005, // v7.33: REDUCED from 0.02 - very slow drain, not a nuisance
chargeRate: 8, // v7.33: INCREASED from 5 - faster recharge when at base
lowEnergyThreshold: 15, // v7.33: Lower threshold - less nagging
isCharging: false,
// v12.16: Range Tether System - battery = exploration radius
// v7.33: REBALANCED for generous exploration
rangePerEnergy: 4.0, // v7.33: INCREASED from 1.5 - each energy = 4 units (100 energy = 400 unit radius!)
baseRange: 80, // v7.33: INCREASED from 30 - large safe zone near ship
maxBonusRange: 0, // From upgrades/items
origin: null, // Landing position (set when entering world)
boundaryWarningZone: 0.94, // v7.33: INCREASED from 0.85 - only warn at 94% (very close to edge)
graceZone: 0.5, // v7.33: NEW - No drain within 50% of range (casual exploration is FREE)
// v12.17: UNIFIED BATTERY - HP and Power as one resource
// Battery splits into two logical segments:
// - Structural Integrity (HP): Damage drains this, robot dies at 0
// - Power Reserve: Abilities and movement drain this
unifiedMode: true, // Enable unified HP/Power battery
structuralRatio: 0.6, // 60% of battery = HP pool (60 of 100)
powerRatio: 0.4, // 40% of battery = Power pool (40 of 100)
structuralDamage: 0, // Accumulated structural damage
powerDrain: 0, // Accumulated power usage
criticalThreshold: 0.2, // Critical state below 20% structural
lowPowerThreshold: 0.25, // Low power warning at 25% power
regenRate: 1.5, // v7.33: INCREASED from 0.5 - faster power regen (1.5/sec)
lastCombatTime: 0, // Track combat for regen
combatRegenDelay: 3000 // v7.33: REDUCED from 5000 - 3 sec out of combat before power regen
};
// v12.16: BATTERY RANGE TETHER SYSTEM
// The robot's battery acts as an exploration boundary - further from ship = more energy drain
// v7.33: REBALANCED - Generous range, minimal warnings, establishes mechanic without restricting play
const BatteryRangeSystem = {
boundaryRing: null,
// v7.33: warningRing removed - single subtle indicator is enough
dangerPulse: 0,
lastWarningTime: 0,
isAtBoundary: false,
returnArrow: null,
// Calculate max exploration range based on current energy
getMaxRange() {
const baseRange = robotEnergy.baseRange;
const energyRange = robotEnergy.current * robotEnergy.rangePerEnergy;
const bonusRange = robotEnergy.maxBonusRange;
return baseRange + energyRange + bonusRange;
},
// Get distance from landing origin (squared) - v8.08: avoid sqrt when possible
getDistanceFromOriginSq() {
if (!robotEnergy.origin || !worldState.player) return 0;
const dx = worldState.player.position.x - robotEnergy.origin.x;
const dz = worldState.player.position.z - robotEnergy.origin.z;
return dx * dx + dz * dz;
},
// Get distance from landing origin - only call when actual distance needed
getDistanceFromOrigin() {
return Math.sqrt(this.getDistanceFromOriginSq());
},
// Get percentage of range used (0-1+) - v8.08: uses squared math internally
getRangeUsage() {
const maxRange = this.getMaxRange();
if (maxRange <= 0) return 1;
const maxRangeSq = maxRange * maxRange;
const distSq = this.getDistanceFromOriginSq();
// sqrt(distSq) / maxRange = sqrt(distSq / maxRangeSq)
return Math.sqrt(distSq / maxRangeSq);
},
// Check if a target position is within range - v8.08: uses squared distance
isPositionInRange(x, z) {
if (!robotEnergy.origin) return true;
const dx = x - robotEnergy.origin.x;
const dz = z - robotEnergy.origin.z;
const distSq = dx * dx + dz * dz;
const maxRange = this.getMaxRange();
return distSq <= maxRange * maxRange;
},
// Set origin when landing on planet
setOrigin(x, z) {
robotEnergy.origin = { x, z };
this.createBoundaryVisuals();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🔋 Battery Range: Origin set at (${x.toFixed(1)}, ${z.toFixed(1)}), max range: ${this.getMaxRange().toFixed(0)} units`);
},
// Create visual boundary indicators
// v7.33: Made much more subtle - visuals are hints, not warnings
createBoundaryVisuals() {
if (typeof THREE === 'undefined' || typeof scene === 'undefined') return;
// Remove old visuals
this.removeBoundaryVisuals();
// Outer boundary ring (hard limit) - v7.33: starts invisible, fades in when approaching
const maxRange = this.getMaxRange();
const ringGeo = new THREE.RingGeometry(maxRange - 1, maxRange + 1, 64);
const ringMat = new THREE.MeshBasicMaterial({
color: 0xffaa44, // v7.33: Softer orange, not alarming red
transparent: true,
opacity: 0, // v7.33: Starts invisible - fades in based on proximity
side: THREE.DoubleSide,
depthWrite: false
});
this.boundaryRing = new THREE.Mesh(ringGeo, ringMat);
this.boundaryRing.rotation.x = -Math.PI / 2;
this.boundaryRing.position.set(robotEnergy.origin.x, 0.5, robotEnergy.origin.z);
this.boundaryRing.name = 'batteryBoundaryRing';
scene.add(this.boundaryRing);
// v7.33: Warning ring removed - we only need one subtle indicator
// The boundary ring now handles all visual feedback with gradual opacity
// Return arrow indicator (hidden initially)
const arrowShape = new THREE.Shape();
arrowShape.moveTo(0, 2);
arrowShape.lineTo(1, 0);
arrowShape.lineTo(0.3, 0);
arrowShape.lineTo(0.3, -1.5);
arrowShape.lineTo(-0.3, -1.5);
arrowShape.lineTo(-0.3, 0);
arrowShape.lineTo(-1, 0);
arrowShape.lineTo(0, 2);
const arrowGeo = new THREE.ShapeGeometry(arrowShape);
const arrowMat = new THREE.MeshBasicMaterial({
color: 0x00ff88,
transparent: true,
opacity: 0,
side: THREE.DoubleSide,
depthWrite: false
});
this.returnArrow = new THREE.Mesh(arrowGeo, arrowMat);
this.returnArrow.rotation.x = -Math.PI / 2;
this.returnArrow.scale.set(3, 3, 3);
this.returnArrow.name = 'batteryReturnArrow';
scene.add(this.returnArrow);
},
removeBoundaryVisuals() {
if (typeof scene === 'undefined') return;
// v7.33: warningRing removed from system
[this.boundaryRing, this.returnArrow].forEach(mesh => {
if (mesh) {
scene.remove(mesh);
if (mesh.geometry) mesh.geometry.dispose();
if (mesh.material) mesh.material.dispose();
}
});
this.boundaryRing = null;
this.returnArrow = null;
},
// Update boundary visuals based on current energy
// v7.33: Simplified - only boundary ring, no warning ring
updateBoundaryVisuals() {
if (!robotEnergy.origin || !this.boundaryRing) return;
const maxRange = this.getMaxRange();
// Update boundary ring size
if (this.boundaryRing.geometry) this.boundaryRing.geometry.dispose();
this.boundaryRing.geometry = new THREE.RingGeometry(maxRange - 1, maxRange + 1, 64);
},
// Main update function - call each frame
// v7.33: REBALANCED - Much less intrusive, establishes mechanic without annoying players
update(dt, time) {
if (!robotEnergy.origin || mode !== 'world') return;
const usage = this.getRangeUsage();
const dist = this.getDistanceFromOrigin();
const maxRange = this.getMaxRange();
const graceZone = robotEnergy.graceZone || 0.5; // v7.33: No drain within grace zone
// Update danger pulse animation (slower, less frantic)
this.dangerPulse = (this.dangerPulse + dt * 1.5) % (Math.PI * 2);
// v7.33: Boundary ring only visible when beyond 70% of range (less visual clutter)
if (this.boundaryRing) {
if (usage < 0.7) {
// Hide ring when exploring casually
this.boundaryRing.material.opacity = 0;
} else if (usage < 0.9) {
// Subtle hint when getting further out
this.boundaryRing.material.opacity = (usage - 0.7) * 0.3;
this.boundaryRing.material.color.setHex(0xffaa44); // Soft orange
} else if (usage < 1.0) {
// More visible near edge
const pulseIntensity = Math.sin(this.dangerPulse) * 0.1;
this.boundaryRing.material.opacity = 0.2 + pulseIntensity;
this.boundaryRing.material.color.setHex(0xff6644);
} else {
// At boundary - visible but not overwhelming
this.boundaryRing.material.opacity = 0.35 + Math.sin(this.dangerPulse) * 0.15;
this.boundaryRing.material.color.setHex(0xff4422);
}
}
// v7.33: Warning zone feedback - MUCH less frequent, friendlier tone
if (usage >= robotEnergy.boundaryWarningZone && usage < 1.0) {
// Only warn once every 12 seconds, with friendlier message
if (time - this.lastWarningTime > 12000) {
const percentLeft = Math.round((1 - usage) * 100);
showNotification(`🔋 Approaching range limit (${percentLeft}% remaining)`, 'info');
// v7.33: No error sound - just info
this.lastWarningTime = time;
}
}
// At or beyond boundary
this.isAtBoundary = usage >= 1.0;
if (this.isAtBoundary) {
// Show return arrow pointing to origin (helpful, not punishing)
if (this.returnArrow && worldState.player) {
const toOrigin = Math.atan2(
robotEnergy.origin.x - worldState.player.position.x,
robotEnergy.origin.z - worldState.player.position.z
);
this.returnArrow.position.set(
worldState.player.position.x,
worldState.player.position.y + 3,
worldState.player.position.z
);
this.returnArrow.rotation.z = toOrigin;
this.returnArrow.material.opacity = 0.5 + Math.sin(this.dangerPulse) * 0.2;
}
// v7.33: Boundary warning - less frequent (every 8 seconds), friendlier
if (time - this.lastWarningTime > 8000) {
showNotification('🧭 You\'ve reached the exploration limit. Head back when ready!', 'warning');
// v7.33: Gentle audio cue only once
if (typeof AudioSystem !== 'undefined' && time - this.lastWarningTime > 15000) {
AudioSystem.error();
}
this.lastWarningTime = time;
}
} else {
// Hide return arrow when not at boundary
if (this.returnArrow) {
this.returnArrow.material.opacity = Math.max(0, this.returnArrow.material.opacity - dt * 2);
}
}
// v7.33: GRACE ZONE - No energy drain within first 50% of range (casual exploration is FREE!)
// Only drain energy when beyond grace zone, and at a very gentle rate
if (!robotEnergy.isCharging && usage > graceZone) {
// Calculate how far into the "drain zone" player is (0 at grace boundary, 1 at max range)
const drainZoneUsage = (usage - graceZone) / (1 - graceZone);
// v7.33: Much gentler drain - scales with distance but stays low
const extraDrain = drainZoneUsage * drainZoneUsage * robotEnergy.drainRate * 0.5;
robotEnergy.current = Math.max(0, robotEnergy.current - extraDrain * dt);
}
},
// Check if movement to target is allowed (for tryMovePlayer)
// v12.18: Now supports infinite exploration mode bypass
// v12.19: Removed invisible wall - entire map is now accessible
// When power runs out, player is teleported back to well (origin) instead of blocked
canMoveTo(targetX, targetZ) {
// v12.19: Always allow movement - no invisible walls
// Power depletion handling moved to update() which teleports back to origin
return { allowed: true };
},
// Upgrade range (from items, skills, battery upgrades)
addBonusRange(amount) {
robotEnergy.maxBonusRange += amount;
this.updateBoundaryVisuals();
showNotification(`🔋 RANGE UPGRADED: +${amount} exploration radius!`, 'success');
},
// Reset when leaving planet
reset() {
this.removeBoundaryVisuals();
robotEnergy.origin = null;
this.isAtBoundary = false;
this.lastWarningTime = 0;
}
};
// ============================================
// v12.17: UNIFIED BATTERY SYSTEM
// HP and Power/Mana as segments of total battery
// Inspired by Metroid energy tanks - one resource for everything
// ============================================
const UnifiedBatterySystem = {
// UI elements
batteryUI: null,
structuralBar: null,
powerBar: null,
batteryText: null,
// Visual state
lastDamageFlash: 0,
lastPowerFlash: 0,
criticalPulse: 0,
lowPowerPulse: 0,
// === CORE CALCULATIONS ===
// Get total structural capacity (HP pool)
getStructuralCapacity() {
return Math.floor(robotEnergy.max * robotEnergy.structuralRatio);
},
// Get total power capacity
getPowerCapacity() {
return Math.floor(robotEnergy.max * robotEnergy.powerRatio);
},
// Get current structural HP (HP pool minus damage taken)
getStructuralHP() {
const capacity = this.getStructuralCapacity();
return Math.max(0, capacity - robotEnergy.structuralDamage);
},
// Get structural HP as percentage (0-1)
getStructuralPercent() {
const capacity = this.getStructuralCapacity();
if (capacity <= 0) return 0;
return this.getStructuralHP() / capacity;
},
// Get current power reserve
getPowerReserve() {
const capacity = this.getPowerCapacity();
return Math.max(0, capacity - robotEnergy.powerDrain);
},
// Get power reserve as percentage (0-1)
getPowerPercent() {
const capacity = this.getPowerCapacity();
if (capacity <= 0) return 0;
return this.getPowerReserve() / capacity;
},
// Get effective battery level (structural + power remaining)
getEffectiveBattery() {
return this.getStructuralHP() + this.getPowerReserve();
},
// Get effective battery percentage
getEffectiveBatteryPercent() {
return this.getEffectiveBattery() / robotEnergy.max;
},
// === DAMAGE AND DRAIN ===
// Apply damage to structural portion (called from damagePlayer)
applyStructuralDamage(amount) {
if (!robotEnergy.unifiedMode) return amount;
const beforeHP = this.getStructuralHP();
robotEnergy.structuralDamage += amount;
const afterHP = this.getStructuralHP();
// Update effective battery
robotEnergy.current = this.getEffectiveBattery();
// Track combat time for regen delay
robotEnergy.lastCombatTime = performance.now();
// Flash effect
this.lastDamageFlash = performance.now();
// Check critical state
if (this.getStructuralPercent() <= robotEnergy.criticalThreshold) {
this.triggerCriticalWarning();
}
return beforeHP - afterHP; // Actual damage applied
},
// Drain power for abilities/actions
drainPower(amount) {
if (!robotEnergy.unifiedMode) return true;
const currentPower = this.getPowerReserve();
if (currentPower < amount) {
// Not enough power!
this.triggerLowPowerWarning();
return false;
}
robotEnergy.powerDrain += amount;
robotEnergy.current = this.getEffectiveBattery();
// Flash effect
this.lastPowerFlash = performance.now();
// Check low power
if (this.getPowerPercent() <= robotEnergy.lowPowerThreshold) {
this.triggerLowPowerWarning();
}
return true;
},
// Check if has enough power
hasPower(amount) {
if (!robotEnergy.unifiedMode) return true;
return this.getPowerReserve() >= amount;
},
// Heal structural damage
healStructural(amount) {
robotEnergy.structuralDamage = Math.max(0, robotEnergy.structuralDamage - amount);
robotEnergy.current = this.getEffectiveBattery();
},
// Restore power
restorePower(amount) {
robotEnergy.powerDrain = Math.max(0, robotEnergy.powerDrain - amount);
robotEnergy.current = this.getEffectiveBattery();
},
// Full battery recharge
fullRecharge() {
robotEnergy.structuralDamage = 0;
robotEnergy.powerDrain = 0;
robotEnergy.current = robotEnergy.max;
},
// === WARNINGS ===
triggerCriticalWarning() {
const now = performance.now();
if (now - this.lastCriticalWarning < 3000) return;
this.lastCriticalWarning = now;
showNotification('⚠️ CRITICAL: Structural integrity failing!', 'warning');
if (typeof AudioSystem !== 'undefined' && AudioSystem.alarm) {
AudioSystem.alarm();
}
},
triggerLowPowerWarning() {
const now = performance.now();
if (now - this.lastLowPowerWarning < 5000) return;
this.lastLowPowerWarning = now;
showNotification('🔋 LOW POWER: Abilities restricted!', 'warning');
},
lastCriticalWarning: 0,
lastLowPowerWarning: 0,
// === UPDATE LOOP ===
update(dt) {
if (!robotEnergy.unifiedMode) return;
const now = performance.now();
// v12.19: POWER SAP - Regenerate power when near friendly creeps or towers
const proxRegenRate = this.calculateProximityRegen();
if (proxRegenRate > 0 && robotEnergy.powerDrain > 0) {
robotEnergy.powerDrain = Math.max(0, robotEnergy.powerDrain - proxRegenRate * dt);
robotEnergy.current = this.getEffectiveBattery();
}
// Power regeneration (only out of combat) - base regen
if (now - robotEnergy.lastCombatTime > robotEnergy.combatRegenDelay) {
if (robotEnergy.powerDrain > 0) {
robotEnergy.powerDrain = Math.max(0, robotEnergy.powerDrain - robotEnergy.regenRate * dt);
robotEnergy.current = this.getEffectiveBattery();
}
}
// v12.19: POWER DEPLETION TELEPORT - When power runs out, return to well
if (this.getPowerReserve() <= 0 && !this._teleportingToWell) {
this.teleportToWell();
}
// Visual pulses
if (this.getStructuralPercent() <= robotEnergy.criticalThreshold) {
this.criticalPulse = (this.criticalPulse + dt * 3) % (Math.PI * 2);
}
if (this.getPowerPercent() <= robotEnergy.lowPowerThreshold) {
this.lowPowerPulse = (this.lowPowerPulse + dt * 2) % (Math.PI * 2);
}
// Sync with gameData.player.hp for compatibility
this.syncWithLegacyHP();
// Update UI
this.updateUI();
},
// v12.19: Calculate power regeneration from nearby friendly units
// The closer you are to friendly creeps/towers, the faster you regen
_lastProxRegenNotify: 0,
calculateProximityRegen() {
if (typeof worldState === 'undefined' || !worldState.player) return 0;
const playerPos = worldState.player.position;
let totalRegen = 0;
let nearbyFriendlies = 0;
const maxRange = 25; // Units within 25 units contribute to regen
const baseRegenPerUnit = 2.0; // Base regen per nearby friendly unit
// Check friendly creeps (team 'A' = explorer team)
// v7.80: distanceToSquared optimization - avoid sqrt in hot loop
// v8.08: forEach to for loop
const maxRangeSq = maxRange * maxRange;
if (typeof creepWaveState !== 'undefined' && creepWaveState.creeps) {
for (let i = 0; i < creepWaveState.creeps.length; i++) {
const creep = creepWaveState.creeps[i];
if (!creep || !creep.userData || !creep.position) continue;
if (creep.userData.team !== 'A') continue; // Only friendly creeps
const distSq = playerPos.distanceToSquared(creep.position);
if (distSq < maxRangeSq) {
// Closer = more regen (inverse distance scaling)
const dist = Math.sqrt(distSq); // v7.80: Only sqrt when inside range
const distFactor = 1 - (dist / maxRange);
totalRegen += baseRegenPerUnit * distFactor;
nearbyFriendlies++;
}
}
}
// Check friendly towers (team 'robot')
// v7.80: distanceToSquared optimization
// v8.08: forEach to for loop
const towerRangeSq = (maxRange * 1.5) * (maxRange * 1.5);
if (typeof laneSupportState !== 'undefined' && laneSupportState.laneTowers) {
for (let i = 0; i < laneSupportState.laneTowers.length; i++) {
const tower = laneSupportState.laneTowers[i];
if (!tower || !tower.active || !tower.mesh) continue;
if (tower.team !== 'robot') continue; // Only friendly towers
const distSq = playerPos.distanceToSquared(tower.mesh.position);
if (distSq < towerRangeSq) { // Towers have larger range
const dist = Math.sqrt(distSq); // v7.80: Only sqrt when inside range
const distFactor = 1 - (dist / (maxRange * 1.5));
totalRegen += baseRegenPerUnit * 2 * distFactor; // Towers give 2x regen
nearbyFriendlies++;
}
}
}
// Show notification when gaining power from allies (throttled)
const now = performance.now();
if (totalRegen > 0 && now - this._lastProxRegenNotify > 5000 && robotEnergy.powerDrain > 0) {
this._lastProxRegenNotify = now;
showNotification(`⚡ POWER SAP: Recharging from ${nearbyFriendlies} nearby allies!`, 'info');
}
return totalRegen;
},
// v12.19: Teleport player back to well (origin) when power depleted
_teleportingToWell: false,
teleportToWell() {
if (!robotEnergy.origin || !worldState.player) return;
this._teleportingToWell = true;
// Show dramatic notification
showNotification('⚡ POWER DEPLETED! Emergency recall to well...', 'warning');
if (typeof AudioSystem !== 'undefined' && AudioSystem.alarm) {
AudioSystem.alarm();
}
// Screen effect
if (typeof screenShake === 'function') screenShake(0.5);
if (typeof flashDamageOverlay === 'function') flashDamageOverlay();
// Teleport to origin (the "well")
worldState.player.position.set(robotEnergy.origin.x, 10, robotEnergy.origin.z);
// Restore power (but not structural HP - that's like death penalty)
robotEnergy.powerDrain = 0;
robotEnergy.current = this.getEffectiveBattery();
// Clear targets
worldState.target = null;
worldState.interactTarget = null;
// Visual effect at destination
if (typeof particles !== 'undefined') {
particles.emit(worldState.player.position, 30, 0x00ffff, { spread: 5, lifetime: 1000 });
}
if (typeof spawnFloater === 'function') {
spawnFloater(worldState.player.position, '🔋 RECHARGED!', '#00ffff');
}
// Reset flag after brief delay
setTimeout(() => {
this._teleportingToWell = false;
}, 1000);
console.log('⚡ Power depleted - teleported back to well at', robotEnergy.origin);
},
// === LEGACY SYNC ===
// Sync unified battery with gameData.player.hp for compatibility
syncWithLegacyHP() {
if (!robotEnergy.unifiedMode) return;
if (typeof gameData === 'undefined' || !gameData.player) return;
// Map structural HP to gameData.player.hp
const structuralPercent = this.getStructuralPercent();
gameData.player.hp = Math.floor(structuralPercent * gameData.player.maxHp);
},
// === UI ===
createUI() {
// Check if already exists
if (document.getElementById('unified-battery-container')) return;
const container = document.createElement('div');
container.id = 'unified-battery-container';
container.style.cssText = `
position: fixed;
top: 80px;
left: 20px;
width: 220px;
z-index: 1000;
font-family: 'Rajdhani', 'Orbitron', monospace;
pointer-events: none;
`;
container.innerHTML = `
🔋 UNIFIED BATTERY
100%
❤️ STRUCTURAL
⚡ POWER
`;
document.body.appendChild(container);
this.batteryUI = container;
this.structuralBar = document.getElementById('unified-structural-bar');
this.powerBar = document.getElementById('unified-power-bar');
this.batteryText = document.getElementById('unified-battery-text');
this.batteryPercent = document.getElementById('unified-battery-percent');
this.batteryStatus = document.getElementById('unified-battery-status');
},
updateUI() {
if (!this.batteryUI) this.createUI();
if (!robotEnergy.unifiedMode) {
if (this.batteryUI) this.batteryUI.style.display = 'none';
return;
}
this.batteryUI.style.display = 'block';
const structHP = this.getStructuralHP();
const structCap = this.getStructuralCapacity();
const structPct = this.getStructuralPercent();
const powerRes = this.getPowerReserve();
const powerCap = this.getPowerCapacity();
const powerPct = this.getPowerPercent();
const totalPct = this.getEffectiveBatteryPercent();
// Update bars
if (this.structuralBar) {
const structWidth = structPct * robotEnergy.structuralRatio * 100;
this.structuralBar.style.width = structWidth + '%';
// Critical pulse
if (structPct <= robotEnergy.criticalThreshold) {
const pulse = 0.5 + 0.5 * Math.sin(this.criticalPulse);
this.structuralBar.style.boxShadow = `0 0 ${10 + pulse * 15}px rgba(255,0,0,${0.5 + pulse * 0.5})`;
this.structuralBar.style.background = `linear-gradient(90deg, #ff0000 0%, #ff3300 100%)`;
} else {
this.structuralBar.style.background = `linear-gradient(90deg, #ff3344 0%, #ff6644 100%)`;
this.structuralBar.style.boxShadow = '0 0 10px rgba(255,50,50,0.5)';
}
}
if (this.powerBar) {
const powerWidth = powerPct * robotEnergy.powerRatio * 100;
this.powerBar.style.width = powerWidth + '%';
// Low power pulse
if (powerPct <= robotEnergy.lowPowerThreshold) {
const pulse = 0.5 + 0.5 * Math.sin(this.lowPowerPulse);
this.powerBar.style.opacity = 0.5 + pulse * 0.5;
} else {
this.powerBar.style.opacity = 1;
}
}
// Update text
if (this.batteryText) {
this.batteryText.textContent = `${Math.floor(structHP)} HP | ${Math.floor(powerRes)} PWR`;
}
if (this.batteryPercent) {
this.batteryPercent.textContent = Math.floor(totalPct * 100) + '%';
// Color based on state
if (structPct <= robotEnergy.criticalThreshold) {
this.batteryPercent.style.color = '#ff4444';
} else if (totalPct <= 0.5) {
this.batteryPercent.style.color = '#ffaa00';
} else {
this.batteryPercent.style.color = '#00ff88';
}
}
// Status text
if (this.batteryStatus) {
let status = '';
if (structPct <= robotEnergy.criticalThreshold) {
status = '⚠️ CRITICAL DAMAGE';
} else if (powerPct <= robotEnergy.lowPowerThreshold) {
status = '🔋 LOW POWER';
} else if (robotEnergy.isCharging) {
status = '⚡ CHARGING';
} else if (performance.now() - robotEnergy.lastCombatTime < robotEnergy.combatRegenDelay) {
status = '⚔️ COMBAT MODE';
}
this.batteryStatus.textContent = status;
this.batteryStatus.style.color = structPct <= robotEnergy.criticalThreshold ? '#ff4444' : '#88ff88';
}
},
// Hide UI when not on planet
hideUI() {
if (this.batteryUI) {
this.batteryUI.style.display = 'none';
}
},
// Reset for new planet
reset() {
robotEnergy.structuralDamage = 0;
robotEnergy.powerDrain = 0;
robotEnergy.current = robotEnergy.max;
robotEnergy.lastCombatTime = 0;
}
};
// ============================================
// v12.17: BATTERY CORE SYSTEM - Permanent Progression
// NEVER resets even on prestige - eternal growth
// ============================================
const BatteryCoreSystem = {
getXPForLevel(level) { return Math.floor(100 * Math.pow(1.15, level - 1)); },
CAPACITY_PER_LEVEL: 2,
EFFICIENCY_PER_LEVEL: 0.5,
REGEN_PER_LEVEL: 0.02,
MILESTONES: {
5: { name: 'Energy Initiate', capacityBonus: 10, perk: 'Power costs -5%' },
10: { name: 'Power Adept', capacityBonus: 25, perk: 'Structural +10%' },
25: { name: 'Core Specialist', capacityBonus: 50, perk: 'Regen doubled' },
50: { name: 'Energy Master', capacityBonus: 100, perk: 'Critical -5%' },
100: { name: 'BATTERY ASCENDANT', capacityBonus: 200, perk: 'All bonuses 2x' }
},
getCore() {
if (typeof gameData === 'undefined') return this.getDefaultCore();
if (!gameData.batteryCore) gameData.batteryCore = this.getDefaultCore();
return gameData.batteryCore;
},
getDefaultCore() {
return { level: 1, xp: 0, totalXP: 0, capacityBonus: 0, efficiencyBonus: 0, regenBonus: 0,
milestones: { level5: false, level10: false, level25: false, level50: false, level100: false } };
},
getTotalCapacityBonus() {
const core = this.getCore();
let bonus = core.level * this.CAPACITY_PER_LEVEL;
for (const [lvl, m] of Object.entries(this.MILESTONES)) { if (core.level >= parseInt(lvl)) bonus += m.capacityBonus; }
if (core.milestones.level100) bonus *= 2;
return bonus;
},
getEfficiencyMultiplier() {
const core = this.getCore();
let eff = 1.0 - (core.level * this.EFFICIENCY_PER_LEVEL / 100);
if (core.milestones.level5) eff -= 0.05;
if (core.milestones.level100) eff = 1.0 - ((1.0 - eff) * 2);
return Math.max(0.5, eff);
},
getRegenBonus() {
const core = this.getCore();
let regen = core.level * this.REGEN_PER_LEVEL;
if (core.milestones.level25) regen *= 2;
if (core.milestones.level100) regen *= 2;
return regen;
},
getStructuralMultiplier() {
const core = this.getCore();
let mult = 1.0;
if (core.milestones.level10) mult += 0.10;
if (core.milestones.level100) mult += 0.10;
return mult;
},
awardXP(amount, source) {
if (typeof gameData === 'undefined') return;
const core = this.getCore();
const prestigeMult = gameData.prestige?.bonuses?.xpMultiplier || 1.0;
const xpGained = Math.floor(amount * prestigeMult);
core.xp += xpGained;
core.totalXP += xpGained;
this.checkLevelUp();
if (xpGained >= 5 && worldState.player) spawnFloater(worldState.player.position, '⚡+' + xpGained + ' Core', '#00ffaa');
},
checkLevelUp() {
const core = this.getCore();
let leveledUp = false;
while (core.xp >= this.getXPForLevel(core.level)) {
core.xp -= this.getXPForLevel(core.level);
core.level++;
leveledUp = true;
core.capacityBonus = this.getTotalCapacityBonus();
core.efficiencyBonus = (1.0 - this.getEfficiencyMultiplier()) * 100;
core.regenBonus = this.getRegenBonus();
this.checkMilestones();
}
if (leveledUp) { this.onLevelUp(core.level); this.applyToRobotEnergy(); saveGameData(); }
return leveledUp;
},
checkMilestones() {
const core = this.getCore();
for (const [lvl, m] of Object.entries(this.MILESTONES)) {
const key = 'level' + lvl;
if (core.level >= parseInt(lvl) && !core.milestones[key]) {
core.milestones[key] = true;
this.onMilestoneUnlock(parseInt(lvl), m);
}
}
},
onLevelUp(newLevel) {
showNotification('🔋 BATTERY CORE LV' + newLevel + '! (+' + this.getTotalCapacityBonus() + ' capacity)', 'success');
AudioSystem.levelUp();
if (worldState.player) {
if (typeof particles !== 'undefined' && particles) particles.emit(worldState.player.position, 30, 0x00ffaa, { spread: 5, lifetime: 1500 });
spawnFloater(worldState.player.position, '⚡ CORE LV' + newLevel + '!', '#00ffaa');
}
screenShake(0.3);
},
onMilestoneUnlock(level, milestone) {
showNotification('🏆 ' + milestone.name + '! ' + milestone.perk, 'success');
if (worldState.player && typeof particles !== 'undefined' && particles) particles.emit(worldState.player.position, 50, 0xffaa00, { spread: 8, lifetime: 2000 });
AudioSystem.levelUp();
},
applyToRobotEnergy() {
robotEnergy.max = 100 + this.getTotalCapacityBonus();
robotEnergy.regenRate = 0.5 + this.getRegenBonus();
if (this.getCore().milestones.level50) robotEnergy.criticalThreshold = 0.15;
},
XP_VALUES: { killMob: 3, killElite: 10, killBoss: 50, useAbility: 1, takeDamage: 0.5, visitPlanet: 10, discoverPOI: 5, exploreNewTile: 0.5, mineOre: 1, chopTree: 1, catchFish: 2, craftItem: 3, cookFood: 2, achievementUnlock: 25, dailyChallengeComplete: 50, surviveWave: 5 },
getLevelProgress() { const core = this.getCore(); return core.xp / this.getXPForLevel(core.level); },
getDisplayStats() {
const core = this.getCore();
return { level: core.level, xp: core.xp, xpRequired: this.getXPForLevel(core.level), totalXP: core.totalXP, capacityBonus: this.getTotalCapacityBonus(), efficiencyPercent: Math.round((1.0 - this.getEfficiencyMultiplier()) * 100), regenBonus: this.getRegenBonus().toFixed(2), nextMilestone: this.getNextMilestone() };
},
getNextMilestone() { const core = this.getCore(); for (const lvl of [5, 10, 25, 50, 100]) { if (core.level < lvl) return lvl; } return null; },
init() { this.applyToRobotEnergy(); }
};
// ============================================
// v12.18: PROCEDURAL INFINITE WORLD SYSTEM
// Helldivers-style chunk-based procedural generation
// Generates unique terrain, structures, and encounters as player explores
// ============================================
const ProceduralWorldSystem = {
// Chunk configuration
CHUNK_SIZE: 50, // 50x50 units per chunk
TILE_SIZE: 1.0, // Same as CONFIG.TILE_SIZE
// v10.11: Increased load radius to prevent void when moving fast in MAKO
LOAD_RADIUS: 6, // Load chunks within 6 chunk radius (13x13 = 169 chunks, 650 units)
UNLOAD_RADIUS: 8, // Unload chunks beyond 8 chunk radius
// State
enabled: false,
chunks: new Map(), // "cx,cz" -> chunk data
loadedChunks: new Set(), // Currently rendered chunk keys
chunkMeshes: new Map(), // "cx,cz" -> Three.js group
worldSeed: 0, // Global seed for this planet
biome: null,
// Performance
lastUpdateTime: 0,
UPDATE_INTERVAL: 100, // v10.11: Check every 100ms (was 200ms) for faster response
chunksLoadedThisFrame: 0,
MAX_CHUNKS_PER_FRAME: 6, // v10.11: Increased from 2 to keep up with fast movement
// ==========================================
// HELLDIVERS-STYLE STRUCTURE TEMPLATES
// Pre-designed structures that spawn in chunks
// ==========================================
STRUCTURE_TEMPLATES: {
// Enemy Outpost - fortified position with guards
enemy_outpost: {
name: 'Enemy Outpost',
rarity: 0.15,
minDistance: 3, // Min chunks from origin
size: { x: 12, z: 12 },
mobCount: { min: 3, max: 6 },
hasElite: true,
loot: ['Ore', 'Ore', 'Gold Nugget'],
build: function(cx, cz, rng, biome) {
const structures = [];
const centerX = cx * 50 + 25;
const centerZ = cz * 50 + 25;
// Walls
for (let i = 0; i < 4; i++) {
const angle = (i / 4) * Math.PI * 2;
structures.push({
type: 'wall',
x: centerX + Math.cos(angle) * 5,
z: centerZ + Math.sin(angle) * 5,
rotation: angle
});
}
// Central tower
structures.push({ type: 'tower', x: centerX, z: centerZ, height: 8 });
// Guard positions
for (let i = 0; i < 3 + Math.floor(rng.next() * 3); i++) {
const angle = rng.next() * Math.PI * 2;
const dist = 3 + rng.next() * 4;
structures.push({
type: 'mob_spawn',
x: centerX + Math.cos(angle) * dist,
z: centerZ + Math.sin(angle) * dist,
isElite: i === 0 && rng.next() > 0.5
});
}
// Loot chest
structures.push({ type: 'loot_chest', x: centerX + 2, z: centerZ, tier: 2 });
return structures;
}
},
// Ancient Ruins - mysterious structures with lore
ancient_ruins: {
name: 'Ancient Ruins',
rarity: 0.08,
minDistance: 4,
size: { x: 20, z: 20 },
mobCount: { min: 0, max: 2 },
hasElite: false,
loot: ['Ancient Relic', 'Enchant Shard'],
build: function(cx, cz, rng, biome) {
const structures = [];
const centerX = cx * 50 + 25;
const centerZ = cz * 50 + 25;
// Ruined columns in circle
const columnCount = 6 + Math.floor(rng.next() * 4);
for (let i = 0; i < columnCount; i++) {
const angle = (i / columnCount) * Math.PI * 2;
const dist = 6 + rng.next() * 2;
const height = 3 + rng.next() * 5;
const broken = rng.next() > 0.4;
structures.push({
type: 'pillar',
x: centerX + Math.cos(angle) * dist,
z: centerZ + Math.sin(angle) * dist,
height: broken ? height * 0.5 : height,
broken: broken
});
}
// Central altar
structures.push({ type: 'altar', x: centerX, z: centerZ });
// Scattered debris
for (let i = 0; i < 8; i++) {
structures.push({
type: 'debris',
x: centerX + (rng.next() - 0.5) * 16,
z: centerZ + (rng.next() - 0.5) * 16
});
}
// Lore tablet
structures.push({ type: 'lore_tablet', x: centerX - 3, z: centerZ });
return structures;
}
},
// Crashed Ship - salvageable wreckage
crashed_ship: {
name: 'Crashed Vessel',
rarity: 0.05,
minDistance: 5,
size: { x: 25, z: 15 },
mobCount: { min: 2, max: 4 },
hasElite: true,
loot: ['Tech Component', 'Energy Cell', 'Rare Alloy'],
build: function(cx, cz, rng, biome) {
const structures = [];
const centerX = cx * 50 + 25;
const centerZ = cz * 50 + 25;
const rotation = rng.next() * Math.PI * 2;
// Main hull
structures.push({
type: 'ship_hull',
x: centerX,
z: centerZ,
rotation: rotation,
size: 12
});
// Wing fragments
structures.push({
type: 'ship_wing',
x: centerX + Math.cos(rotation + 1.5) * 8,
z: centerZ + Math.sin(rotation + 1.5) * 8,
rotation: rotation + rng.next() * 0.5
});
// Debris field
for (let i = 0; i < 12; i++) {
structures.push({
type: 'metal_debris',
x: centerX + (rng.next() - 0.5) * 20,
z: centerZ + (rng.next() - 0.5) * 12
});
}
// Impact crater
structures.push({
type: 'crater',
x: centerX + Math.cos(rotation) * 5,
z: centerZ + Math.sin(rotation) * 5,
radius: 4
});
// Salvage points
for (let i = 0; i < 3; i++) {
structures.push({
type: 'salvage_point',
x: centerX + (rng.next() - 0.5) * 15,
z: centerZ + (rng.next() - 0.5) * 10,
tier: 2 + Math.floor(rng.next() * 2)
});
}
return structures;
}
},
// Resource Cache - guarded supply depot
resource_cache: {
name: 'Supply Cache',
rarity: 0.20,
minDistance: 1,
size: { x: 8, z: 8 },
mobCount: { min: 1, max: 3 },
hasElite: false,
loot: ['Ore', 'Log', 'Raw Fish', 'Gold Nugget'],
build: function(cx, cz, rng, biome) {
const structures = [];
const centerX = cx * 50 + 25;
const centerZ = cz * 50 + 25;
// Storage containers
for (let i = 0; i < 4; i++) {
structures.push({
type: 'container',
x: centerX + (i % 2) * 3 - 1.5,
z: centerZ + Math.floor(i / 2) * 3 - 1.5
});
}
// Guard
structures.push({
type: 'mob_spawn',
x: centerX + 4,
z: centerZ,
isElite: false
});
// Main loot
structures.push({ type: 'loot_chest', x: centerX, z: centerZ, tier: 1 });
return structures;
}
},
// Monster Den - dangerous but rewarding
monster_den: {
name: 'Monster Den',
rarity: 0.10,
minDistance: 4,
size: { x: 15, z: 15 },
mobCount: { min: 5, max: 8 },
hasElite: true,
loot: ['Monster Fang', 'Beast Hide', 'Rare Gem'],
build: function(cx, cz, rng, biome) {
const structures = [];
const centerX = cx * 50 + 25;
const centerZ = cz * 50 + 25;
// Cave entrance
structures.push({ type: 'cave_entrance', x: centerX, z: centerZ });
// Bones scattered around
for (let i = 0; i < 6; i++) {
structures.push({
type: 'bones',
x: centerX + (rng.next() - 0.5) * 12,
z: centerZ + (rng.next() - 0.5) * 12
});
}
// Many monsters
for (let i = 0; i < 5 + Math.floor(rng.next() * 3); i++) {
const angle = rng.next() * Math.PI * 2;
const dist = 2 + rng.next() * 5;
structures.push({
type: 'mob_spawn',
x: centerX + Math.cos(angle) * dist,
z: centerZ + Math.sin(angle) * dist,
isElite: i === 0,
isBoss: i === 0 && rng.next() > 0.7
});
}
// Treasure in back
structures.push({ type: 'loot_chest', x: centerX, z: centerZ - 3, tier: 3 });
return structures;
}
},
// Merchant Camp - safe area with trading
merchant_camp: {
name: 'Traveler Camp',
rarity: 0.03,
minDistance: 6,
size: { x: 10, z: 10 },
mobCount: { min: 0, max: 0 },
hasElite: false,
loot: [],
build: function(cx, cz, rng, biome) {
const structures = [];
const centerX = cx * 50 + 25;
const centerZ = cz * 50 + 25;
// Tent
structures.push({ type: 'tent', x: centerX, z: centerZ });
// Campfire
structures.push({ type: 'campfire', x: centerX - 3, z: centerZ + 2 });
// Trading post
structures.push({ type: 'trade_post', x: centerX + 2, z: centerZ - 1 });
// Healing station
structures.push({ type: 'heal_point', x: centerX - 2, z: centerZ - 2 });
return structures;
}
}
},
// ==========================================
// CORE FUNCTIONS
// ==========================================
// Initialize for a planet
init(civ, biome) {
this.enabled = true;
this.worldSeed = this.hashString(civ.name + civ.id);
// v10.10: Store biome name (key) for BIOMES lookup, not the full object
// biome can be either a string key ('Desert') or full object ({sky:..., ground:..., name:'Desert'})
if (typeof biome === 'object' && biome !== null) {
// Find the BIOMES key that matches this object
this.biome = Object.keys(BIOMES).find(k => BIOMES[k] === biome) || biome.name || 'Terra';
this.biomeData = biome; // Also store the full biome data for direct access
} else {
this.biome = biome || 'Terra';
this.biomeData = BIOMES[this.biome] || BIOMES.Terra;
}
this.chunks.clear();
this.loadedChunks.clear();
this.chunkMeshes.clear();
this.chunksLoadedThisFrame = 0;
console.log('[ProceduralWorld] Initialized with seed:', this.worldSeed, 'biome:', this.biome);
},
// Hash string to number for seeding
hashString(str) {
let hash = 0;
for (let i = 0; i < str.length; i++) {
hash = ((hash << 5) - hash) + str.charCodeAt(i);
hash |= 0;
}
return Math.abs(hash);
},
// Seeded random for chunk
seededRandom(cx, cz, offset = 0) {
const seed = this.worldSeed + cx * 73856093 + cz * 19349663 + offset;
const x = Math.sin(seed) * 10000;
return x - Math.floor(x);
},
// SeededRNG class for consistent generation
createChunkRNG(cx, cz) {
const seed = this.worldSeed + cx * 73856093 + cz * 19349663;
return {
seed: seed,
current: seed,
next() {
this.current = (this.current * 1103515245 + 12345) & 0x7fffffff;
return this.current / 0x7fffffff;
}
};
},
// Get chunk coordinates from world position
getChunkCoords(worldX, worldZ) {
return {
cx: Math.floor(worldX / this.CHUNK_SIZE),
cz: Math.floor(worldZ / this.CHUNK_SIZE)
};
},
// Get chunk key from coordinates
getChunkKey(cx, cz) {
return cx + ',' + cz;
},
// Calculate distance squared from origin in chunks - v8.08: avoid sqrt where possible
getChunkDistanceSq(cx, cz) {
return cx * cx + cz * cz;
},
// Calculate distance from origin in chunks (only when actual distance needed)
getChunkDistance(cx, cz) {
return Math.sqrt(this.getChunkDistanceSq(cx, cz));
},
// ==========================================
// CHUNK GENERATION
// ==========================================
// Generate terrain data for a chunk
// v10.14: Fixed terrain heights and water to be sparse pond-like features
generateChunkTerrain(cx, cz) {
const rng = this.createChunkRNG(cx, cz);
const terrainData = [];
const startX = cx * this.CHUNK_SIZE;
const startZ = cz * this.CHUNK_SIZE;
for (let lx = 0; lx < this.CHUNK_SIZE; lx++) {
for (let lz = 0; lz < this.CHUNK_SIZE; lz++) {
const worldX = startX + lx;
const worldZ = startZ + lz;
// v10.16: NO water tiles in terrain - water effect is player-centered only
const isWater = false;
// Ground is always flat at Y=-0.5 (top surface at Y=0)
const realY = -0.5;
terrainData.push({
lx, lz, worldX, worldZ,
height: isWater ? 0 : 1,
realY,
isWater
});
}
}
return terrainData;
},
// Select structure for chunk based on distance and rarity
selectStructure(cx, cz) {
const rng = this.createChunkRNG(cx, cz);
const distance = this.getChunkDistance(cx, cz);
// Origin chunk (0,0) is always safe spawn area
if (cx === 0 && cz === 0) return null;
// Check each structure type
const candidates = [];
for (const [key, template] of Object.entries(this.STRUCTURE_TEMPLATES)) {
if (distance >= template.minDistance) {
// Roll for this structure
const roll = this.seededRandom(cx, cz, key.length);
if (roll < template.rarity) {
candidates.push({ key, template, roll });
}
}
}
// Select highest priority (rarest that rolled)
if (candidates.length > 0) {
candidates.sort((a, b) => a.roll - b.roll);
return candidates[0];
}
return null;
},
// Generate a complete chunk
generateChunk(cx, cz) {
const key = this.getChunkKey(cx, cz);
if (this.chunks.has(key)) return this.chunks.get(key);
const rng = this.createChunkRNG(cx, cz);
const chunk = {
cx, cz, key,
terrain: this.generateChunkTerrain(cx, cz),
structure: this.selectStructure(cx, cz),
props: [],
mobs: [],
loaded: false,
generated: true
};
// Generate random props (trees, rocks)
// v12.26: Increased density to 8% (was 3%) - 8-Agent Consensus
const propDensity = 0.08;
for (const tile of chunk.terrain) {
if (!tile.isWater && rng.next() < propDensity) {
chunk.props.push({
type: rng.next() > 0.5 ? 'tree' : 'rock',
x: tile.worldX,
z: tile.worldZ,
y: tile.realY + 0.5
});
}
}
// Add structure elements
if (chunk.structure) {
const structData = chunk.structure.template.build(cx, cz, rng, this.biome);
chunk.structureData = structData;
}
this.chunks.set(key, chunk);
return chunk;
},
// ==========================================
// CHUNK RENDERING
// ==========================================
// Load chunk into scene
loadChunk(cx, cz) {
const key = this.getChunkKey(cx, cz);
if (this.loadedChunks.has(key)) return;
if (this.chunksLoadedThisFrame >= this.MAX_CHUNKS_PER_FRAME) return;
const chunk = this.generateChunk(cx, cz);
if (!chunk) return;
const group = new THREE.Group();
group.name = 'chunk_' + key;
// Create terrain mesh (instanced for performance)
const groundGeo = new THREE.BoxGeometry(1, 1, 1);
// v10.10: Use stored biomeData directly, fall back to BIOMES lookup
const biomeData = this.biomeData || (typeof BIOMES !== 'undefined' ? (BIOMES[this.biome] || BIOMES.Terra) : { ground: 0x4a7c3f });
const groundMat = new THREE.MeshLambertMaterial({
color: biomeData.ground || 0x4a7c3f
});
// v10.10: Use biome-specific water color
const waterMat = new THREE.MeshLambertMaterial({
color: biomeData.water || 0x3388ff,
transparent: true,
opacity: 0.7
});
let groundCount = 0, waterCount = 0;
for (const tile of chunk.terrain) {
if (tile.isWater) waterCount++;
else groundCount++;
}
const groundInstanced = new THREE.InstancedMesh(groundGeo, groundMat, Math.max(1, groundCount));
const waterInstanced = new THREE.InstancedMesh(groundGeo, waterMat, Math.max(1, waterCount));
let gi = 0, wi = 0;
const matrix = new THREE.Matrix4();
for (const tile of chunk.terrain) {
matrix.setPosition(tile.worldX, tile.realY, tile.worldZ);
if (tile.isWater) {
waterInstanced.setMatrixAt(wi++, matrix);
} else {
groundInstanced.setMatrixAt(gi++, matrix);
}
}
groundInstanced.instanceMatrix.needsUpdate = true;
waterInstanced.instanceMatrix.needsUpdate = true;
group.add(groundInstanced);
if (waterCount > 0) group.add(waterInstanced);
// Add props (trees, rocks)
for (const prop of chunk.props) {
const propMesh = this.createPropMesh(prop);
if (propMesh) group.add(propMesh);
}
// Add structure
if (chunk.structureData) {
for (const element of chunk.structureData) {
const structMesh = this.createStructureMesh(element, chunk.structure.template);
if (structMesh) group.add(structMesh);
}
// Show discovery notification on first load
if (!chunk.discovered) {
chunk.discovered = true;
setTimeout(() => {
showNotification('🗺️ Discovered: ' + chunk.structure.template.name, 'info');
}, 500);
}
}
scene.add(group);
this.chunkMeshes.set(key, group);
this.loadedChunks.add(key);
chunk.loaded = true;
this.chunksLoadedThisFrame++;
},
// Create prop mesh - v10.10: Rich tree variety matching main createProp system
createPropMesh(prop) {
if (prop.type === 'tree') {
const group = new THREE.Group();
// Deterministic seed based on world position
const seed = Math.abs(prop.x * 73856093 ^ prop.z * 19349663) % 1000000;
const rng = {
val: seed,
next() { this.val = (this.val * 9301 + 49297) % 233280; return this.val / 233280; }
};
// Biome-specific colors
const biomeName = this.biome || 'Terra';
const TREE_COLORS = {
Terra: { trunk: 0x8B4513, leaf: 0x228B22, leafAlt: 0x2E8B57 },
Desert: { trunk: 0xA0522D, leaf: 0x9ACD32, leafAlt: 0x6B8E23 },
Ice: { trunk: 0x708090, leaf: 0x87CEEB, leafAlt: 0xADD8E6 },
Volcanic: { trunk: 0x2F2F2F, leaf: 0xFF4500, leafAlt: 0xFF6347 },
Alien: { trunk: 0x8B008B, leaf: 0xFF00FF, leafAlt: 0x9400D3 },
Ocean: { trunk: 0x5F9EA0, leaf: 0x00CED1, leafAlt: 0x20B2AA },
Swamp: { trunk: 0x556B2F, leaf: 0x6B8E23, leafAlt: 0x808000 },
Crystal: { trunk: 0x4169E1, leaf: 0x00FFFF, leafAlt: 0x7FFFD4 },
Factory: { trunk: 0x555555, leaf: 0x666677, leafAlt: 0x556666 }
};
const colors = TREE_COLORS[biomeName] || TREE_COLORS.Terra;
const scale = 0.7 + rng.next() * 0.6;
// Get trunk and leaf materials (use MinecraftTextures if available)
const getTrunkMat = () => {
if (typeof MinecraftTextures !== 'undefined' && MinecraftTextures.createWoodMaterial) {
return MinecraftTextures.createWoodMaterial(colors.trunk, seed);
}
return new THREE.MeshLambertMaterial({ color: colors.trunk });
};
const getLeafMat = (color) => {
if (typeof MinecraftTextures !== 'undefined' && MinecraftTextures.createLeafMaterial) {
return MinecraftTextures.createLeafMaterial(color, seed + 100);
}
return new THREE.MeshLambertMaterial({ color: color });
};
// Tree style distribution by biome (weighted thresholds)
const BIOME_TREE_DIST = {
Terra: [0.25, 0.50, 0.70, 0.85, 1.0], // balanced variety
Desert: [0.10, 0.25, 0.35, 0.55, 1.0], // more tall sparse trees
Ice: [0.10, 0.25, 0.70, 0.85, 1.0], // heavy pine (30%+)
Volcanic: [0.05, 0.20, 0.35, 0.55, 1.0], // sparse twisted
Alien: [0.20, 0.45, 0.60, 0.80, 1.0], // more variety
Ocean: [0.15, 0.40, 0.55, 0.80, 1.0], // kelp-like
Swamp: [0.10, 0.30, 0.45, 0.75, 1.0], // more bushy mangroves
Crystal: [0.15, 0.40, 0.55, 0.75, 1.0], // geometric
Factory: [0.05, 0.20, 0.40, 0.70, 1.0] // sparse industrial
};
const dist = BIOME_TREE_DIST[biomeName] || BIOME_TREE_DIST.Terra;
const roll = rng.next();
let treeStyle = 4; // Default to tall
for (let i = 0; i < dist.length; i++) {
if (roll < dist[i]) { treeStyle = i; break; }
}
let treeName = 'Tree';
const trunkMat = getTrunkMat();
if (treeStyle === 0) {
// Style 0: Multi-branch organic tree (simplified L-system look)
// Main trunk
const trunkGeo = new THREE.CylinderGeometry(0.12 * scale, 0.22 * scale, 2 * scale, 6);
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.position.y = scale;
trunk.castShadow = true;
group.add(trunk);
// Branch cluster foliage with multiple overlapping spheres
const foliageMat = getLeafMat(colors.leaf);
const foliageMat2 = getLeafMat(colors.leafAlt);
// Main canopy
const mainFoliage = new THREE.Mesh(
new THREE.SphereGeometry(0.9 * scale, 8, 6),
foliageMat
);
mainFoliage.position.y = 2.3 * scale;
mainFoliage.castShadow = true;
group.add(mainFoliage);
// Side branches (3-4 smaller spheres)
const branchCount = 3 + Math.floor(rng.next() * 2);
for (let i = 0; i < branchCount; i++) {
const angle = (i / branchCount) * Math.PI * 2 + rng.next() * 0.5;
const dist = 0.5 + rng.next() * 0.3;
const bGeo = new THREE.SphereGeometry((0.4 + rng.next() * 0.3) * scale, 6, 5);
const branch = new THREE.Mesh(bGeo, i % 2 === 0 ? foliageMat : foliageMat2);
branch.position.set(
Math.cos(angle) * dist * scale,
(1.8 + rng.next() * 0.8) * scale,
Math.sin(angle) * dist * scale
);
branch.castShadow = true;
group.add(branch);
}
treeName = 'Oak Tree';
}
else if (treeStyle === 1) {
// Style 1: Round sphere-top tree
const trunkGeo = new THREE.CylinderGeometry(0.15 * scale, 0.25 * scale, 2 * scale, 6);
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.position.y = scale;
trunk.castShadow = true;
group.add(trunk);
const foliageGeo = new THREE.SphereGeometry(0.85 * scale, 8, 6);
const foliage = new THREE.Mesh(foliageGeo, getLeafMat(colors.leaf));
foliage.position.y = 2.3 * scale;
foliage.castShadow = true;
group.add(foliage);
treeName = 'Round Tree';
}
else if (treeStyle === 2) {
// Style 2: Pine/Cone tree with stacked layers
const trunkGeo = new THREE.CylinderGeometry(0.1 * scale, 0.2 * scale, 1.8 * scale, 6);
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.position.y = 0.9 * scale;
trunk.castShadow = true;
group.add(trunk);
// Stacked cones for classic pine look
const layers = 3 + Math.floor(rng.next() * 2);
for (let i = 0; i < layers; i++) {
const coneScale = 1 - i * 0.2;
const coneGeo = new THREE.ConeGeometry(0.75 * scale * coneScale, 1.1 * scale * coneScale, 8);
const coneMat = getLeafMat(i % 2 === 0 ? colors.leaf : colors.leafAlt);
const cone = new THREE.Mesh(coneGeo, coneMat);
cone.position.y = (1.6 + i * 0.6) * scale;
cone.castShadow = true;
group.add(cone);
}
treeName = 'Pine Tree';
}
else if (treeStyle === 3) {
// Style 3: Multi-sphere cluster tree (bushy)
const trunkGeo = new THREE.CylinderGeometry(0.12 * scale, 0.2 * scale, 1.8 * scale, 5);
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.position.y = 0.9 * scale;
trunk.castShadow = true;
group.add(trunk);
// Multiple spheres for bushy canopy
const spherePositions = [
{ x: 0, y: 2.2, z: 0, r: 0.65 },
{ x: 0.4, y: 1.9, z: 0.3, r: 0.45 },
{ x: -0.35, y: 2.0, z: 0.4, r: 0.4 },
{ x: 0.2, y: 2.45, z: -0.3, r: 0.35 },
{ x: -0.4, y: 1.85, z: -0.25, r: 0.42 }
];
spherePositions.forEach((pos, idx) => {
const sGeo = new THREE.SphereGeometry(pos.r * scale, 6, 5);
const sMat = getLeafMat(idx % 2 === 0 ? colors.leaf : colors.leafAlt);
const sphere = new THREE.Mesh(sGeo, sMat);
sphere.position.set(pos.x * scale, pos.y * scale, pos.z * scale);
sphere.castShadow = true;
group.add(sphere);
});
treeName = 'Bushy Tree';
}
else {
// Style 4: Tall thin tree (birch/aspen style)
const trunkGeo = new THREE.CylinderGeometry(0.08 * scale, 0.14 * scale, 3.2 * scale, 6);
// Use pale birch color for trunk
const birchMat = (typeof MinecraftTextures !== 'undefined' && MinecraftTextures.createWoodMaterial)
? MinecraftTextures.createWoodMaterial(0xDDDDCC, seed)
: new THREE.MeshLambertMaterial({ color: 0xDDDDCC });
const trunk = new THREE.Mesh(trunkGeo, birchMat);
trunk.position.y = 1.6 * scale;
trunk.castShadow = true;
group.add(trunk);
// Elongated ellipsoid foliage
const foliageGeo = new THREE.SphereGeometry(0.5 * scale, 8, 6);
foliageGeo.scale(1, 1.9, 1);
const foliage = new THREE.Mesh(foliageGeo, getLeafMat(colors.leaf));
foliage.position.y = 3.4 * scale;
foliage.castShadow = true;
group.add(foliage);
// Secondary smaller foliage cluster
const foliage2Geo = new THREE.SphereGeometry(0.35 * scale, 6, 5);
const foliage2 = new THREE.Mesh(foliage2Geo, getLeafMat(colors.leafAlt));
foliage2.position.set(0.2 * scale, 2.7 * scale, 0.1 * scale);
foliage2.castShadow = true;
group.add(foliage2);
treeName = 'Tall Tree';
}
group.position.set(prop.x, prop.y, prop.z);
group.rotation.y = rng.next() * Math.PI * 2; // Random rotation
group.userData = { type: 'tree', interactable: true, hp: 3, maxHp: 3, name: treeName, biomeName };
return group;
} else if (prop.type === 'rock') {
// v10.10: Rock variety matching main createProp
const seed = Math.abs(prop.x * 73856093 ^ prop.z * 19349663) % 1000000;
const rockStyle = seed % 3;
const sizeVar = 0.5 + ((seed % 100) / 100) * 0.5;
let rockGeo;
if (rockStyle === 0) {
rockGeo = new THREE.DodecahedronGeometry(0.5 + sizeVar * 0.4);
} else if (rockStyle === 1) {
rockGeo = new THREE.IcosahedronGeometry(0.45 + sizeVar * 0.45);
} else {
rockGeo = new THREE.OctahedronGeometry(0.4 + sizeVar * 0.35);
}
// Biome-specific rock colors
const biomeName = this.biome || 'Terra';
const ROCK_COLORS = {
Terra: 0x888888, Desert: 0xaa5522, Ice: 0x99aabb,
Volcanic: 0x333333, Alien: 0x00ffcc, Ocean: 0x446688,
Swamp: 0x445544, Crystal: 0x6688aa, Factory: 0x555566
};
const rockColor = ROCK_COLORS[biomeName] || 0x888888;
const rockMat = (typeof MinecraftTextures !== 'undefined' && MinecraftTextures.createRockMaterial)
? MinecraftTextures.createRockMaterial({ rock: rockColor })
: new THREE.MeshLambertMaterial({ color: rockColor });
const rock = new THREE.Mesh(rockGeo, rockMat);
rock.position.set(prop.x, prop.y, prop.z);
rock.rotation.set(
((seed * 17) % 314) / 100,
((seed * 31) % 628) / 100,
((seed * 47) % 314) / 100
);
rock.scale.set(1 + sizeVar * 0.3, 0.6 + sizeVar * 0.6, 1 + sizeVar * 0.3);
rock.castShadow = true;
rock.userData = { type: 'rock', interactable: true };
return rock;
}
return null;
},
// Create structure element mesh
createStructureMesh(element, template) {
const y = this.getTerrainHeight(element.x, element.z) + 0.5;
switch (element.type) {
case 'wall':
const wall = new THREE.Mesh(
new THREE.BoxGeometry(3, 2, 0.3),
new THREE.MeshLambertMaterial({ color: 0x555555 })
);
wall.position.set(element.x, y + 1, element.z);
wall.rotation.y = element.rotation || 0;
return wall;
case 'tower':
const tower = new THREE.Mesh(
new THREE.CylinderGeometry(1, 1.5, element.height || 6, 8),
new THREE.MeshLambertMaterial({ color: 0x666666 })
);
tower.position.set(element.x, y + (element.height || 6) / 2, element.z);
return tower;
case 'pillar':
const pillar = new THREE.Mesh(
new THREE.CylinderGeometry(0.4, 0.5, element.height || 4, 8),
new THREE.MeshLambertMaterial({ color: element.broken ? 0x999988 : 0xaaaaaa })
);
pillar.position.set(element.x, y + (element.height || 4) / 2, element.z);
if (element.broken) pillar.rotation.x = 0.2;
return pillar;
case 'altar':
const altar = new THREE.Mesh(
new THREE.BoxGeometry(2, 0.5, 2),
new THREE.MeshLambertMaterial({ color: 0xddddcc, emissive: 0x222211 })
);
altar.position.set(element.x, y + 0.25, element.z);
return altar;
case 'container':
const container = new THREE.Mesh(
new THREE.BoxGeometry(1.5, 1, 1),
new THREE.MeshLambertMaterial({ color: 0x886633 })
);
container.position.set(element.x, y + 0.5, element.z);
container.userData = { type: 'container', interactable: true };
return container;
case 'loot_chest':
const chest = new THREE.Mesh(
new THREE.BoxGeometry(0.8, 0.6, 0.6),
new THREE.MeshLambertMaterial({ color: 0xddaa44, emissive: 0x332200 })
);
chest.position.set(element.x, y + 0.3, element.z);
chest.userData = { type: 'loot_chest', tier: element.tier || 1, interactable: true };
return chest;
case 'mob_spawn':
// Mark position for mob spawning
if (typeof worldState !== 'undefined') {
setTimeout(() => {
if (typeof spawnMob === 'function') {
const mobType = element.isBoss ? 'boss' : (element.isElite ? 'elite' : 'normal');
// Queue mob spawn
this.queueMobSpawn(element.x, y, element.z, mobType);
}
}, 1000);
}
return null;
case 'campfire':
const fire = new THREE.Mesh(
new THREE.ConeGeometry(0.3, 0.8, 6),
new THREE.MeshBasicMaterial({ color: 0xff6600 })
);
fire.position.set(element.x, y + 0.4, element.z);
const fireLight = new THREE.PointLight(0xff6600, 0.5, 8);
fireLight.position.copy(fire.position);
fire.add(fireLight);
return fire;
case 'tent':
const tent = new THREE.Mesh(
new THREE.ConeGeometry(2, 2.5, 4),
new THREE.MeshLambertMaterial({ color: 0xccbb99 })
);
tent.position.set(element.x, y + 1.25, element.z);
tent.rotation.y = Math.PI / 4;
return tent;
case 'heal_point':
const healPoint = new THREE.Mesh(
new THREE.SphereGeometry(0.5, 16, 16),
new THREE.MeshBasicMaterial({ color: 0x00ff88, transparent: true, opacity: 0.6 })
);
healPoint.position.set(element.x, y + 1, element.z);
healPoint.userData = { type: 'heal_point', interactable: true };
return healPoint;
case 'debris':
case 'metal_debris':
case 'bones':
const debris = new THREE.Mesh(
new THREE.BoxGeometry(0.5 + Math.random() * 0.5, 0.2, 0.5 + Math.random() * 0.5),
new THREE.MeshLambertMaterial({
color: element.type === 'bones' ? 0xeeeecc :
element.type === 'metal_debris' ? 0x666677 : 0x998877
})
);
debris.position.set(element.x, y + 0.1, element.z);
debris.rotation.set(Math.random() * 0.5, Math.random() * Math.PI, Math.random() * 0.5);
return debris;
case 'ship_hull':
// v10.12: Replaced CapsuleGeometry with CylinderGeometry (wider compatibility)
const hullLength = element.size || 8;
const hull = new THREE.Mesh(
new THREE.CylinderGeometry(2, 2, hullLength, 8),
new THREE.MeshLambertMaterial({ color: 0x445566 })
);
hull.position.set(element.x, y + 2, element.z);
hull.rotation.set(0.3, element.rotation || 0, 0.1);
return hull;
case 'crater':
const crater = new THREE.Mesh(
new THREE.CircleGeometry(element.radius || 3, 16),
new THREE.MeshLambertMaterial({ color: 0x333322 })
);
crater.position.set(element.x, y + 0.02, element.z);
crater.rotation.x = -Math.PI / 2;
return crater;
case 'cave_entrance':
const cave = new THREE.Mesh(
new THREE.TorusGeometry(2, 1, 8, 16, Math.PI),
new THREE.MeshLambertMaterial({ color: 0x333333 })
);
cave.position.set(element.x, y + 1, element.z);
cave.rotation.x = Math.PI / 2;
return cave;
default:
return null;
}
},
// Get terrain height at position
getTerrainHeight(worldX, worldZ) {
const noiseScale = 0.02;
const hVal = noise(worldX * noiseScale + this.worldSeed * 0.001,
worldZ * noiseScale + this.worldSeed * 0.001);
const height = Math.floor((hVal + 1) * 3);
return Math.max(0.3, height * 0.5);
},
// Queue mob spawn
mobSpawnQueue: [],
queueMobSpawn(x, y, z, type) {
this.mobSpawnQueue.push({ x, y, z, type, time: performance.now() });
},
// Process mob spawn queue
processMobSpawns() {
if (this.mobSpawnQueue.length === 0) return;
const now = performance.now();
const toSpawn = this.mobSpawnQueue.filter(m => now - m.time > 500);
for (const mob of toSpawn) {
if (typeof spawnMobAt === 'function') {
spawnMobAt(mob.x, mob.y, mob.z, mob.type === 'elite', mob.type === 'boss');
}
}
this.mobSpawnQueue = this.mobSpawnQueue.filter(m => now - m.time <= 500);
},
// Unload chunk from scene
unloadChunk(cx, cz) {
const key = this.getChunkKey(cx, cz);
if (!this.loadedChunks.has(key)) return;
const group = this.chunkMeshes.get(key);
if (group) {
// Dispose geometries and materials
group.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
scene.remove(group);
this.chunkMeshes.delete(key);
}
this.loadedChunks.delete(key);
const chunk = this.chunks.get(key);
if (chunk) chunk.loaded = false;
},
// ==========================================
// UPDATE LOOP
// ==========================================
update() {
if (!this.enabled) return;
if (!worldState.player) return;
const now = performance.now();
if (now - this.lastUpdateTime < this.UPDATE_INTERVAL) return;
this.lastUpdateTime = now;
this.chunksLoadedThisFrame = 0;
// v10.11: Use MAKO position if player is in vehicle (MAKO moves faster than walking)
let trackPos = worldState.player.position;
if (typeof MakoVehicleSystem !== 'undefined' && MakoVehicleSystem.playerInVehicle && MakoVehicleSystem.vehicle) {
trackPos = MakoVehicleSystem.vehicle.position;
}
const playerChunk = this.getChunkCoords(trackPos.x, trackPos.z);
// v10.11: PRIORITY LOADING - Load player's chunk first (emergency bypass)
// If player is in void, this chunk MUST load regardless of frame limit
const playerKey = this.getChunkKey(playerChunk.cx, playerChunk.cz);
if (!this.loadedChunks.has(playerKey)) {
const savedLimit = this.chunksLoadedThisFrame;
this.chunksLoadedThisFrame = 0; // Bypass limit for player chunk
this.loadChunk(playerChunk.cx, playerChunk.cz);
this.chunksLoadedThisFrame = savedLimit;
}
// v10.11: Load chunks in distance order (closest first) to prevent void
const chunksToLoad = [];
for (let dx = -this.LOAD_RADIUS; dx <= this.LOAD_RADIUS; dx++) {
for (let dz = -this.LOAD_RADIUS; dz <= this.LOAD_RADIUS; dz++) {
const cx = playerChunk.cx + dx;
const cz = playerChunk.cz + dz;
const dist = Math.abs(dx) + Math.abs(dz); // Manhattan distance
chunksToLoad.push({ cx, cz, dist });
}
}
// Sort by distance (closest first)
chunksToLoad.sort((a, b) => a.dist - b.dist);
// Load chunks in priority order
for (const chunk of chunksToLoad) {
this.loadChunk(chunk.cx, chunk.cz);
}
// Unload distant chunks
for (const key of this.loadedChunks) {
const [cx, cz] = key.split(',').map(Number);
const dx = Math.abs(cx - playerChunk.cx);
const dz = Math.abs(cz - playerChunk.cz);
if (dx > this.UNLOAD_RADIUS || dz > this.UNLOAD_RADIUS) {
this.unloadChunk(cx, cz);
}
}
// Process mob spawns
this.processMobSpawns();
},
// Disable and cleanup
disable() {
this.enabled = false;
// Unload all chunks
for (const key of this.loadedChunks) {
const [cx, cz] = key.split(',').map(Number);
this.unloadChunk(cx, cz);
}
this.chunks.clear();
this.loadedChunks.clear();
this.chunkMeshes.clear();
},
// Get exploration stats
getStats() {
return {
totalChunksGenerated: this.chunks.size,
chunksLoaded: this.loadedChunks.size,
structuresDiscovered: Array.from(this.chunks.values()).filter(c => c.structure && c.discovered).length
};
}
};
// v12.18: Infinite Exploration Mode Toggle
// Allows player to bypass battery range limit and explore the procedurally generated world
function toggleInfiniteExploration() {
if (typeof gameData === 'undefined' || !gameData.settings) return;
gameData.settings.infiniteExploration = !gameData.settings.infiniteExploration;
const enabled = gameData.settings.infiniteExploration;
if (enabled) {
showNotification('🌍 INFINITE EXPLORATION ENABLED - Battery range limit removed!', 'success');
// Hide boundary visuals
if (typeof BatteryRangeSystem !== 'undefined') {
BatteryRangeSystem.removeBoundaryVisuals();
}
} else {
showNotification('🔋 Infinite exploration disabled - Battery range limit restored', 'info');
// Restore boundary visuals
if (typeof BatteryRangeSystem !== 'undefined') {
BatteryRangeSystem.createBoundaryVisuals();
}
}
// Save immediately
if (typeof saveGameData === 'function') {
saveGameData();
}
return enabled;
}
window.toggleInfiniteExploration = toggleInfiniteExploration;
// Add keyboard shortcut for infinite exploration (U key)
document.addEventListener('keydown', (e) => {
// Don't trigger when typing in inputs
if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
if (typeof mode === 'undefined' || mode !== 'world') return;
// U key - toggle infinite exploration
if (e.key === 'u' || e.key === 'U') {
toggleInfiniteExploration();
}
});
// ============================================
// v12.19: ADAPTIVE LEARNING SYSTEM
// "What you can't do today, you might be able to tomorrow"
// The game AI that learns from player behavior and adapts over time
// ============================================
const AdaptiveAISystem = {
// Learning parameters
LEARNING_RATE: 0.05, // How fast profiles update
DECAY_RATE: 0.98, // How fast old data fades
INSIGHT_THRESHOLD: 50, // Events needed before generating insight
UPDATE_INTERVAL: 30000, // Run learning cycle every 30 seconds
// Session tracking
sessionStart: Date.now(),
sessionEvents: [],
lastUpdateTime: 0,
// ==========================================
// BEHAVIORAL TRACKING
// ==========================================
// Record a player action (called throughout the game)
recordEvent(eventType, data = {}) {
if (typeof gameData === 'undefined' || !gameData.adaptiveAI) return;
const event = {
type: eventType,
timestamp: Date.now(),
sessionTime: Date.now() - this.sessionStart,
...data
};
this.sessionEvents.push(event);
gameData.adaptiveAI.observations.totalLearningEvents++;
// Immediate learning for certain events
this.immediateLearn(event);
// Check if it's time for a learning cycle
if (Date.now() - this.lastUpdateTime > this.UPDATE_INTERVAL) {
this.runLearningCycle();
}
},
// Immediate learning for high-signal events
immediateLearn(event) {
const obs = gameData.adaptiveAI.observations;
const adapt = gameData.adaptiveAI.adaptations;
switch (event.type) {
case 'ability_used':
obs.preferredAbilities[event.ability] = (obs.preferredAbilities[event.ability] || 0) + 1;
break;
case 'skill_trained':
obs.preferredSkills[event.skill] = (obs.preferredSkills[event.skill] || 0) + 1;
// Gatherer signal
if (['mining', 'wood', 'fishing'].includes(event.skill)) {
this.nudgePlaystyle('gatherer', 0.01);
}
break;
case 'mob_killed':
this.nudgePlaystyle('combatant', 0.005);
if (event.isBoss) this.nudgePlaystyle('combatant', 0.02);
break;
case 'player_death':
// Track difficulty
adapt.deathsBeforeLastAdjustment++;
// If dying frequently, consider difficulty adjustment
if (adapt.deathsBeforeLastAdjustment >= 5) {
this.adjustDifficulty(-0.05); // Slightly easier
}
break;
case 'exploration':
this.nudgePlaystyle('explorer', 0.003);
if (event.biome) {
obs.preferredBiomes[event.biome] = (obs.preferredBiomes[event.biome] || 0) + event.duration || 1;
}
break;
case 'structure_discovered':
this.nudgePlaystyle('explorer', 0.02);
this.nudgePlaystyle('completionist', 0.01);
// Boost this structure type slightly
adapt.structureWeights[event.structureType] = (adapt.structureWeights[event.structureType] || 1.0) * 1.02;
break;
case 'item_crafted':
this.nudgePlaystyle('builder', 0.01);
break;
case 'speedrun_flag':
this.nudgePlaystyle('speedrunner', 0.05);
break;
}
},
// Nudge a playstyle value (with bounds)
nudgePlaystyle(style, amount) {
const playstyle = gameData.adaptiveAI.observations.playstyle;
if (playstyle[style] !== undefined) {
playstyle[style] = Math.max(0, Math.min(1, playstyle[style] + amount));
}
},
// Adjust difficulty multiplier (with bounds)
adjustDifficulty(amount) {
const adapt = gameData.adaptiveAI.adaptations;
adapt.difficultyMultiplier = Math.max(0.5, Math.min(2.0, adapt.difficultyMultiplier + amount));
adapt.deathsBeforeLastAdjustment = 0;
adapt.killsBeforeLastAdjustment = 0;
// Generate insight about adjustment
const direction = amount > 0 ? 'increased' : 'decreased';
this.addInsight(`Difficulty ${direction} to ${(adapt.difficultyMultiplier * 100).toFixed(0)}% based on recent performance`, 0.8);
},
// ==========================================
// LEARNING CYCLES
// ==========================================
// Run a full learning cycle (called periodically)
runLearningCycle() {
if (typeof gameData === 'undefined' || !gameData.adaptiveAI) return;
this.lastUpdateTime = Date.now();
gameData.adaptiveAI.learningCycles++;
gameData.adaptiveAI.lastLearningUpdate = Date.now();
// Analyze session patterns
this.analyzeSessionPatterns();
// Apply decay to old data
this.applyDecay();
// Generate insights if enough data
if (gameData.adaptiveAI.observations.totalLearningEvents >= this.INSIGHT_THRESHOLD) {
this.generateInsights();
}
// Log learning cycle
console.log('[AdaptiveAI] Learning cycle ' + gameData.adaptiveAI.learningCycles + ' complete');
},
// Analyze session patterns
analyzeSessionPatterns() {
const obs = gameData.adaptiveAI.observations;
// Track session length
const sessionLength = (Date.now() - this.sessionStart) / 1000 / 60; // minutes
if (obs.averageSessionLength === 0) {
obs.averageSessionLength = sessionLength;
} else {
obs.averageSessionLength = obs.averageSessionLength * 0.9 + sessionLength * 0.1;
}
// Track peak play hours
const hour = new Date().getHours();
if (!obs.peakPlayHours.includes(hour)) {
obs.peakPlayHours.push(hour);
if (obs.peakPlayHours.length > 5) {
obs.peakPlayHours.shift(); // Keep only recent hours
}
}
},
// Apply decay to nudge values back toward neutral over time
applyDecay() {
const playstyle = gameData.adaptiveAI.observations.playstyle;
for (const key in playstyle) {
// Decay toward 0.5 (neutral)
const current = playstyle[key];
const decayedValue = 0.5 + (current - 0.5) * this.DECAY_RATE;
playstyle[key] = decayedValue;
}
},
// Generate insights about player behavior
generateInsights() {
const obs = gameData.adaptiveAI.observations;
const adapt = gameData.adaptiveAI.adaptations;
const playstyle = obs.playstyle;
// Find dominant playstyle
let maxStyle = null;
let maxValue = 0.55; // Threshold for "dominant"
for (const [style, value] of Object.entries(playstyle)) {
if (value > maxValue) {
maxStyle = style;
maxValue = value;
}
}
if (maxStyle) {
const insightMap = {
explorer: 'You seem to love exploring! The universe is spawning more interesting structures for you.',
combatant: 'Your combat prowess is noted. Expect worthy adversaries in your future.',
gatherer: 'Resource collection is your forte. Rich deposits are being drawn to your path.',
builder: 'A creator at heart. Crafting recipes and materials will favor your journey.',
speedrunner: 'Speed demon detected. Streamlined paths are opening up.',
completionist: 'Nothing escapes your notice. Hidden secrets are revealing themselves.'
};
this.addInsight(insightMap[maxStyle], maxValue);
}
// Insight about preferred abilities
const topAbility = this.getTopPreference(obs.preferredAbilities);
if (topAbility) {
this.addInsight(`"${topAbility}" is your signature move. Consider building around it.`, 0.7);
}
// Insight about preferred biomes
const topBiome = this.getTopPreference(obs.preferredBiomes);
if (topBiome) {
this.addInsight(`${topBiome} biomes seem to resonate with your spirit.`, 0.6);
}
},
// Add an insight to the log
addInsight(text, confidence) {
const insights = gameData.adaptiveAI.insights;
// Avoid duplicate insights
if (insights.some(i => i.insight === text)) return;
insights.push({
timestamp: Date.now(),
insight: text,
confidence: confidence
});
// Keep only recent insights
if (insights.length > 20) {
insights.shift();
}
// Show notification for high-confidence insights
if (confidence >= 0.7 && typeof showNotification === 'function') {
showNotification('🧠 ' + text, 'info');
}
},
// Get top preference from a count object
getTopPreference(obj) {
let maxKey = null;
let maxCount = 5; // Minimum threshold
for (const [key, count] of Object.entries(obj)) {
if (count > maxCount) {
maxKey = key;
maxCount = count;
}
}
return maxKey;
},
// ==========================================
// ADAPTIVE RESPONSES
// ==========================================
// Get difficulty multiplier for mob spawning
getDifficultyMultiplier() {
if (typeof gameData === 'undefined' || !gameData.adaptiveAI) return 1.0;
return gameData.adaptiveAI.adaptations.difficultyMultiplier;
},
// Get structure weight for procedural generation
getStructureWeight(structureType) {
if (typeof gameData === 'undefined' || !gameData.adaptiveAI) return 1.0;
return gameData.adaptiveAI.adaptations.structureWeights[structureType] || 1.0;
},
// Get resource density adjustment
getResourceDensity() {
if (typeof gameData === 'undefined' || !gameData.adaptiveAI) return 1.0;
const adapt = gameData.adaptiveAI.adaptations;
const obs = gameData.adaptiveAI.observations;
// Boost resources for gatherers
if (obs.playstyle.gatherer > 0.6) {
return adapt.resourceDensityAdjustment * 1.2;
}
return adapt.resourceDensityAdjustment;
},
// Get mob density adjustment
getMobDensity() {
if (typeof gameData === 'undefined' || !gameData.adaptiveAI) return 1.0;
const adapt = gameData.adaptiveAI.adaptations;
const obs = gameData.adaptiveAI.observations;
// Boost mobs for combatants
if (obs.playstyle.combatant > 0.6) {
return adapt.mobDensityAdjustment * 1.3;
}
return adapt.mobDensityAdjustment;
},
// Check if player prefers exploration
prefersExploration() {
if (typeof gameData === 'undefined' || !gameData.adaptiveAI) return false;
return gameData.adaptiveAI.observations.playstyle.explorer > 0.6;
},
// Get current player profile summary
getProfileSummary() {
if (typeof gameData === 'undefined' || !gameData.adaptiveAI) {
return { dominant: 'unknown', confidence: 0 };
}
const playstyle = gameData.adaptiveAI.observations.playstyle;
let dominant = 'balanced';
let maxValue = 0.55;
for (const [style, value] of Object.entries(playstyle)) {
if (value > maxValue) {
dominant = style;
maxValue = value;
}
}
return {
dominant,
confidence: maxValue,
playstyle: { ...playstyle },
learningCycles: gameData.adaptiveAI.learningCycles,
insights: gameData.adaptiveAI.insights.slice(-5)
};
},
// Initialize on game load
init() {
this.sessionStart = Date.now();
this.sessionEvents = [];
this.lastUpdateTime = Date.now();
console.log('[AdaptiveAI] System initialized - Learning from player behavior');
// Show welcome message if returning player with data
if (typeof gameData !== 'undefined' && gameData.adaptiveAI && gameData.adaptiveAI.learningCycles > 0) {
const profile = this.getProfileSummary();
if (profile.confidence > 0.6) {
setTimeout(() => {
showNotification(`🧠 Welcome back, ${profile.dominant}! The game remembers you.`, 'info');
}, 3000);
}
}
}
};
// Expose globally for integration
window.AdaptiveAISystem = AdaptiveAISystem;
// ============================================
// v12.20: MAKO VEHICLE SYSTEM
// Mass Effect 1-style planetary exploration vehicle
// Extends exploration range, provides combat capabilities
// Player can enter/exit to switch between scales
// ============================================
const MakoVehicleSystem = {
// Vehicle state
active: false,
deployed: false,
playerInVehicle: false,
// Vehicle mesh
vehicleMesh: null,
turretMesh: null,
wheelMeshes: [],
thrusterParticles: null,
// Vehicle stats
stats: {
// Hull (vehicle HP)
hull: 500,
maxHull: 500,
// Shields (regenerating)
shields: 200,
maxShields: 200,
shieldRegenRate: 10, // Per second
shieldRegenDelay: 3000, // ms after damage
lastDamageTime: 0,
// Movement
maxSpeed: 25, // 5x player speed
acceleration: 15,
turnSpeed: 2.5,
currentSpeed: 0,
// Boost (Mako jump jets)
boostFuel: 100,
maxBoostFuel: 100,
boostRegenRate: 15,
boostCost: 30,
boostPower: 40,
boostCooldown: 0,
// Weapons
cannonCooldown: 0,
cannonDamage: 150,
cannonCooldownTime: 2000,
turretCooldown: 0,
turretDamage: 15,
turretCooldownTime: 150,
// Range extension
rangeMultiplier: 8 // 8x battery range in vehicle
},
// Physics
velocity: new THREE.Vector3(),
angularVelocity: 0,
grounded: true,
// Camera
vehicleCameraOffset: new THREE.Vector3(0, 8, 20),
vehicleCameraLookOffset: new THREE.Vector3(0, 2, 0),
originalCameraSettings: null,
// Interaction
ENTER_DISTANCE: 15, // Increased for easier entry
exitOffset: new THREE.Vector3(3, 0, 0),
// v7.72: Pre-allocated temp vectors for update loop (eliminates per-frame GC)
_tempForward: new THREE.Vector3(),
_tempMoveVec: new THREE.Vector3(),
_tempExitDir: new THREE.Vector3(),
_tempOrigin: new THREE.Vector3(), // v7.91: For weapon firing
// ==========================================
// VEHICLE CREATION
// ==========================================
// Create the Mako vehicle mesh
createVehicleMesh() {
const group = new THREE.Group();
group.name = 'mako_vehicle';
// Main hull - armored rover body
const hullGeo = new THREE.BoxGeometry(4, 1.8, 6);
const hullMat = new THREE.MeshLambertMaterial({ color: 0x445566 });
const hull = new THREE.Mesh(hullGeo, hullMat);
hull.position.y = 1.5;
hull.castShadow = true;
group.add(hull);
// Angled front armor
const frontGeo = new THREE.BoxGeometry(3.8, 1.2, 2);
const front = new THREE.Mesh(frontGeo, hullMat);
front.position.set(0, 2.2, -2.5);
front.rotation.x = -0.3;
group.add(front);
// Cockpit (glass dome)
const cockpitGeo = new THREE.SphereGeometry(1.2, 16, 12, 0, Math.PI * 2, 0, Math.PI / 2);
const cockpitMat = new THREE.MeshLambertMaterial({
color: 0x88ccff,
transparent: true,
opacity: 0.6
});
const cockpit = new THREE.Mesh(cockpitGeo, cockpitMat);
cockpit.position.set(0, 2.4, -1);
cockpit.rotation.x = -0.2;
group.add(cockpit);
// Turret base
const turretBaseGeo = new THREE.CylinderGeometry(0.8, 1, 0.6, 8);
const turretMat = new THREE.MeshLambertMaterial({ color: 0x556677 });
const turretBase = new THREE.Mesh(turretBaseGeo, turretMat);
turretBase.position.set(0, 2.8, 1);
group.add(turretBase);
// Turret (rotatable)
const turretGroup = new THREE.Group();
turretGroup.position.set(0, 3.1, 1);
const turretHeadGeo = new THREE.BoxGeometry(1.2, 0.6, 1.5);
const turretHead = new THREE.Mesh(turretHeadGeo, turretMat);
turretGroup.add(turretHead);
// Main cannon
const cannonGeo = new THREE.CylinderGeometry(0.15, 0.2, 2.5, 8);
const cannonMat = new THREE.MeshLambertMaterial({ color: 0x333344 });
const cannon = new THREE.Mesh(cannonGeo, cannonMat);
cannon.rotation.x = Math.PI / 2;
cannon.position.z = -1.8;
turretGroup.add(cannon);
// Machine gun
const mgGeo = new THREE.CylinderGeometry(0.06, 0.08, 1.5, 6);
const mg = new THREE.Mesh(mgGeo, cannonMat);
mg.rotation.x = Math.PI / 2;
mg.position.set(0.4, -0.15, -1.5);
turretGroup.add(mg);
group.add(turretGroup);
this.turretMesh = turretGroup;
// Wheels (6 wheels like Mako)
this.wheelMeshes = [];
const wheelGeo = new THREE.CylinderGeometry(0.7, 0.7, 0.5, 12);
const wheelMat = new THREE.MeshLambertMaterial({ color: 0x222222 });
const wheelPositions = [
[-2, 0.7, -2], // Front left
[2, 0.7, -2], // Front right
[-2.2, 0.7, 0], // Mid left
[2.2, 0.7, 0], // Mid right
[-2, 0.7, 2], // Rear left
[2, 0.7, 2] // Rear right
];
wheelPositions.forEach(pos => {
const wheel = new THREE.Mesh(wheelGeo, wheelMat);
wheel.position.set(pos[0], pos[1], pos[2]);
wheel.rotation.z = Math.PI / 2;
wheel.castShadow = true;
group.add(wheel);
this.wheelMeshes.push(wheel);
});
// Thruster exhausts (rear)
const exhaustGeo = new THREE.CylinderGeometry(0.3, 0.4, 0.8, 8);
const exhaustMat = new THREE.MeshLambertMaterial({ color: 0x333333 });
[-1, 1].forEach(x => {
const exhaust = new THREE.Mesh(exhaustGeo, exhaustMat);
exhaust.position.set(x, 1.2, 3.2);
exhaust.rotation.x = Math.PI / 2;
group.add(exhaust);
});
// Shield generator glow
const shieldGlowGeo = new THREE.SphereGeometry(4, 16, 16);
const shieldGlowMat = new THREE.MeshBasicMaterial({
color: 0x4488ff,
transparent: true,
opacity: 0,
side: THREE.BackSide
});
const shieldGlow = new THREE.Mesh(shieldGlowGeo, shieldGlowMat);
shieldGlow.name = 'shield_glow';
group.add(shieldGlow);
// Headlights
const lightGeo = new THREE.CircleGeometry(0.3, 8);
const lightMat = new THREE.MeshBasicMaterial({ color: 0xffffcc });
[-1.2, 1.2].forEach(x => {
const light = new THREE.Mesh(lightGeo, lightMat);
light.position.set(x, 1.5, -3.1);
group.add(light);
});
// Point lights for headlights
const headlight = new THREE.SpotLight(0xffffcc, 1, 50, Math.PI / 6);
headlight.position.set(0, 2, -3);
headlight.target.position.set(0, 0, -20);
group.add(headlight);
group.add(headlight.target);
// Store reference
this.vehicleMesh = group;
// UserData for interaction
group.userData = {
type: 'vehicle',
isVehicle: true,
name: 'M-35 MAKO',
interactable: true
};
return group;
},
// ==========================================
// VEHICLE HUD
// ==========================================
createVehicleHUD() {
// Check if HUD already exists
if (document.getElementById('mako-hud')) return;
const hud = document.createElement('div');
hud.id = 'mako-hud';
hud.innerHTML = `
M-35 MAKO
HULL 500/500
SHIELDS 200/200
BOOST 100%
SPEED
0 m/s
CANNON
TURRET
[V] Exit | [SPACE] Boost | [LMB] Cannon | [RMB] Turret
RANGE
FROM SHIP 0m
MAX RANGE 0m
RANGE BONUS 8x
`;
document.body.appendChild(hud);
},
// v7.96: Cache HUD DOM elements to eliminate 11 getElementById calls per update
_hudCache: null,
getHudCache() {
if (!this._hudCache) {
this._hudCache = {
hull: document.getElementById('mako-hull-bar'),
hullText: document.getElementById('mako-hull-text'),
shield: document.getElementById('mako-shield-bar'),
shieldText: document.getElementById('mako-shield-text'),
boost: document.getElementById('mako-boost-bar'),
boostText: document.getElementById('mako-boost-text'),
speed: document.getElementById('mako-speed-value'),
cannon: document.getElementById('mako-cannon-status'),
turret: document.getElementById('mako-turret-status'),
range: document.getElementById('mako-range-text'),
maxRange: document.getElementById('mako-max-range-text')
};
}
return this._hudCache;
},
updateHUD() {
if (!this.playerInVehicle) return;
// v7.96: Use cached DOM references
const cache = this.getHudCache();
if (cache.hull) {
cache.hull.style.width = (this.stats.hull / this.stats.maxHull * 100) + '%';
cache.hullText.textContent = `${Math.floor(this.stats.hull)}/${this.stats.maxHull}`;
}
if (cache.shield) {
cache.shield.style.width = (this.stats.shields / this.stats.maxShields * 100) + '%';
cache.shieldText.textContent = `${Math.floor(this.stats.shields)}/${this.stats.maxShields}`;
}
if (cache.boost) {
cache.boost.style.width = (this.stats.boostFuel / this.stats.maxBoostFuel * 100) + '%';
cache.boostText.textContent = Math.floor(this.stats.boostFuel) + '%';
}
if (cache.speed) {
cache.speed.textContent = Math.floor(Math.abs(this.stats.currentSpeed));
}
if (cache.cannon) {
cache.cannon.className = this.stats.cannonCooldown <= 0 ? 'mako-weapon-ready' : 'mako-weapon-cooldown';
}
if (cache.turret) {
cache.turret.className = this.stats.turretCooldown <= 0 ? 'mako-weapon-ready' : 'mako-weapon-cooldown';
}
if (cache.range && typeof BatteryRangeSystem !== 'undefined') {
const dist = BatteryRangeSystem.getDistanceFromOrigin();
cache.range.textContent = Math.floor(dist) + 'm';
const max = BatteryRangeSystem.getMaxRange() * this.stats.rangeMultiplier;
cache.maxRange.textContent = Math.floor(max) + 'm';
}
},
showHUD() {
const hud = document.getElementById('mako-hud');
if (hud) hud.classList.add('active');
},
hideHUD() {
const hud = document.getElementById('mako-hud');
if (hud) hud.classList.remove('active');
},
// ==========================================
// DEPLOYMENT & INTERACTION
// ==========================================
// Deploy vehicle near ship on planet landing
deployVehicle(spawnX, spawnZ) {
if (this.deployed) return;
if (typeof scene === 'undefined') return;
// Create vehicle if not exists
if (!this.vehicleMesh) {
this.createVehicleMesh();
}
// Position near ship (offset to the side)
const vehicleX = spawnX + 8;
const vehicleZ = spawnZ + 5;
const vehicleY = typeof getTerrainHeight === 'function' ? getTerrainHeight(vehicleX, vehicleZ) + 0.5 : 0.5;
this.vehicleMesh.position.set(vehicleX, vehicleY, vehicleZ);
this.vehicleMesh.rotation.y = Math.PI / 4; // Angled for cool look
// Add to scene
scene.add(this.vehicleMesh);
// Reset stats
this.stats.hull = this.stats.maxHull;
this.stats.shields = this.stats.maxShields;
this.stats.boostFuel = this.stats.maxBoostFuel;
this.stats.currentSpeed = 0;
this.velocity.set(0, 0, 0);
this.deployed = true;
this.playerInVehicle = false;
// Create HUD
this.createVehicleHUD();
console.log('[MAKO] Vehicle deployed at', vehicleX.toFixed(1), vehicleZ.toFixed(1));
showNotification('🚗 M-35 MAKO deployed near ship - Press V to enter', 'info');
},
// Remove vehicle when leaving planet
recallVehicle() {
if (!this.deployed) return;
// Exit player first
if (this.playerInVehicle) {
this.exitVehicle();
}
// Remove from scene
if (this.vehicleMesh && typeof scene !== 'undefined') {
scene.remove(this.vehicleMesh);
}
this.deployed = false;
this.hideHUD();
console.log('[MAKO] Vehicle recalled');
},
// Check if player is near vehicle
// v7.80: distanceToSquared optimization
isPlayerNearVehicle() {
if (!this.deployed || !this.vehicleMesh || !worldState.player) return false;
const distSq = this.vehicleMesh.position.distanceToSquared(worldState.player.position);
return distSq <= this.ENTER_DISTANCE * this.ENTER_DISTANCE;
},
// Enter the vehicle
enterVehicle() {
if (!this.deployed || this.playerInVehicle) return false;
if (!this.isPlayerNearVehicle()) {
showNotification('Get closer to the MAKO to enter', 'warning');
return false;
}
this.playerInVehicle = true;
// Hide player mesh
if (worldState.player) {
worldState.player.visible = false;
}
// Store original camera settings
if (typeof camera !== 'undefined') {
this.originalCameraSettings = {
fov: camera.fov
};
// Wider FOV for vehicle
camera.fov = 75;
camera.updateProjectionMatrix();
}
// Show HUD
this.showHUD();
// Sound effect
if (typeof AudioSystem !== 'undefined') {
AudioSystem.sfx('powerup');
}
showNotification('🚗 Entered M-35 MAKO - 8x exploration range!', 'success');
console.log('[MAKO] Player entered vehicle');
// Track for adaptive AI
if (typeof AdaptiveAISystem !== 'undefined') {
AdaptiveAISystem.recordEvent('vehicle_entered', { vehicle: 'mako' });
}
return true;
},
// Exit the vehicle
exitVehicle() {
if (!this.playerInVehicle) return false;
this.playerInVehicle = false;
this.stats.currentSpeed = 0;
// Show player mesh and position them next to vehicle
if (worldState.player && this.vehicleMesh) {
// Exit to the side of the vehicle
const exitDir = new THREE.Vector3(1, 0, 0);
exitDir.applyQuaternion(this.vehicleMesh.quaternion);
const exitPos = this.vehicleMesh.position.clone().add(exitDir.multiplyScalar(4));
exitPos.y = typeof getTerrainHeight === 'function' ? getTerrainHeight(exitPos.x, exitPos.z) + 0.5 : 0.5;
worldState.player.position.copy(exitPos);
worldState.player.rotation.y = this.vehicleMesh.rotation.y;
worldState.player.visible = true;
}
// Restore camera
if (typeof camera !== 'undefined' && this.originalCameraSettings) {
camera.fov = this.originalCameraSettings.fov || 60;
camera.updateProjectionMatrix();
}
// Hide HUD
this.hideHUD();
showNotification('Exited MAKO', 'info');
console.log('[MAKO] Player exited vehicle');
return true;
},
// Toggle enter/exit
toggleVehicle() {
if (this.playerInVehicle) {
return this.exitVehicle();
} else {
return this.enterVehicle();
}
},
// ==========================================
// VEHICLE PHYSICS & MOVEMENT
// ==========================================
update(dt, time, keys, mouseButtons) {
if (!this.deployed || !this.vehicleMesh) return;
// Regenerate shields
this.updateShields(dt);
// Regenerate boost
this.updateBoost(dt);
// Update cooldowns
if (this.stats.cannonCooldown > 0) this.stats.cannonCooldown -= dt * 1000;
if (this.stats.turretCooldown > 0) this.stats.turretCooldown -= dt * 1000;
if (this.stats.boostCooldown > 0) this.stats.boostCooldown -= dt * 1000;
// Only process movement if player is in vehicle
if (this.playerInVehicle) {
this.updateMovement(dt, keys);
this.updateCamera();
this.updateWeapons(mouseButtons);
this.updateHUD();
}
// Animate wheels based on speed
this.animateWheels(dt);
// Update shield glow
this.updateShieldVisual();
},
updateMovement(dt, keys) {
const s = this.stats;
// Acceleration/deceleration
if (keys.w) {
s.currentSpeed = Math.min(s.maxSpeed, s.currentSpeed + s.acceleration * dt);
} else if (keys.s) {
s.currentSpeed = Math.max(-s.maxSpeed * 0.4, s.currentSpeed - s.acceleration * dt);
} else {
// Friction/deceleration
s.currentSpeed *= (1 - dt * 2);
if (Math.abs(s.currentSpeed) < 0.1) s.currentSpeed = 0;
}
// Turning (only when moving)
if (Math.abs(s.currentSpeed) > 0.5) {
const turnFactor = Math.min(1, Math.abs(s.currentSpeed) / 10);
if (keys.a) {
this.vehicleMesh.rotation.y += s.turnSpeed * turnFactor * dt;
}
if (keys.d) {
this.vehicleMesh.rotation.y -= s.turnSpeed * turnFactor * dt;
}
}
// Calculate movement direction
// v7.72: Use pre-allocated temp vectors
const forward = this._tempForward.set(0, 0, -1);
forward.applyQuaternion(this.vehicleMesh.quaternion);
// Apply movement
const moveVec = this._tempMoveVec.copy(forward).multiplyScalar(s.currentSpeed * dt);
// Check battery range
const newX = this.vehicleMesh.position.x + moveVec.x;
const newZ = this.vehicleMesh.position.z + moveVec.z;
// Vehicle has extended range
// v7.77: Use squared distance comparison to avoid sqrt
let canMove = true;
if (typeof BatteryRangeSystem !== 'undefined' && robotEnergy.origin) {
const dx = newX - robotEnergy.origin.x;
const dz = newZ - robotEnergy.origin.z;
const distSq = dx * dx + dz * dz;
const maxRange = BatteryRangeSystem.getMaxRange() * s.rangeMultiplier;
const maxRangeSq = maxRange * maxRange;
// Check infinite exploration mode
if (typeof gameData !== 'undefined' && gameData.settings && gameData.settings.infiniteExploration) {
canMove = true;
} else if (distSq > maxRangeSq) {
canMove = false;
showNotification('⚠️ MAKO at maximum range - return to ship!', 'warning');
}
}
if (canMove) {
this.vehicleMesh.position.x = newX;
this.vehicleMesh.position.z = newZ;
// Snap to terrain
if (typeof getTerrainHeight === 'function') {
const groundY = getTerrainHeight(this.vehicleMesh.position.x, this.vehicleMesh.position.z);
this.vehicleMesh.position.y = groundY + 0.5;
}
}
// Update procedural world based on vehicle position
if (typeof ProceduralWorldSystem !== 'undefined' && ProceduralWorldSystem.enabled) {
// Temporarily set player position to vehicle for chunk loading
const oldPlayerPos = worldState.player ? worldState.player.position.clone() : null;
if (worldState.player) {
worldState.player.position.copy(this.vehicleMesh.position);
}
}
},
// Boost (Mako jump jets)
activateBoost() {
if (!this.playerInVehicle) return false;
if (this.stats.boostFuel < this.stats.boostCost) {
showNotification('Boost fuel depleted!', 'warning');
return false;
}
if (this.stats.boostCooldown > 0) return false;
// Consume fuel
this.stats.boostFuel -= this.stats.boostCost;
this.stats.boostCooldown = 500;
// Apply boost force
const forward = new THREE.Vector3(0, 0, -1);
forward.applyQuaternion(this.vehicleMesh.quaternion);
this.stats.currentSpeed += this.stats.boostPower;
// Visual effect
if (typeof particles !== 'undefined') {
particles.emit(this.vehicleMesh.position, 30, 0x44ff88, { spread: 4, lifetime: 500 });
}
// Sound
if (typeof AudioSystem !== 'undefined') {
AudioSystem.sfx('dash');
}
showNotification('BOOST!', 'info');
return true;
},
updateBoost(dt) {
// Regenerate boost fuel
if (this.stats.boostFuel < this.stats.maxBoostFuel) {
this.stats.boostFuel = Math.min(
this.stats.maxBoostFuel,
this.stats.boostFuel + this.stats.boostRegenRate * dt
);
}
},
updateShields(dt) {
const now = performance.now();
// Regenerate shields after delay
if (now - this.stats.lastDamageTime > this.stats.shieldRegenDelay) {
if (this.stats.shields < this.stats.maxShields) {
this.stats.shields = Math.min(
this.stats.maxShields,
this.stats.shields + this.stats.shieldRegenRate * dt
);
}
}
},
updateShieldVisual() {
if (!this.vehicleMesh) return;
const shieldGlow = this.vehicleMesh.getObjectByName('shield_glow');
if (shieldGlow) {
// Shield glow intensity based on shield level
const shieldPercent = this.stats.shields / this.stats.maxShields;
shieldGlow.material.opacity = shieldPercent > 0 ? 0.1 + shieldPercent * 0.1 : 0;
// Flash when damaged
if (performance.now() - this.stats.lastDamageTime < 200) {
shieldGlow.material.opacity = 0.5;
shieldGlow.material.color.setHex(0xff4444);
} else {
shieldGlow.material.color.setHex(0x4488ff);
}
}
},
animateWheels(dt) {
if (!this.wheelMeshes.length) return;
const rotationSpeed = this.stats.currentSpeed * 0.5;
this.wheelMeshes.forEach(wheel => {
wheel.rotation.x += rotationSpeed * dt;
});
},
// v7.91: Pre-allocated vectors for camera update (avoids 3 allocations per frame)
_tempCamOffset: null,
_tempCamTarget: null,
_tempCamLook: null,
updateCamera() {
if (!this.playerInVehicle || !this.vehicleMesh || typeof camera === 'undefined') return;
// v7.91: Lazy-init temp vectors
if (!this._tempCamOffset) this._tempCamOffset = new THREE.Vector3();
if (!this._tempCamTarget) this._tempCamTarget = new THREE.Vector3();
if (!this._tempCamLook) this._tempCamLook = new THREE.Vector3();
// Third-person chase camera - v7.91: Use pre-allocated vectors
this._tempCamOffset.copy(this.vehicleCameraOffset);
this._tempCamOffset.applyQuaternion(this.vehicleMesh.quaternion);
this._tempCamTarget.copy(this.vehicleMesh.position).add(this._tempCamOffset);
// Smooth camera follow
camera.position.lerp(this._tempCamTarget, 0.1);
// Look at vehicle
this._tempCamLook.copy(this.vehicleMesh.position).add(this.vehicleCameraLookOffset);
camera.lookAt(this._tempCamLook);
},
// ==========================================
// VEHICLE COMBAT
// ==========================================
updateWeapons(mouseButtons) {
if (!mouseButtons) return;
// Left click - Main cannon
if (mouseButtons.left && this.stats.cannonCooldown <= 0) {
this.fireCannon();
}
// Right click - Machine gun turret
if (mouseButtons.right && this.stats.turretCooldown <= 0) {
this.fireTurret();
}
},
fireCannon() {
if (this.stats.cannonCooldown > 0) return;
this.stats.cannonCooldown = this.stats.cannonCooldownTime;
// Get forward direction from turret - v7.91: Use pre-allocated vectors
this._tempForward.set(0, 0, -1);
if (this.turretMesh) {
this._tempForward.applyQuaternion(this.vehicleMesh.quaternion);
}
this._tempOrigin.copy(this.vehicleMesh.position);
this._tempOrigin.y += 3;
this._tempOrigin.x += this._tempForward.x * 3;
this._tempOrigin.z += this._tempForward.z * 3;
// Raycast for hit detection
this.fireProjectile(this._tempOrigin, this._tempForward, this.stats.cannonDamage, 'cannon');
// Visual effect
if (typeof particles !== 'undefined') {
particles.emit(this._tempOrigin, 20, 0xffaa00, { spread: 2, lifetime: 300 });
}
// Sound
if (typeof AudioSystem !== 'undefined') {
AudioSystem.sfx('hit');
}
// Screen shake
if (typeof screenShake === 'function') {
screenShake(0.3);
}
},
fireTurret() {
if (this.stats.turretCooldown > 0) return;
this.stats.turretCooldown = this.stats.turretCooldownTime;
// v7.91: Use pre-allocated vectors
this._tempForward.set(0, 0, -1);
this._tempForward.applyQuaternion(this.vehicleMesh.quaternion);
this._tempOrigin.copy(this.vehicleMesh.position);
this._tempOrigin.y += 3;
this._tempOrigin.x += this._tempForward.x * 2;
this._tempOrigin.z += this._tempForward.z * 2;
// Slight spread
this._tempForward.x += (Math.random() - 0.5) * 0.1;
this._tempForward.z += (Math.random() - 0.5) * 0.1;
this._tempForward.normalize();
this.fireProjectile(this._tempOrigin, this._tempForward, this.stats.turretDamage, 'turret');
// Visual effect
if (typeof particles !== 'undefined') {
particles.emit(this._tempOrigin, 5, 0xffff00, { spread: 1, lifetime: 100 });
}
},
fireProjectile(origin, direction, damage, type) {
// Raycast to find hit
if (typeof THREE === 'undefined') return;
const raycaster = new THREE.Raycaster(origin, direction, 0, 100);
const targets = [];
// Add mobs as targets
if (typeof worldState !== 'undefined' && worldState.mobs) {
targets.push(...worldState.mobs.filter(m => m && m.userData && m.userData.hp > 0));
}
const hits = raycaster.intersectObjects(targets, true);
if (hits.length > 0) {
const hit = hits[0];
let targetMob = hit.object;
// Find parent mob
while (targetMob.parent && !targetMob.userData?.hp) {
targetMob = targetMob.parent;
}
if (targetMob.userData && targetMob.userData.hp > 0) {
// Apply damage
targetMob.userData.hp -= damage;
// Damage number
if (typeof spawnFloater === 'function') {
spawnFloater(hit.point, `-${damage}`, type === 'cannon' ? '#ff6600' : '#ffff00');
}
// Impact particles
if (typeof particles !== 'undefined') {
particles.emit(hit.point, 15, 0xff4400, { spread: 3, lifetime: 400 });
}
// Check kill
if (targetMob.userData.hp <= 0) {
showNotification(`Target destroyed!`, 'success');
}
}
}
},
// ==========================================
// DAMAGE HANDLING
// ==========================================
takeDamage(amount, damageType = 'normal') {
if (!this.playerInVehicle) return;
this.stats.lastDamageTime = performance.now();
// Shields absorb damage first
if (this.stats.shields > 0) {
const shieldDamage = Math.min(this.stats.shields, amount);
this.stats.shields -= shieldDamage;
amount -= shieldDamage;
if (this.stats.shields <= 0) {
showNotification('⚠️ SHIELDS DOWN!', 'warning');
}
}
// Remaining damage goes to hull
if (amount > 0) {
this.stats.hull -= amount;
// Screen shake
if (typeof screenShake === 'function') {
screenShake(0.2 + amount / 100);
}
// Critical damage warning
if (this.stats.hull <= this.stats.maxHull * 0.25) {
showNotification('⚠️ HULL CRITICAL!', 'error');
}
// Vehicle destroyed
if (this.stats.hull <= 0) {
this.destroyVehicle();
}
}
},
destroyVehicle() {
showNotification('💥 MAKO DESTROYED!', 'error');
// Force exit
this.exitVehicle();
// Explosion effect
if (typeof particles !== 'undefined' && this.vehicleMesh) {
particles.emit(this.vehicleMesh.position, 100, 0xff4400, { spread: 10, lifetime: 2000 });
}
// Remove vehicle
if (this.vehicleMesh && typeof scene !== 'undefined') {
scene.remove(this.vehicleMesh);
}
this.deployed = false;
// Damage player
if (typeof damagePlayer === 'function') {
damagePlayer(50, 'vehicle_explosion');
}
},
// ==========================================
// RANGE OVERRIDE
// ==========================================
// Get effective battery range (8x when in vehicle)
getEffectiveRangeMultiplier() {
return this.playerInVehicle ? this.stats.rangeMultiplier : 1.0;
},
// Check if position is in vehicle range - v8.08: uses squared distance
isInVehicleRange(x, z) {
if (!this.playerInVehicle) return true; // Not in vehicle, use normal check
if (typeof BatteryRangeSystem === 'undefined' || !robotEnergy.origin) return true;
const dx = x - robotEnergy.origin.x;
const dz = z - robotEnergy.origin.z;
const distSq = dx * dx + dz * dz;
const maxRange = BatteryRangeSystem.getMaxRange() * this.stats.rangeMultiplier;
return distSq <= maxRange * maxRange;
}
};
// Expose globally
window.MakoVehicleSystem = MakoVehicleSystem;
// Add keyboard shortcut for vehicle (V key)
document.addEventListener('keydown', (e) => {
if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
if (typeof mode === 'undefined' || mode !== 'world') return;
// V key - toggle vehicle entry/exit
if (e.key === 'v' || e.key === 'V') {
if (typeof MakoVehicleSystem !== 'undefined') {
if (MakoVehicleSystem.deployed) {
MakoVehicleSystem.toggleVehicle();
} else {
showNotification('No vehicle deployed - land on a planet first', 'warning');
}
}
}
// Space - boost when in vehicle
if (e.key === ' ' && MakoVehicleSystem.playerInVehicle) {
e.preventDefault();
MakoVehicleSystem.activateBoost();
}
});
// ============================================
// v9.8: CINEMATIC LANDING SEQUENCE
// Breath of the Wild-style intro cutscene
// Spacecraft descent → Landing → Robot emerges → Environment reveal
// ============================================
const LandingSequence = {
// State
active: false,
phase: 'idle', // idle, fadeIn, descent, landing, doorOpen, emerge, cameraReveal, fadeOut, complete
time: 0,
phaseTime: 0,
skipRequested: false,
// Scene elements
spacecraft: null,
ramp: null,
thrusterParticles: [],
dustParticles: [],
_tempParticleVelocity: new THREE.Vector3(), // v7.84: Pre-allocated for particle updates
// Camera
cinematicCamera: null,
originalCameraPos: null,
originalCameraTarget: null,
// Landing position
landingPos: new THREE.Vector3(),
landingY: 0,
// Phase durations (seconds)
phaseDurations: {
fadeIn: 1.5,
descent: 4.0,
landing: 1.5,
doorOpen: 2.0,
emerge: 3.5,
cameraReveal: 5.0,
fadeOut: 1.5
},
// UI Elements
overlay: null,
skipHint: null,
titleCard: null,
// Create spacecraft with animated ramp
createSpacecraft() {
const shipGroup = new THREE.Group();
// Main body - sleek fuselage
const bodyGeometry = new THREE.BoxGeometry(4, 1.5, 5);
const bodyMaterial = new THREE.MeshStandardMaterial({
color: 0x2a2a3a,
metalness: 0.7,
roughness: 0.3
});
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.castShadow = true;
body.receiveShadow = true;
shipGroup.add(body);
// Cockpit dome with glow
const cockpitGeometry = new THREE.SphereGeometry(1.2, 16, 16);
const cockpitMaterial = new THREE.MeshStandardMaterial({
color: 0x00ffff,
metalness: 0.9,
roughness: 0.1,
emissive: 0x004444,
emissiveIntensity: 0.5
});
const cockpit = new THREE.Mesh(cockpitGeometry, cockpitMaterial);
cockpit.position.set(0, 0.8, 0.5);
cockpit.scale.set(1, 0.5, 1.2);
shipGroup.add(cockpit);
shipGroup.userData.cockpit = cockpit;
// Wings
const wingGeometry = new THREE.BoxGeometry(8, 0.2, 2);
const wingMaterial = new THREE.MeshStandardMaterial({
color: 0x3a3a4a,
metalness: 0.6,
roughness: 0.4
});
const wings = new THREE.Mesh(wingGeometry, wingMaterial);
wings.position.set(0, 0.3, -0.5);
wings.castShadow = true;
shipGroup.add(wings);
// Wing tip lights
const tipGeometry = new THREE.BoxGeometry(0.5, 0.3, 0.5);
const tipMaterialL = new THREE.MeshStandardMaterial({
color: 0xff0000,
emissive: 0xff0000,
emissiveIntensity: 1
});
const tipMaterialR = new THREE.MeshStandardMaterial({
color: 0x00ff00,
emissive: 0x00ff00,
emissiveIntensity: 1
});
const tipL = new THREE.Mesh(tipGeometry, tipMaterialL);
const tipR = new THREE.Mesh(tipGeometry, tipMaterialR);
tipL.position.set(-4, 0.3, -0.5);
tipR.position.set(4, 0.3, -0.5);
shipGroup.add(tipL, tipR);
shipGroup.userData.tipL = tipL;
shipGroup.userData.tipR = tipR;
// Tail fin
const tailGeometry = new THREE.BoxGeometry(0.3, 2, 1);
const tail = new THREE.Mesh(tailGeometry, wingMaterial);
tail.position.set(0, 1, -2);
tail.castShadow = true;
shipGroup.add(tail);
// Engine pods with animated glow
const engineGeometry = new THREE.CylinderGeometry(0.4, 0.5, 2, 8);
const engineMaterial = new THREE.MeshStandardMaterial({
color: 0x1a1a2a,
metalness: 0.8,
roughness: 0.2
});
shipGroup.userData.engineGlows = [];
[-2, 2].forEach(x => {
const engine = new THREE.Mesh(engineGeometry, engineMaterial);
engine.rotation.x = Math.PI / 2;
engine.position.set(x, 0, -2);
engine.castShadow = true;
shipGroup.add(engine);
// Engine glow (animated)
const glowGeometry = new THREE.CircleGeometry(0.5, 16);
const glowMaterial = new THREE.MeshBasicMaterial({
color: 0x00ff88,
transparent: true,
opacity: 0.9
});
const glow = new THREE.Mesh(glowGeometry, glowMaterial);
glow.rotation.x = -Math.PI / 2;
glow.position.set(x, -0.1, -3);
shipGroup.add(glow);
shipGroup.userData.engineGlows.push(glow);
});
// Landing gear (retractable)
const gearGeometry = new THREE.BoxGeometry(0.3, 1.2, 0.3);
const gearMaterial = new THREE.MeshStandardMaterial({ color: 0x333333, metalness: 0.5 });
shipGroup.userData.landingGear = [];
[[-1.5, -0.5, 1], [1.5, -0.5, 1], [0, -0.5, -2]].forEach(pos => {
const gear = new THREE.Mesh(gearGeometry, gearMaterial);
gear.position.set(...pos);
gear.castShadow = true;
gear.userData.restY = pos[1];
gear.userData.deployedY = pos[1] - 0.8;
shipGroup.add(gear);
shipGroup.userData.landingGear.push(gear);
});
// Exit ramp (animates down)
const rampGroup = new THREE.Group();
rampGroup.position.set(0, -0.75, 2.5);
const rampGeometry = new THREE.BoxGeometry(1.5, 0.15, 2.5);
const rampMaterial = new THREE.MeshStandardMaterial({
color: 0x3a3a4a,
metalness: 0.5,
roughness: 0.5
});
const ramp = new THREE.Mesh(rampGeometry, rampMaterial);
ramp.position.set(0, 0, 1.25);
ramp.castShadow = true;
rampGroup.add(ramp);
// Ramp lights
const rampLightGeo = new THREE.BoxGeometry(0.1, 0.05, 2.3);
const rampLightMat = new THREE.MeshBasicMaterial({ color: 0x00ffff, transparent: true, opacity: 0.8 });
[-0.65, 0.65].forEach(x => {
const light = new THREE.Mesh(rampLightGeo, rampLightMat);
light.position.set(x, 0.1, 1.15);
rampGroup.add(light);
});
rampGroup.rotation.x = Math.PI / 2; // Start closed (vertical)
shipGroup.add(rampGroup);
shipGroup.userData.ramp = rampGroup;
// Interior light (visible when door opens)
const interiorLight = new THREE.PointLight(0x00ffff, 2, 8);
interiorLight.position.set(0, 0.5, 1.5);
interiorLight.visible = false;
shipGroup.add(interiorLight);
shipGroup.userData.interiorLight = interiorLight;
// Spotlight for dramatic landing
const spotlight = new THREE.SpotLight(0xffffff, 3, 50, Math.PI / 6, 0.5);
spotlight.position.set(0, -1, 0);
spotlight.target.position.set(0, -10, 0);
shipGroup.add(spotlight);
shipGroup.add(spotlight.target);
shipGroup.userData.spotlight = spotlight;
return shipGroup;
},
// Create thruster particle
createThrusterParticle(position, velocity) {
const geo = new THREE.SphereGeometry(0.15 + Math.random() * 0.1, 8, 8);
const mat = new THREE.MeshBasicMaterial({
color: new THREE.Color().setHSL(0.35 + Math.random() * 0.1, 1, 0.6),
transparent: true,
opacity: 0.9
});
const particle = new THREE.Mesh(geo, mat);
particle.position.copy(position);
particle.userData.velocity = velocity.clone();
particle.userData.life = 1.0;
particle.userData.decay = 1.5 + Math.random() * 0.5;
return particle;
},
// Create dust particle
createDustParticle(position) {
const geo = new THREE.SphereGeometry(0.3 + Math.random() * 0.4, 8, 8);
const mat = new THREE.MeshBasicMaterial({
color: new THREE.Color(0.6, 0.5, 0.4),
transparent: true,
opacity: 0.6
});
const particle = new THREE.Mesh(geo, mat);
particle.position.copy(position);
const angle = Math.random() * Math.PI * 2;
const speed = 3 + Math.random() * 5;
particle.userData.velocity = new THREE.Vector3(
Math.cos(angle) * speed,
1 + Math.random() * 2,
Math.sin(angle) * speed
);
particle.userData.life = 1.0;
particle.userData.decay = 0.4 + Math.random() * 0.3;
return particle;
},
// Ambient music state
ambientMusic: null,
// Play gentle ambient music/sounds - no harsh noises
playSound(type) {
if (!AudioSystem || !AudioSystem.ctx) return;
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
if (type === 'engine') {
// Start gentle ambient music that plays throughout the sequence
// Beautiful, dreamy pad with slow attack - like waking up to a new world
this.startAmbientMusic();
} else if (type === 'landing') {
// Soft, gentle "arrival" chime - like a bell in the distance
this.playChime([523.25, 659.25, 783.99], 0.06, 2.5); // C5, E5, G5 major chord
} else if (type === 'hydraulic') {
// Gentle ascending shimmer - sense of opening/possibility
this.playShimmer(400, 800, 1.5, 0.04);
} else if (type === 'footstep') {
// Very soft, subtle footstep - barely audible
// Skip most footsteps for a more peaceful experience
if (Math.random() > 0.7) {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sine';
osc.frequency.value = 200 + Math.random() * 100;
osc.connect(gain);
gain.connect(ctx.destination);
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(0.02, now + 0.02);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.15);
osc.start(now);
osc.stop(now + 0.15);
}
} else if (type === 'whoosh') {
// Gentle breeze sound - soft and airy
this.playBreeze(0.8, 0.05);
} else if (type === 'ambient') {
// Swell the ambient music for the reveal moment
this.swellAmbientMusic();
}
},
// Start beautiful ambient background music with spatial stereo
// Optimized for MacBook Pro speakers and spatial audio
startAmbientMusic() {
if (!AudioSystem || !AudioSystem.ctx) return;
if (this.ambientMusic) return; // Already playing
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
// Master output with gentle fade in
const masterGain = ctx.createGain();
masterGain.connect(ctx.destination);
masterGain.gain.setValueAtTime(0, now);
masterGain.gain.linearRampToValueAtTime(0.08, now + 4); // 4-second fade in
const oscillators = [];
const panners = [];
// Chord voices with stereo positioning and subtle detuning
// Doubled voices panned L/R create width and warmth
const voices = [
{ freq: 130.81, pan: 0, detune: -3, vol: 0.10 }, // C3 - center (foundation)
{ freq: 196.00, pan: -0.4, detune: 2, vol: 0.08 }, // G3 - slight left
{ freq: 196.00, pan: 0.4, detune: -2, vol: 0.08 }, // G3 - slight right
{ freq: 261.63, pan: -0.6, detune: 4, vol: 0.07 }, // C4 - left
{ freq: 261.63, pan: 0.6, detune: -4, vol: 0.07 }, // C4 - right
{ freq: 329.63, pan: -0.8, detune: 3, vol: 0.05 }, // E4 - far left
{ freq: 329.63, pan: 0.8, detune: -3, vol: 0.05 }, // E4 - far right
{ freq: 392.00, pan: -0.3, detune: 5, vol: 0.04 }, // G4 - mid left
{ freq: 392.00, pan: 0.3, detune: -5, vol: 0.04 }, // G4 - mid right
];
voices.forEach((voice) => {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
const panner = ctx.createStereoPanner();
osc.type = 'sine';
osc.frequency.value = voice.freq;
osc.detune.value = voice.detune;
// Slow wandering vibrato
const lfo = ctx.createOscillator();
const lfoGain = ctx.createGain();
lfo.frequency.value = 0.12 + Math.random() * 0.1;
lfoGain.gain.value = voice.freq * 0.003;
lfo.connect(lfoGain);
lfoGain.connect(osc.frequency);
lfo.start(now);
// Subtle pan drift for movement
const panLfo = ctx.createOscillator();
const panLfoGain = ctx.createGain();
panLfo.frequency.value = 0.04 + Math.random() * 0.03;
panLfoGain.gain.value = 0.12;
panLfo.connect(panLfoGain);
panLfoGain.connect(panner.pan);
panLfo.start(now);
panner.pan.setValueAtTime(voice.pan, now);
osc.connect(gain);
gain.connect(panner);
panner.connect(masterGain);
gain.gain.setValueAtTime(voice.vol, now);
osc.start(now);
oscillators.push(osc, lfo, panLfo);
panners.push(panner);
});
// High shimmer - twinkling stars panned wide
const shimmerVoices = [
{ freq: 1046.50, pan: -0.9, vol: 0.012 }, // C6 far left
{ freq: 1174.66, pan: 0.9, vol: 0.010 }, // D6 far right
{ freq: 1318.51, pan: -0.5, vol: 0.008 }, // E6 mid left
{ freq: 1567.98, pan: 0.5, vol: 0.007 }, // G6 mid right
];
shimmerVoices.forEach(voice => {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
const panner = ctx.createStereoPanner();
osc.type = 'sine';
osc.frequency.value = voice.freq;
// Gentle twinkling
const ampLfo = ctx.createOscillator();
const ampLfoGain = ctx.createGain();
ampLfo.frequency.value = 0.6 + Math.random() * 0.4;
ampLfoGain.gain.value = voice.vol * 0.4;
ampLfo.connect(ampLfoGain);
ampLfoGain.connect(gain.gain);
ampLfo.start(now);
// Slow pan wander
const panLfo = ctx.createOscillator();
const panLfoGain = ctx.createGain();
panLfo.frequency.value = 0.025 + Math.random() * 0.02;
panLfoGain.gain.value = 0.25;
panLfo.connect(panLfoGain);
panLfoGain.connect(panner.pan);
panLfo.start(now);
panner.pan.setValueAtTime(voice.pan, now);
osc.connect(gain);
gain.connect(panner);
panner.connect(masterGain);
gain.gain.setValueAtTime(voice.vol, now);
osc.start(now);
oscillators.push(osc, ampLfo, panLfo);
panners.push(panner);
});
// Warm sub-bass (center, subtle)
const subOsc = ctx.createOscillator();
const subGain = ctx.createGain();
subOsc.type = 'sine';
subOsc.frequency.value = 65.41; // C2
subOsc.connect(subGain);
subGain.connect(masterGain);
subGain.gain.setValueAtTime(0.03, now);
subOsc.start(now);
oscillators.push(subOsc);
this.ambientMusic = {
oscillators,
panners,
masterGain,
ctx
};
},
// Swell the ambient music for dramatic reveal
swellAmbientMusic() {
if (!this.ambientMusic) return;
const { masterGain, ctx } = this.ambientMusic;
const now = ctx.currentTime;
// Gentle swell up then back down
masterGain.gain.linearRampToValueAtTime(0.1, now + 2);
masterGain.gain.linearRampToValueAtTime(0.06, now + 5);
},
// Stop ambient music with fade out
stopAmbientMusic() {
if (!this.ambientMusic) return;
const { oscillators, masterGain, ctx } = this.ambientMusic;
const now = ctx.currentTime;
// Gentle fade out
masterGain.gain.linearRampToValueAtTime(0, now + 2);
// Stop all oscillators after fade
setTimeout(() => {
oscillators.forEach(osc => {
try { osc.stop(); } catch(e) {}
});
}, 2500);
this.ambientMusic = null;
},
// Play a gentle chime (multiple frequencies)
playChime(frequencies, volume, duration) {
if (!AudioSystem || !AudioSystem.ctx) return;
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
frequencies.forEach((freq, i) => {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sine';
osc.frequency.value = freq;
osc.connect(gain);
gain.connect(ctx.destination);
// Staggered, gentle attack
const delay = i * 0.08;
gain.gain.setValueAtTime(0, now + delay);
gain.gain.linearRampToValueAtTime(volume * (1 - i * 0.15), now + delay + 0.1);
gain.gain.exponentialRampToValueAtTime(0.001, now + delay + duration);
osc.start(now + delay);
osc.stop(now + delay + duration);
});
},
// Play a gentle ascending shimmer
playShimmer(startFreq, endFreq, duration, volume) {
if (!AudioSystem || !AudioSystem.ctx) return;
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(startFreq, now);
osc.frequency.exponentialRampToValueAtTime(endFreq, now + duration);
osc.connect(gain);
gain.connect(ctx.destination);
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(volume, now + duration * 0.3);
gain.gain.linearRampToValueAtTime(0, now + duration);
osc.start(now);
osc.stop(now + duration);
},
// Play a gentle breeze/whoosh sound
playBreeze(duration, volume) {
if (!AudioSystem || !AudioSystem.ctx) return;
const ctx = AudioSystem.ctx;
const now = ctx.currentTime;
// Use multiple sine waves at different frequencies for a soft breeze
[300, 450, 600, 800].forEach(freq => {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sine';
osc.frequency.value = freq + Math.random() * 50;
osc.connect(gain);
gain.connect(ctx.destination);
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(volume * 0.3, now + duration * 0.3);
gain.gain.linearRampToValueAtTime(0, now + duration);
osc.start(now);
osc.stop(now + duration);
});
},
// Create UI overlay
createUI() {
// Black overlay for fades
this.overlay = document.createElement('div');
this.overlay.id = 'landing-overlay';
this.overlay.style.cssText = `
position: fixed;
top: 0; left: 0; right: 0; bottom: 0;
background: black;
z-index: 10000;
opacity: 1;
pointer-events: none;
transition: opacity 0.5s ease;
`;
document.body.appendChild(this.overlay);
// Skip hint
this.skipHint = document.createElement('div');
this.skipHint.id = 'landing-skip';
this.skipHint.innerHTML = 'Press SPACE or CLICK to skip';
this.skipHint.style.cssText = `
position: fixed;
bottom: 30px;
right: 30px;
color: rgba(255,255,255,0.5);
font-family: 'Courier New', monospace;
font-size: 14px;
z-index: 10001;
opacity: 0;
transition: opacity 0.5s ease;
`;
document.body.appendChild(this.skipHint);
// Title card
this.titleCard = document.createElement('div');
this.titleCard.id = 'landing-title';
this.titleCard.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: white;
font-family: 'Courier New', monospace;
text-align: center;
z-index: 10001;
opacity: 0;
transition: opacity 1s ease;
`;
document.body.appendChild(this.titleCard);
},
// Remove UI
removeUI() {
if (this.overlay) this.overlay.remove();
if (this.skipHint) this.skipHint.remove();
if (this.titleCard) this.titleCard.remove();
this.overlay = null;
this.skipHint = null;
this.titleCard = null;
},
// Initialize landing sequence
start(landingPosition, planetName) {
if (this.active) return;
this.active = true;
this.phase = 'fadeIn';
this.time = 0;
this.phaseTime = 0;
this.skipRequested = false;
this.landingPos.copy(landingPosition);
this.landingY = landingPosition.y;
// Create UI
this.createUI();
// Create spacecraft high above landing zone
this.spacecraft = this.createSpacecraft();
this.spacecraft.position.set(
landingPosition.x,
landingPosition.y + 80, // Start high
landingPosition.z
);
this.spacecraft.rotation.y = Math.PI; // Face forward
scene.add(this.spacecraft);
// Hide player initially
if (worldState.player) {
worldState.player.visible = false;
worldState.player.position.set(
landingPosition.x,
landingPosition.y + 0.8,
landingPosition.z + 5 // Behind ship ramp
);
}
// Store original camera state
this.originalCameraPos = camera.position.clone();
// Set initial cinematic camera - looking up at descending ship
camera.position.set(
landingPosition.x + 15,
landingPosition.y + 5,
landingPosition.z + 20
);
camera.lookAt(landingPosition.x, landingPosition.y + 40, landingPosition.z);
// Set title
if (this.titleCard) {
this.titleCard.innerHTML = `
${planetName || 'UNKNOWN WORLD'}
First Contact
`;
}
// Hide game UI during cutscene
document.querySelectorAll('#game-ui, #portrait-panel, #minimap-container, #hp-mp-panel').forEach(el => {
if (el) el.style.opacity = '0';
});
// Add skip listeners
this.skipHandler = (e) => {
if (e.code === 'Space' || e.type === 'click') {
this.skipRequested = true;
}
};
window.addEventListener('keydown', this.skipHandler);
window.addEventListener('click', this.skipHandler);
// Start engine sound
this.playSound('engine');
// v12.12: Start ambient music for landing atmosphere
if (typeof SpaceMusic !== 'undefined' && !SpaceMusic.isPlaying) {
SpaceMusic.start();
}
// Play special landing accent
if (typeof SpaceMusic !== 'undefined') {
SpaceMusic.playLandingAccent();
}
console.log('🚀 Landing Sequence: Started cinematic intro');
},
// Update landing sequence
update(deltaTime) {
if (!this.active) return;
this.time += deltaTime;
this.phaseTime += deltaTime;
// Handle skip
if (this.skipRequested && this.phase !== 'fadeOut' && this.phase !== 'complete') {
this.phase = 'fadeOut';
this.phaseTime = 0;
if (this.overlay) this.overlay.style.opacity = '1';
}
const dt = Math.min(deltaTime, 0.05); // Cap delta for stability
// Update particles
this.updateParticles(dt);
// Phase-specific updates
switch (this.phase) {
case 'fadeIn':
this.updateFadeIn();
break;
case 'descent':
this.updateDescent(dt);
break;
case 'landing':
this.updateLanding(dt);
break;
case 'doorOpen':
this.updateDoorOpen(dt);
break;
case 'emerge':
this.updateEmerge(dt);
break;
case 'cameraReveal':
this.updateCameraReveal(dt);
break;
case 'fadeOut':
this.updateFadeOut();
break;
}
// Animate spacecraft elements
if (this.spacecraft) {
// Pulsing engine glow
const pulse = 0.7 + Math.sin(this.time * 10) * 0.3;
this.spacecraft.userData.engineGlows?.forEach(glow => {
if (glow.material) glow.material.opacity = pulse;
});
// Blinking nav lights
const blink = Math.sin(this.time * 3) > 0;
if (this.spacecraft.userData.tipL) {
this.spacecraft.userData.tipL.material.emissiveIntensity = blink ? 1 : 0.3;
}
if (this.spacecraft.userData.tipR) {
this.spacecraft.userData.tipR.material.emissiveIntensity = blink ? 0.3 : 1;
}
}
},
// Update particles
// v7.84: Uses pre-allocated _tempParticleVelocity to avoid clone() per particle per frame
updateParticles(dt) {
// Thruster particles
for (let i = this.thrusterParticles.length - 1; i >= 0; i--) {
const p = this.thrusterParticles[i];
// v7.84: Use temp vector instead of clone()
this._tempParticleVelocity.copy(p.userData.velocity).multiplyScalar(dt);
p.position.add(this._tempParticleVelocity);
p.userData.velocity.y -= 5 * dt; // Gravity
p.userData.life -= p.userData.decay * dt;
p.material.opacity = p.userData.life * 0.9;
p.scale.setScalar(p.userData.life * 1.5);
if (p.userData.life <= 0) {
scene.remove(p);
this.thrusterParticles.splice(i, 1);
}
}
// Dust particles
for (let i = this.dustParticles.length - 1; i >= 0; i--) {
const p = this.dustParticles[i];
// v7.84: Use temp vector instead of clone()
this._tempParticleVelocity.copy(p.userData.velocity).multiplyScalar(dt);
p.position.add(this._tempParticleVelocity);
p.userData.velocity.y -= 3 * dt;
p.userData.velocity.multiplyScalar(0.98); // Drag
p.userData.life -= p.userData.decay * dt;
p.material.opacity = p.userData.life * 0.6;
p.scale.setScalar(1 + (1 - p.userData.life) * 2);
if (p.userData.life <= 0) {
scene.remove(p);
this.dustParticles.splice(i, 1);
}
}
},
updateFadeIn() {
const progress = this.phaseTime / this.phaseDurations.fadeIn;
if (this.overlay) {
this.overlay.style.opacity = 1 - progress;
}
if (this.skipHint && progress > 0.5) {
this.skipHint.style.opacity = '1';
}
if (progress >= 1) {
this.phase = 'descent';
this.phaseTime = 0;
}
},
updateDescent(dt) {
const progress = this.phaseTime / this.phaseDurations.descent;
const eased = 1 - Math.pow(1 - progress, 2); // Ease out
if (this.spacecraft) {
// Descend from high to landing position
const startY = this.landingY + 80;
const endY = this.landingY + 8;
this.spacecraft.position.y = startY + (endY - startY) * eased;
// Gentle sway
this.spacecraft.rotation.z = Math.sin(this.time * 2) * 0.03;
this.spacecraft.rotation.x = Math.sin(this.time * 1.5) * 0.02;
// Deploy landing gear gradually
const gearProgress = Math.max(0, (progress - 0.5) * 2);
this.spacecraft.userData.landingGear?.forEach(gear => {
gear.position.y = gear.userData.restY + (gear.userData.deployedY - gear.userData.restY) * gearProgress;
});
// Spawn thruster particles
if (Math.random() < 0.3) {
[-2, 2].forEach(x => {
const pos = new THREE.Vector3(
this.spacecraft.position.x + x,
this.spacecraft.position.y - 1,
this.spacecraft.position.z - 2
);
const vel = new THREE.Vector3(
(Math.random() - 0.5) * 2,
-8 - Math.random() * 5,
(Math.random() - 0.5) * 2
);
const particle = this.createThrusterParticle(pos, vel);
scene.add(particle);
this.thrusterParticles.push(particle);
});
}
}
// Camera tracks descent
const camProgress = eased;
camera.position.set(
this.landingPos.x + 15 - camProgress * 5,
this.landingPos.y + 5 + (1 - camProgress) * 10,
this.landingPos.z + 20 - camProgress * 10
);
camera.lookAt(
this.landingPos.x,
this.landingPos.y + 40 - camProgress * 35,
this.landingPos.z
);
if (progress >= 1) {
this.phase = 'landing';
this.phaseTime = 0;
this.playSound('landing');
}
},
updateLanding(dt) {
const progress = this.phaseTime / this.phaseDurations.landing;
if (this.spacecraft) {
// Final descent to ground
const startY = this.landingY + 8;
const endY = this.landingY + 2.5;
if (progress < 0.3) {
// Quick drop
const dropProgress = progress / 0.3;
this.spacecraft.position.y = startY + (endY - startY) * dropProgress;
} else {
// Settle with bounce
const settleProgress = (progress - 0.3) / 0.7;
const bounce = Math.sin(settleProgress * Math.PI * 3) * (1 - settleProgress) * 0.3;
this.spacecraft.position.y = endY + bounce;
}
// Camera shake on impact
if (progress < 0.3) {
const shake = (1 - progress / 0.3) * 0.3;
camera.position.x += (Math.random() - 0.5) * shake;
camera.position.y += (Math.random() - 0.5) * shake;
}
// Spawn dust cloud on impact
if (progress < 0.1) {
for (let i = 0; i < 5; i++) {
const pos = new THREE.Vector3(
this.landingPos.x + (Math.random() - 0.5) * 8,
this.landingY + 0.5,
this.landingPos.z + (Math.random() - 0.5) * 8
);
const particle = this.createDustParticle(pos);
scene.add(particle);
this.dustParticles.push(particle);
}
}
}
// Move camera to side view
const camEase = 1 - Math.pow(1 - progress, 2);
camera.position.set(
this.landingPos.x + 10,
this.landingPos.y + 3,
this.landingPos.z + 10 - camEase * 5
);
camera.lookAt(
this.landingPos.x,
this.landingPos.y + 3,
this.landingPos.z
);
if (progress >= 1) {
this.phase = 'doorOpen';
this.phaseTime = 0;
this.playSound('hydraulic');
}
},
updateDoorOpen(dt) {
const progress = this.phaseTime / this.phaseDurations.doorOpen;
if (this.spacecraft && this.spacecraft.userData.ramp) {
// Animate ramp opening (rotate from vertical to angled down)
const rampAngle = Math.PI / 2 - progress * (Math.PI / 2 + 0.3);
this.spacecraft.userData.ramp.rotation.x = rampAngle;
// Turn on interior light
if (this.spacecraft.userData.interiorLight && progress > 0.2) {
this.spacecraft.userData.interiorLight.visible = true;
this.spacecraft.userData.interiorLight.intensity = Math.min((progress - 0.2) * 3, 2);
}
}
// Camera focuses on ramp
camera.position.set(
this.landingPos.x + 6,
this.landingPos.y + 2,
this.landingPos.z + 8
);
camera.lookAt(
this.landingPos.x,
this.landingPos.y + 2,
this.landingPos.z + 3
);
if (progress >= 1) {
this.phase = 'emerge';
this.phaseTime = 0;
// Position player at top of ramp
if (worldState.player) {
worldState.player.position.set(
this.landingPos.x,
this.landingPos.y + 2,
this.landingPos.z + 3
);
worldState.player.rotation.y = Math.PI; // Face outward
}
}
},
updateEmerge(dt) {
const progress = this.phaseTime / this.phaseDurations.emerge;
if (worldState.player) {
// Make player visible and walk down ramp
worldState.player.visible = true;
const startPos = new THREE.Vector3(
this.landingPos.x,
this.landingPos.y + 2,
this.landingPos.z + 3
);
const endPos = new THREE.Vector3(
this.landingPos.x,
this.landingPos.y + 0.8,
this.landingPos.z + 7
);
// Ease out movement
const moveProgress = Math.min(progress * 1.2, 1);
const eased = 1 - Math.pow(1 - moveProgress, 2);
worldState.player.position.lerpVectors(startPos, endPos, eased);
// Walking animation
if (worldState.player.userData.animation) {
worldState.player.userData.animation.state = 'walking';
worldState.player.userData.animation.walkCycle += dt * 8;
}
// Footstep sounds
if (Math.sin(this.phaseTime * 6) > 0.9) {
this.playSound('footstep');
}
// Robot looks around
if (worldState.player.userData.bones?.headGroup) {
const lookPhase = this.phaseTime * 0.8;
worldState.player.userData.bones.headGroup.rotation.y = Math.sin(lookPhase) * 0.4;
worldState.player.userData.bones.headGroup.rotation.x = Math.sin(lookPhase * 0.7) * 0.1 - 0.1;
}
}
// Camera follows robot, low angle hero shot
const camProgress = Math.min(progress * 1.5, 1);
camera.position.set(
this.landingPos.x + 4 - camProgress * 2,
this.landingPos.y + 1,
this.landingPos.z + 10 + camProgress * 2
);
camera.lookAt(
this.landingPos.x,
this.landingPos.y + 1.5,
this.landingPos.z + 5
);
if (progress >= 1) {
this.phase = 'cameraReveal';
this.phaseTime = 0;
this.playSound('whoosh');
this.playSound('ambient');
// Show title card
if (this.titleCard) {
this.titleCard.style.opacity = '1';
}
// Stop walking animation
if (worldState.player?.userData.animation) {
worldState.player.userData.animation.state = 'idle';
}
}
},
updateCameraReveal(dt) {
const progress = this.phaseTime / this.phaseDurations.cameraReveal;
// Epic pullback and pan
const eased = 1 - Math.pow(1 - progress, 3); // Strong ease out
// Camera arcs around and pulls back
const angle = eased * Math.PI * 0.6;
const distance = 8 + eased * 25;
const height = 2 + eased * 15;
camera.position.set(
this.landingPos.x + Math.sin(angle) * distance,
this.landingPos.y + height,
this.landingPos.z + Math.cos(angle) * distance
);
// Look at a point between player and horizon
const lookHeight = 1 + eased * 5;
camera.lookAt(
this.landingPos.x,
this.landingPos.y + lookHeight,
this.landingPos.z
);
// Fade out title card
if (this.titleCard && progress > 0.6) {
this.titleCard.style.opacity = String(1 - (progress - 0.6) / 0.4);
}
// Robot turns to face camera
if (worldState.player && progress > 0.3) {
const turnProgress = (progress - 0.3) / 0.4;
worldState.player.rotation.y = Math.PI + Math.min(turnProgress, 1) * (-angle);
}
if (progress >= 1) {
this.phase = 'fadeOut';
this.phaseTime = 0;
if (this.overlay) this.overlay.style.opacity = '0.5';
}
},
updateFadeOut() {
const progress = this.phaseTime / this.phaseDurations.fadeOut;
// Quick fade
if (this.overlay) {
if (progress < 0.3) {
this.overlay.style.opacity = String(0.5 + progress);
} else {
this.overlay.style.opacity = String(1 - (progress - 0.3) / 0.7);
}
}
// Hide skip hint
if (this.skipHint) {
this.skipHint.style.opacity = '0';
}
if (progress >= 1) {
this.complete();
}
},
// Complete and cleanup
complete() {
this.phase = 'complete';
this.active = false;
// Remove event listeners
if (this.skipHandler) {
window.removeEventListener('keydown', this.skipHandler);
window.removeEventListener('click', this.skipHandler);
}
// Clean up particles
this.thrusterParticles.forEach(p => scene.remove(p));
this.dustParticles.forEach(p => scene.remove(p));
this.thrusterParticles = [];
this.dustParticles = [];
// Remove spacecraft (leave world ship)
if (this.spacecraft) {
scene.remove(this.spacecraft);
this.spacecraft = null;
}
// Remove UI
this.removeUI();
// Stop ambient music with gentle fade out
this.stopAmbientMusic();
// Reset player to idle
if (worldState.player) {
worldState.player.visible = true;
if (worldState.player.userData.animation) {
worldState.player.userData.animation.state = 'idle';
}
if (worldState.player.userData.bones?.headGroup) {
worldState.player.userData.bones.headGroup.rotation.set(0, 0, 0);
}
}
// Restore game UI
document.querySelectorAll('#game-ui, #portrait-panel, #minimap-container, #hp-mp-panel').forEach(el => {
if (el) el.style.opacity = '1';
});
// Reset camera for gameplay
if (typeof updateCameraForGameplay === 'function') {
updateCameraForGameplay();
}
// Initialize RTS selection
if (RTSSelection) {
RTSSelection.init();
}
console.log('🚀 Landing Sequence: Complete - Welcome to the world!');
},
// Check if sequence is running
isActive() {
return this.active;
}
};
// ============================================
// v6.93: TIME REWIND SYSTEM
// Auto-saves snapshots every 30 seconds
// Rewind to any point in your 12+ hour session
// Persists to localStorage - survives refreshes
// ============================================
const TimeRewind = {
// Configuration
SNAPSHOT_INTERVAL: 30000, // Auto-snapshot every 30 seconds
MAX_SNAPSHOTS: 1440, // 12 hours worth at 30s intervals
STORAGE_KEY: 'levi-time-rewind',
// State
snapshots: [],
lastSnapshotTime: 0,
isRewinding: false,
selectedIndex: -1,
// Initialize - load existing snapshots from storage
// v8.0: Using SafeJSON for TimeRewind snapshots (8-Strategy Consensus Cycle 4)
init() {
const data = SafeJSON.fromLocalStorage(this.STORAGE_KEY, { snapshots: [] });
this.snapshots = data.snapshots || [];
if (this.snapshots.length > 0) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`⏪ TimeRewind: Loaded ${this.snapshots.length} snapshots from storage`);
}
// v6.93: Take immediate snapshot on init to capture current state
setTimeout(() => {
this.takeSnapshot('Session start - ' + new Date().toLocaleTimeString());
console.log('⏪ TimeRewind: Created initial snapshot');
}, 3000); // Wait 3s for game to fully initialize with galaxy
this.updateUI();
},
// Take a snapshot of current game state
takeSnapshot(label = null) {
const snapshot = {
id: Date.now(),
timestamp: Date.now(),
playtime: gameData.playtime,
cycle: gameData.totalCycles,
label: label || `Auto-save at ${this.formatTime(gameData.playtime)}`,
// Full gameData clone
gameData: JSON.parse(JSON.stringify(gameData)),
// Galaxy state
civilizations: civilizations.map(c => ({
id: c.id,
x: c.x,
y: c.y,
z: c.z,
name: c.name,
biome: c.biome,
visited: c.visited,
orbital: c.orbital ? { ...c.orbital } : null
})),
// Physics state
physics: { ...physicsParams },
// Current mode
mode: mode,
// Active planet
activePlanetId: activeCiv?.id ?? null
};
this.snapshots.push(snapshot);
// Trim to max snapshots (keep most recent)
while (this.snapshots.length > this.MAX_SNAPSHOTS) {
this.snapshots.shift();
}
this.saveToStorage();
this.updateUI();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`⏪ Snapshot taken: ${snapshot.label} (${this.snapshots.length} total)`);
return snapshot;
},
// Auto-snapshot called from animate loop
update(time) {
if (this.isRewinding) return;
if (time - this.lastSnapshotTime >= this.SNAPSHOT_INTERVAL) {
this.takeSnapshot();
this.lastSnapshotTime = time;
}
},
// Restore game to a specific snapshot
restoreSnapshot(index) {
if (index < 0 || index >= this.snapshots.length) {
showNotification('Invalid snapshot index!', 'error');
return;
}
const snapshot = this.snapshots[index];
this.isRewinding = true;
try {
// Restore gameData
Object.assign(gameData, snapshot.gameData);
// Restore civilizations state
snapshot.civilizations.forEach((savedCiv, i) => {
if (civilizations[i]) {
civilizations[i].x = savedCiv.x;
civilizations[i].y = savedCiv.y;
civilizations[i].z = savedCiv.z;
civilizations[i].visited = savedCiv.visited;
// v7.26: 8-STRATEGY CONSENSUS FIX - Restore biome data (was missing!)
// This fixes the bug where all worlds become Industrial after time rewind
if (savedCiv.biome) {
civilizations[i].biome = savedCiv.biome;
civilizations[i].biomeName = savedCiv.biomeName || (BIOMES[savedCiv.biome]?.name || 'Terra');
}
if (savedCiv.orbital && civilizations[i].orbital) {
Object.assign(civilizations[i].orbital, savedCiv.orbital);
}
// Update 3D mesh position and visibility
const group = galaxyGroup?.children[i];
if (group) {
group.position.set(savedCiv.x, savedCiv.y, savedCiv.z);
const destroyed = savedCiv.orbital?.destroyed;
const escaped = savedCiv.orbital?.escaped;
group.visible = !(destroyed || escaped);
}
}
});
// Restore physics
Object.assign(physicsParams, snapshot.physics);
// Save restored state
saveGameData();
// Remove all snapshots after this one (branch off)
this.snapshots = this.snapshots.slice(0, index + 1);
this.saveToStorage();
showNotification(`⏪ Rewound to: ${snapshot.label}`, 'success');
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`⏪ Restored snapshot from index ${index}`);
} catch (e) {
// v8.26: Enhanced error message with snapshot context
console.error(`[TimeRewind] v8.26: Restore failed for snapshot at index ${index}. Snapshot label: "${snapshot?.label || 'unknown'}". Error:`, e.message || e);
showNotification('Rewind failed! Check console for details.', 'error');
}
this.isRewinding = false;
this.updateUI();
},
// Rewind by N steps
rewindSteps(steps = 1) {
const targetIndex = this.snapshots.length - 1 - steps;
if (targetIndex >= 0) {
this.restoreSnapshot(targetIndex);
} else {
showNotification('No earlier snapshots available!', 'error');
}
},
// Quick rewind to last snapshot
quickRewind() {
if (this.snapshots.length >= 2) {
this.restoreSnapshot(this.snapshots.length - 2);
} else {
showNotification('Need at least 2 snapshots to rewind!', 'error');
}
},
// Manual save point with label
createSavePoint(label) {
const snapshot = this.takeSnapshot(label || `Manual save - ${new Date().toLocaleTimeString()}`);
showNotification(`💾 Save point created: ${snapshot.label}`, 'success');
},
// Save snapshots to localStorage
saveToStorage() {
try {
// Only save essential data to reduce storage size
const toSave = {
version: '1.0',
savedAt: Date.now(),
snapshots: this.snapshots
};
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(toSave));
} catch (e) {
console.warn('TimeRewind: Storage save failed (quota?)', e);
// Aggressively reduce snapshots on quota error
if (this.snapshots.length > 5) {
// Keep only the 5 most recent snapshots
this.snapshots = this.snapshots.slice(-5);
console.log('⏪ TimeRewind: Reduced to 5 snapshots to free storage');
try {
const reduced = {
version: '1.0',
savedAt: Date.now(),
snapshots: this.snapshots
};
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(reduced));
} catch (e2) {
// If still failing, clear entirely
console.warn('⏪ TimeRewind: Clearing all snapshots due to quota');
this.snapshots = [];
localStorage.removeItem(this.STORAGE_KEY);
}
}
}
},
// Export all snapshots to file
exportSnapshots() {
if (this.snapshots.length === 0) {
showNotification('No snapshots to export!', 'error');
return;
}
const data = {
version: '1.0',
exportedAt: Date.now(),
totalPlaytime: gameData.playtime,
snapshotCount: this.snapshots.length,
snapshots: this.snapshots
};
const json = JSON.stringify(data);
const blob = new Blob([json], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const link = document.createElement('a');
link.href = url;
link.download = `levi-timeline-${new Date().toISOString().split('T')[0]}.json`;
link.click();
URL.revokeObjectURL(url);
const sizeMB = (json.length / 1024 / 1024).toFixed(2);
showNotification(`📁 Exported ${this.snapshots.length} snapshots (${sizeMB}MB)`, 'success');
},
// v8.31: Use ErrorRecovery.safeJSONParse for safer snapshot import
importSnapshots(file) {
const reader = new FileReader();
reader.onload = (e) => {
const data = ErrorRecovery.safeJSONParse(e.target.result, null);
if (!data) {
showNotification('Import failed: Invalid JSON format', 'error');
return;
}
if (!data.snapshots || !Array.isArray(data.snapshots)) {
showNotification('Import failed: Invalid timeline file', 'error');
return;
}
this.snapshots = data.snapshots;
this.saveToStorage();
this.updateUI();
showNotification(`Imported ${this.snapshots.length} snapshots`, 'success');
};
reader.readAsText(file);
},
// Clear all snapshots
clearSnapshots() {
if (confirm('Clear all time rewind data? This cannot be undone.')) {
this.snapshots = [];
localStorage.removeItem(this.STORAGE_KEY);
this.updateUI();
showNotification('Timeline cleared', 'info');
}
},
// Format playtime
formatTime(seconds) {
const hrs = Math.floor(seconds / 3600);
const mins = Math.floor((seconds % 3600) / 60);
if (hrs > 0) return `${hrs}h ${mins}m`;
return `${mins}m`;
},
// Update the rewind UI
updateUI() {
const countEl = document.getElementById('rewind-count');
const sliderEl = document.getElementById('rewind-slider');
const labelEl = document.getElementById('rewind-label');
if (countEl) {
countEl.textContent = this.snapshots.length;
}
if (sliderEl) {
sliderEl.max = Math.max(0, this.snapshots.length - 1);
sliderEl.value = this.snapshots.length - 1;
}
if (labelEl && this.snapshots.length > 0) {
const latest = this.snapshots[this.snapshots.length - 1];
labelEl.textContent = latest.label;
}
},
// Show rewind modal with timeline
showModal() {
let modal = document.getElementById('rewind-modal');
if (!modal) {
modal = document.createElement('div');
modal.id = 'rewind-modal';
modal.innerHTML = `
⏪ Time Rewind
Close
Select a point to rewind to. All progress after that point will be lost.
💾 Create Save Point
📤 Export Timeline
📥 Import Timeline
🗑️ Clear All
`;
document.body.appendChild(modal);
}
// Populate timeline
const timeline = document.getElementById('rewind-timeline');
if (timeline) {
if (this.snapshots.length === 0) {
timeline.innerHTML = 'No snapshots yet. Play for 30 seconds to create the first auto-save.
';
} else {
timeline.innerHTML = this.snapshots.slice().reverse().map((snap, reverseIdx) => {
const idx = this.snapshots.length - 1 - reverseIdx;
const isLatest = idx === this.snapshots.length - 1;
const civCount = snap.civilizations.filter(c => !c.orbital?.destroyed && !c.orbital?.escaped).length;
const date = new Date(snap.timestamp);
return `
${snap.label}
${date.toLocaleTimeString()} - Playtime: ${this.formatTime(snap.playtime)}
`;
}).join('');
}
}
}
};
// Global function to show rewind modal
function showRewindModal() {
TimeRewind.showModal();
}
// Quick rewind function for keyboard shortcut
function quickRewind() {
TimeRewind.quickRewind();
}
// ============================================
// v6.56: CIVILIZATION GENESIS ENGINE
// 8-Agent Consensus Implementation
// Drop a seed, watch civilizations emerge from 4 rules:
// 1. Attract Resources
// 2. Claim Territory
// 3. Reproduce
// 4. Die
// ============================================
const GENESIS_CONFIG = {
// Rule 1: Attract Resources
RESOURCE_SENSE_RADIUS: 60,
RESOURCE_ATTRACTION_STRENGTH: 0.8,
RESOURCE_GATHER_RATE: 0.5,
RESOURCE_SPAWN_RATE: 0.03,
MAX_RESOURCES: 100,
// Rule 2: Claim Territory
TERRITORY_RADIUS: 8,
TERRITORY_BUILD_RATE: 2,
TERRITORY_DECAY_RATE: 0.1,
KINSHIP_BONUS: 0.3, // Reduced repulsion for family
// Rule 3: Reproduce
REPRODUCTION_THRESHOLD: 80,
REPRODUCTION_COST: 40,
REPRODUCTION_COOLDOWN: 100, // ticks
MIN_REPRODUCTION_AGE: 50,
// Rule 4: Die
DEATH_AGE: 800,
STARVATION_THRESHOLD: 5,
ENERGY_DECAY_RATE: 0.15,
// Performance
MAX_ENTITIES: 500,
WORLD_RADIUS: 150,
CELL_SIZE: 15, // Spatial hash grid
// Visual
FACTION_COLORS: [0x66aaff, 0x66ff88, 0xff8866, 0xaa66ff, 0xffff66, 0xff66aa]
};
// Genesis State
let genesisState = {
active: false,
paused: false,
speed: 1,
tick: 0,
entities: [],
resources: [],
territory: {}, // "x,z" -> { owner, lineage, strength }
factions: {},
nextId: 1,
nextFactionId: 0,
events: [],
stats: {
peakPopulation: 0,
totalFactions: 0,
totalWars: 0,
totalDeaths: 0
},
// Three.js objects
entityMeshes: null,
resourceMeshes: null,
territoryMesh: null,
genesisScene: null,
previousMode: 'galaxy',
previousCameraPos: null
};
// Spatial hash grid for O(1) neighbor queries
const GenesisSpatialGrid = {
cells: new Map(),
getKey(x, z) {
const cx = Math.floor(x / GENESIS_CONFIG.CELL_SIZE);
const cz = Math.floor(z / GENESIS_CONFIG.CELL_SIZE);
return `${cx},${cz}`;
},
clear() {
this.cells.clear();
},
rebuild(entities) {
this.cells.clear();
entities.forEach((entity, idx) => {
if (entity.alive) {
const key = this.getKey(entity.x, entity.z);
if (!this.cells.has(key)) this.cells.set(key, []);
this.cells.get(key).push(idx);
}
});
},
getNearby(x, z, radius) {
const results = [];
const cellRadius = Math.ceil(radius / GENESIS_CONFIG.CELL_SIZE);
const cx = Math.floor(x / GENESIS_CONFIG.CELL_SIZE);
const cz = Math.floor(z / GENESIS_CONFIG.CELL_SIZE);
const radiusSq = radius * radius;
for (let dx = -cellRadius; dx <= cellRadius; dx++) {
for (let dz = -cellRadius; dz <= cellRadius; dz++) {
const cell = this.cells.get(`${cx + dx},${cz + dz}`);
if (!cell) continue;
for (const idx of cell) {
const entity = genesisState.entities[idx];
if (!entity || !entity.alive) continue;
const distSq = (entity.x - x) ** 2 + (entity.z - z) ** 2;
if (distSq <= radiusSq) {
results.push({ idx, entity, distSq });
}
}
}
}
return results.sort((a, b) => a.distSq - b.distSq);
}
};
// Create a new entity
function createGenesisEntity(x, z, parentLineage = null, generation = 0) {
const id = genesisState.nextId++;
const lineage = parentLineage || id;
// Determine or create faction
let factionId = null;
if (parentLineage) {
// Find parent's faction
for (const [fid, faction] of Object.entries(genesisState.factions)) {
if (faction.lineage === parentLineage) {
factionId = parseInt(fid);
break;
}
}
}
// Create new faction if needed (tribes emerge!)
if (factionId === null && generation >= 2) {
factionId = genesisState.nextFactionId++;
const colorIdx = factionId % GENESIS_CONFIG.FACTION_COLORS.length;
genesisState.factions[factionId] = {
id: factionId,
lineage: lineage,
color: GENESIS_CONFIG.FACTION_COLORS[colorIdx],
name: `Tribe ${factionId + 1}`,
founded: genesisState.tick,
population: 0
};
genesisState.stats.totalFactions++;
logGenesisEvent(`🏛️ ${genesisState.factions[factionId].name} founded!`);
}
const entity = {
id,
x,
z,
energy: 50,
age: 0,
lineage,
factionId,
generation,
speed: 1 + (Math.random() - 0.5) * 0.3, // Slight variation
territoryStrength: 0,
lastReproduction: 0,
alive: true,
state: 'wandering' // wandering, gathering, claiming, fighting
};
genesisState.entities.push(entity);
if (factionId !== null && genesisState.factions[factionId]) {
genesisState.factions[factionId].population++;
}
return entity;
}
// Spawn a resource
function spawnGenesisResource() {
if (genesisState.resources.length >= GENESIS_CONFIG.MAX_RESOURCES) return;
const angle = Math.random() * Math.PI * 2;
const dist = Math.random() * GENESIS_CONFIG.WORLD_RADIUS * 0.9;
genesisState.resources.push({
x: Math.cos(angle) * dist,
z: Math.sin(angle) * dist,
amount: 20 + Math.random() * 30
});
}
// RULE 1: Attract Resources
function applyAttractionRule(entity, idx) {
// Find nearest resource
let nearest = null;
let nearestDistSq = Infinity;
for (const resource of genesisState.resources) {
if (resource.amount <= 0) continue;
const dx = resource.x - entity.x;
const dz = resource.z - entity.z;
const distSq = dx * dx + dz * dz;
if (distSq < nearestDistSq && distSq < GENESIS_CONFIG.RESOURCE_SENSE_RADIUS ** 2) {
nearestDistSq = distSq;
nearest = resource;
}
}
if (nearest) {
const dist = Math.sqrt(nearestDistSq);
if (dist > 2) {
// Move toward resource
const dx = nearest.x - entity.x;
const dz = nearest.z - entity.z;
entity.x += (dx / dist) * entity.speed * GENESIS_CONFIG.RESOURCE_ATTRACTION_STRENGTH;
entity.z += (dz / dist) * entity.speed * GENESIS_CONFIG.RESOURCE_ATTRACTION_STRENGTH;
entity.state = 'gathering';
} else {
// Gather resource
const gather = Math.min(GENESIS_CONFIG.RESOURCE_GATHER_RATE, nearest.amount);
entity.energy += gather;
nearest.amount -= gather;
}
} else {
// Wander randomly
entity.x += (Math.random() - 0.5) * entity.speed * 0.5;
entity.z += (Math.random() - 0.5) * entity.speed * 0.5;
entity.state = 'wandering';
}
// Keep in bounds - v8.08: use squared distance for comparison
const distSq = entity.x * entity.x + entity.z * entity.z;
const radiusSq = GENESIS_CONFIG.WORLD_RADIUS * GENESIS_CONFIG.WORLD_RADIUS;
if (distSq > radiusSq) {
// Only compute sqrt when actually out of bounds
const dist = Math.sqrt(distSq);
entity.x *= GENESIS_CONFIG.WORLD_RADIUS / dist;
entity.z *= GENESIS_CONFIG.WORLD_RADIUS / dist;
}
}
// RULE 2: Claim Territory
function applyTerritoryRule(entity, idx) {
const key = `${Math.floor(entity.x / 5)},${Math.floor(entity.z / 5)}`;
if (!genesisState.territory[key]) {
genesisState.territory[key] = {
owner: entity.id,
lineage: entity.lineage,
strength: 0
};
}
const tile = genesisState.territory[key];
const sameLineage = tile.lineage === entity.lineage;
if (sameLineage) {
// Strengthen owned territory
tile.strength = Math.min(tile.strength + GENESIS_CONFIG.TERRITORY_BUILD_RATE, 100);
entity.territoryStrength = tile.strength;
} else {
// Contest foreign territory (WAR EMERGES!)
tile.strength -= GENESIS_CONFIG.TERRITORY_BUILD_RATE;
entity.energy -= 1; // Fighting costs energy
entity.state = 'fighting';
// Check for war declaration
if (entity.factionId !== null && tile.lineage) {
for (const [fid, faction] of Object.entries(genesisState.factions)) {
if (faction.lineage === tile.lineage && parseInt(fid) !== entity.factionId) {
// War!
genesisState.stats.totalWars++;
}
}
}
if (tile.strength <= 0) {
// Territory conquered!
tile.owner = entity.id;
tile.lineage = entity.lineage;
tile.strength = 1;
}
}
}
// RULE 3: Reproduce
function applyReproductionRule(entity, idx) {
const ticksSinceRepro = genesisState.tick - entity.lastReproduction;
if (entity.energy >= GENESIS_CONFIG.REPRODUCTION_THRESHOLD &&
entity.age >= GENESIS_CONFIG.MIN_REPRODUCTION_AGE &&
ticksSinceRepro >= GENESIS_CONFIG.REPRODUCTION_COOLDOWN &&
genesisState.entities.filter(e => e.alive).length < GENESIS_CONFIG.MAX_ENTITIES) {
// Check density - don't reproduce if too crowded
const nearby = GenesisSpatialGrid.getNearby(entity.x, entity.z, 10);
if (nearby.length < 8) {
// Spawn offspring
const offsetAngle = Math.random() * Math.PI * 2;
const offsetDist = 3 + Math.random() * 3;
const childX = entity.x + Math.cos(offsetAngle) * offsetDist;
const childZ = entity.z + Math.sin(offsetAngle) * offsetDist;
createGenesisEntity(childX, childZ, entity.lineage, entity.generation + 1);
entity.energy -= GENESIS_CONFIG.REPRODUCTION_COST;
entity.lastReproduction = genesisState.tick;
}
}
}
// RULE 4: Die
function applyDeathRule(entity, idx) {
// Age
entity.age++;
// Energy decay
entity.energy -= GENESIS_CONFIG.ENERGY_DECAY_RATE;
// Death conditions
let shouldDie = false;
let cause = '';
if (entity.age >= GENESIS_CONFIG.DEATH_AGE) {
shouldDie = true;
cause = 'old age';
} else if (entity.energy <= GENESIS_CONFIG.STARVATION_THRESHOLD) {
shouldDie = true;
cause = 'starvation';
}
if (shouldDie) {
entity.alive = false;
genesisState.stats.totalDeaths++;
if (entity.factionId !== null && genesisState.factions[entity.factionId]) {
genesisState.factions[entity.factionId].population--;
if (genesisState.factions[entity.factionId].population <= 0) {
logGenesisEvent(`💀 ${genesisState.factions[entity.factionId].name} has fallen!`);
}
}
}
}
// Main simulation update
function updateGenesisSimulation(dt) {
if (!genesisState.active || genesisState.paused) return;
const speed = genesisState.speed;
for (let s = 0; s < speed; s++) {
genesisState.tick++;
// Rebuild spatial grid
GenesisSpatialGrid.rebuild(genesisState.entities);
// v8.20: Use for loop instead of forEach for entity rule application
const entitiesLen = genesisState.entities.length;
for (let idx = 0; idx < entitiesLen; idx++) {
const entity = genesisState.entities[idx];
if (!entity.alive) continue;
applyAttractionRule(entity, idx);
applyTerritoryRule(entity, idx);
applyReproductionRule(entity, idx);
applyDeathRule(entity, idx);
}
// Remove depleted resources
genesisState.resources = genesisState.resources.filter(r => r.amount > 0);
// Spawn new resources
if (Math.random() < GENESIS_CONFIG.RESOURCE_SPAWN_RATE) {
spawnGenesisResource();
}
// Decay territory
for (const key in genesisState.territory) {
genesisState.territory[key].strength -= GENESIS_CONFIG.TERRITORY_DECAY_RATE;
if (genesisState.territory[key].strength <= 0) {
delete genesisState.territory[key];
}
}
}
// Update stats
const aliveCount = genesisState.entities.filter(e => e.alive).length;
if (aliveCount > genesisState.stats.peakPopulation) {
genesisState.stats.peakPopulation = aliveCount;
}
// Update UI
updateGenesisUI();
// Update 3D rendering
updateGenesisRendering();
}
// Update UI display
function updateGenesisUI() {
const alive = genesisState.entities.filter(e => e.alive).length;
const factions = Object.values(genesisState.factions).filter(f => f.population > 0).length;
const wars = genesisState.stats.totalWars;
const age = Math.floor(genesisState.tick / 10);
document.getElementById('genesis-population').textContent = alive;
document.getElementById('genesis-factions').textContent = factions;
document.getElementById('genesis-age').textContent = age;
document.getElementById('genesis-wars').textContent = wars;
}
// Initialize Genesis 3D rendering
function initGenesisRendering() {
// Create instanced mesh for entities
const entityGeometry = new THREE.SphereGeometry(0.5, 8, 8);
const entityMaterial = new THREE.MeshStandardMaterial({
color: 0xffffff,
emissive: 0x333333,
metalness: 0.3,
roughness: 0.7
});
genesisState.entityMeshes = new THREE.InstancedMesh(
entityGeometry,
entityMaterial,
GENESIS_CONFIG.MAX_ENTITIES
);
genesisState.entityMeshes.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
// Color buffer for per-instance colors
const colors = new Float32Array(GENESIS_CONFIG.MAX_ENTITIES * 3);
genesisState.entityMeshes.instanceColor = new THREE.InstancedBufferAttribute(colors, 3);
scene.add(genesisState.entityMeshes);
// Create resource markers
const resourceGeometry = new THREE.ConeGeometry(0.3, 0.8, 4);
const resourceMaterial = new THREE.MeshStandardMaterial({
color: 0x44ff44,
emissive: 0x114411
});
genesisState.resourceMeshes = new THREE.InstancedMesh(
resourceGeometry,
resourceMaterial,
GENESIS_CONFIG.MAX_RESOURCES
);
scene.add(genesisState.resourceMeshes);
// Create ground plane for territory visualization
const groundGeometry = new THREE.PlaneGeometry(
GENESIS_CONFIG.WORLD_RADIUS * 2.5,
GENESIS_CONFIG.WORLD_RADIUS * 2.5,
64, 64
);
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x222211,
roughness: 1,
metalness: 0
});
genesisState.territoryMesh = new THREE.Mesh(groundGeometry, groundMaterial);
genesisState.territoryMesh.rotation.x = -Math.PI / 2;
genesisState.territoryMesh.position.y = -0.5;
scene.add(genesisState.territoryMesh);
}
// v8.20: Pre-allocated dummy object and color for genesis rendering
const _genesisDummy = typeof THREE !== 'undefined' ? new THREE.Object3D() : null;
const _genesisColor = typeof THREE !== 'undefined' ? new THREE.Color() : null;
// Update 3D rendering
function updateGenesisRendering() {
if (!genesisState.entityMeshes) return;
const dummy = _genesisDummy;
const color = _genesisColor;
let visibleCount = 0;
// v8.20: Use for loop instead of forEach for entity rendering
const entitiesLen = genesisState.entities.length;
for (let idx = 0; idx < entitiesLen; idx++) {
const entity = genesisState.entities[idx];
if (!entity.alive) continue;
dummy.position.set(entity.x, 0.5, entity.z);
dummy.scale.setScalar(0.5 + (entity.energy / 100) * 0.3);
dummy.updateMatrix();
genesisState.entityMeshes.setMatrixAt(visibleCount, dummy.matrix);
// Color based on faction
if (entity.factionId !== null && genesisState.factions[entity.factionId]) {
color.setHex(genesisState.factions[entity.factionId].color);
} else {
color.setHex(0xaaaaaa);
}
genesisState.entityMeshes.instanceColor.setXYZ(visibleCount, color.r, color.g, color.b);
visibleCount++;
}
genesisState.entityMeshes.count = visibleCount;
genesisState.entityMeshes.instanceMatrix.needsUpdate = true;
genesisState.entityMeshes.instanceColor.needsUpdate = true;
// v8.20: Use for loop for resource rendering
let resourceCount = 0;
const resourcesLen = genesisState.resources.length;
for (let idx = 0; idx < resourcesLen; idx++) {
const resource = genesisState.resources[idx];
if (resource.amount <= 0) continue;
dummy.position.set(resource.x, 0.4, resource.z);
dummy.scale.setScalar(0.5 + (resource.amount / 50) * 0.3);
dummy.updateMatrix();
genesisState.resourceMeshes.setMatrixAt(resourceCount, dummy.matrix);
resourceCount++;
}
genesisState.resourceMeshes.count = resourceCount;
genesisState.resourceMeshes.instanceMatrix.needsUpdate = true;
}
// Cleanup genesis rendering
function cleanupGenesisRendering() {
if (genesisState.entityMeshes) {
scene.remove(genesisState.entityMeshes);
genesisState.entityMeshes.geometry.dispose();
genesisState.entityMeshes.material.dispose();
genesisState.entityMeshes = null;
}
if (genesisState.resourceMeshes) {
scene.remove(genesisState.resourceMeshes);
genesisState.resourceMeshes.geometry.dispose();
genesisState.resourceMeshes.material.dispose();
genesisState.resourceMeshes = null;
}
if (genesisState.territoryMesh) {
scene.remove(genesisState.territoryMesh);
genesisState.territoryMesh.geometry.dispose();
genesisState.territoryMesh.material.dispose();
genesisState.territoryMesh = null;
}
}
// Toggle Genesis Mode
function toggleGenesisMode() {
if (mode === 'genesis') {
exitGenesisMode();
} else {
enterGenesisMode();
}
}
// Enter Genesis Mode
function enterGenesisMode() {
// Save current state
genesisState.previousMode = mode;
genesisState.previousCameraPos = camera.position.clone();
setMode('genesis'); // v8.27: Use setMode() for state validation
genesisState.active = true;
genesisState.paused = false;
// Hide other UI
document.querySelector('.hud-top').style.display = 'none';
document.getElementById('rpg-ui')?.classList.remove('visible');
// Show Genesis UI
document.getElementById('genesis-hud').classList.add('active');
document.getElementById('genesis-controls-panel').classList.add('active');
document.getElementById('genesis-cursor').classList.add('active');
document.getElementById('genesis-button').classList.add('active');
document.getElementById('genesis-event-log').classList.add('active');
// Setup camera for top-down view
camera.position.set(0, 200, 100);
camera.lookAt(0, 0, 0);
// Initialize rendering
initGenesisRendering();
// Spawn initial resources
for (let i = 0; i < 30; i++) {
spawnGenesisResource();
}
// Add click listener for dropping seeds
renderer.domElement.addEventListener('click', handleGenesisClick);
logGenesisEvent('🧬 Genesis Mode activated - Click to drop seed!');
showNotification('Genesis Mode - Click to drop seed particle', '#ffa500');
}
// Exit Genesis Mode
// v8.28: Added ResourceManager cleanup and timer clearing
function exitGenesisMode() {
genesisState.active = false;
mode = genesisState.previousMode || 'galaxy';
// Remove click listener
renderer.domElement.removeEventListener('click', handleGenesisClick);
// Hide Genesis UI
document.getElementById('genesis-hud').classList.remove('active');
document.getElementById('genesis-controls-panel').classList.remove('active');
document.getElementById('genesis-cursor').classList.remove('active');
document.getElementById('genesis-button').classList.remove('active');
document.getElementById('genesis-event-log').classList.remove('active');
// Show main UI
document.querySelector('.hud-top').style.display = 'flex';
// Cleanup rendering
cleanupGenesisRendering();
// v8.28: Clear genesis-related timers
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.clearInterval('genesis-update');
TimerRegistry.clearInterval('genesis-spawn');
}
// Reset state
genesisState.entities = [];
genesisState.resources = [];
genesisState.territory = {};
genesisState.factions = {};
genesisState.tick = 0;
genesisState.nextId = 1;
genesisState.nextFactionId = 0;
genesisState.events = [];
// Restore camera
if (genesisState.previousCameraPos) {
camera.position.copy(genesisState.previousCameraPos);
}
showNotification('Exited Genesis Mode', '#0ff');
}
// Drop seed at position
function dropGenesisSeed(worldX, worldZ) {
const entity = createGenesisEntity(worldX, worldZ, null, 0);
entity.energy = 100; // Full energy for seed
logGenesisEvent(`🌱 Seed planted at (${Math.round(worldX)}, ${Math.round(worldZ)})`);
showNotification('Seed planted! Watch civilization emerge...', '#ffa500');
}
// Genesis click handler
function handleGenesisClick(event) {
if (mode !== 'genesis') return;
// Convert screen to world coordinates
const rect = renderer.domElement.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
// Intersect with ground plane
const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
const intersection = new THREE.Vector3();
raycaster.ray.intersectPlane(plane, intersection);
if (intersection) {
dropGenesisSeed(intersection.x, intersection.z);
}
}
// Speed control
function setGenesisSpeed(speed) {
genesisState.speed = speed;
genesisState.paused = (speed === 0);
document.querySelectorAll('.genesis-speed-btn').forEach(btn => {
btn.classList.toggle('active', parseInt(btn.dataset.speed) === speed);
});
showNotification(speed === 0 ? 'Genesis Paused' : `Genesis ${speed}x Speed`, '#ffa500');
}
// Divine interventions
function triggerGenesisBless() {
const alive = genesisState.entities.filter(e => e.alive);
if (alive.length === 0) {
showNotification('No entities to bless!', '#ff6644');
return;
}
// Bless random entities with energy boost
const tooBless = Math.min(10, alive.length);
for (let i = 0; i < tooBless; i++) {
const entity = alive[Math.floor(Math.random() * alive.length)];
entity.energy = Math.min(entity.energy + 30, 150);
}
logGenesisEvent('✨ Divine blessing bestowed!');
showNotification('Blessing bestowed! Entities energized.', '#ffd700');
}
function triggerGenesisDisaster() {
const alive = genesisState.entities.filter(e => e.alive);
if (alive.length === 0) {
showNotification('No entities to afflict!', '#ff6644');
return;
}
// Random disaster affects area
const centerX = (Math.random() - 0.5) * GENESIS_CONFIG.WORLD_RADIUS;
const centerZ = (Math.random() - 0.5) * GENESIS_CONFIG.WORLD_RADIUS;
const radius = 30 + Math.random() * 20;
// v8.08: forEach to for loop + squared distance optimization
let affected = 0;
const radiusSq = radius * radius;
for (let i = 0; i < alive.length; i++) {
const entity = alive[i];
const dx = entity.x - centerX;
const dz = entity.z - centerZ;
const distSq = dx * dx + dz * dz;
if (distSq < radiusSq) {
entity.energy -= 40;
if (entity.energy <= 0) entity.alive = false;
affected++;
}
}
logGenesisEvent(`💥 Disaster struck! ${affected} affected.`);
showNotification(`Disaster! ${affected} entities affected.`, '#ff4444');
}
// Event logging
function logGenesisEvent(message) {
const ageStr = Math.floor(genesisState.tick / 10);
genesisState.events.unshift({ tick: genesisState.tick, message });
// Keep last 50 events
if (genesisState.events.length > 50) {
genesisState.events.pop();
}
// Update log display
const logEl = document.getElementById('genesis-event-log');
if (logEl) {
logEl.innerHTML = genesisState.events.slice(0, 15).map(e =>
`[${Math.floor(e.tick/10)}] ${e.message}
`
).join('');
}
}
// Genesis cursor tracking
document.addEventListener('mousemove', (e) => {
if (mode !== 'genesis') return;
const cursor = document.getElementById('genesis-cursor');
if (cursor) {
cursor.style.left = (e.clientX - 25) + 'px';
cursor.style.top = (e.clientY - 25) + 'px';
}
});
// v5.18: P2P Spectator Streaming System
let p2pStreaming = {
peer: null,
peerId: null,
isHost: true, // Host (player) or spectator
connections: [], // Active spectator connections
hostConnection: null, // Connection to host (when spectator)
qrCodeVisible: false,
lastFrameTime: 0,
frameInterval: 100, // Send frame every 100ms (10 FPS for efficiency)
spectatorCount: 0,
streamCanvas: null, // Offscreen canvas for capturing
isSpectating: false,
spectatorData: null, // Received data when spectating
// v5.20: Simple stream controls
streamPaused: false, // When true, camera stops syncing
hostGameMode: null // Track host's current mode
};
// v7.0: Public World Manager - First-Person-Is-Host System
const PublicWorldManager = {
REGISTRY_URL: 'https://raw.githubusercontent.com/kody-w/localFirstTools/main/data/public-worlds/registry.json',
registry: null,
currentWorld: null,
isHost: false,
hostPeerId: null,
participants: [],
hostQueue: [],
myPeer: null,
hostConnection: null,
hostPeer: null,
// v8.36: Auto-reconnect system (8-Strategy Consensus Round 4)
reconnectAttempts: 0,
maxReconnectAttempts: 3,
reconnectDelays: [1000, 2000, 4000], // Exponential backoff: 1s, 2s, 4s
reconnectTimer: null,
async loadRegistry() {
try {
const response = await fetch(this.REGISTRY_URL + '?t=' + Date.now());
this.registry = await response.json();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[PUBLIC WORLDS] Loaded ${this.registry.worlds.length} worlds`);
return this.registry;
} catch (error) {
console.error('[PUBLIC WORLDS] Failed to load registry:', error);
return null;
}
},
async joinWorld(worldId, hostPeerId = null) {
if (!this.registry) await this.loadRegistry();
const worldConfig = this.registry?.worlds.find(w => w.id === worldId);
if (!worldConfig) {
showNotification('World not found in registry', 'error');
return false;
}
document.getElementById('loading').style.display = 'flex';
document.getElementById('loading').innerHTML = `
🌍
Loading Public World...
${worldConfig.name}
${worldConfig.description}
`;
try {
const seedResponse = await fetch(worldConfig.seedUrl + '?t=' + Date.now());
const seedData = await seedResponse.json();
this.currentWorld = worldId;
if (hostPeerId) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[PUBLIC WORLDS] Joining existing host: ${hostPeerId}`);
await this.connectToHost(hostPeerId, seedData);
} else {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[PUBLIC WORLDS] No host specified - BECOMING HOST`);
await this.becomeHost(worldId, seedData);
}
return true;
} catch (error) {
console.error('[PUBLIC WORLDS] Failed to load world:', error);
showNotification('Failed to load world: ' + error.message, 'error');
document.getElementById('loading').style.display = 'none';
return false;
}
},
async becomeHost(worldId, seedData) {
this.isHost = true;
this.currentWorld = worldId;
this.hostPeer = new Peer(`levi-world-${worldId}-${Date.now()}`);
this.hostPeer.on('open', (id) => {
this.hostPeerId = id;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[HOST] Now hosting world ${worldId} as ${id}`);
this.applySeedData(seedData);
this.hostQueue = [id];
setTimeout(() => {
this.showHostQRModal(worldId, id);
showNotification(`🌍 HOSTING: ${seedData.config.name}`, 'success');
// v7.1: Show world chat toggle when multiplayer is active
if (window.WorldChat) WorldChat.showToggle();
}, 1000);
});
this.hostPeer.on('connection', (conn) => {
this.handleNewParticipant(conn);
});
this.hostPeer.on('error', (err) => {
console.error('[HOST] Peer error:', err);
showNotification('Host error: ' + err.type, 'error');
});
},
async connectToHost(hostPeerId, seedData) {
this.isHost = false;
this.hostPeerId = hostPeerId;
this.myPeer = new Peer();
this.myPeer.on('open', (myId) => {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[JOINER] My peer ID: ${myId}`);
const conn = this.myPeer.connect(hostPeerId, { reliable: true });
conn.on('open', () => {
// v8.36: Reset reconnect attempts on successful connection
this.reconnectAttempts = 0;
if (this.reconnectTimer) {
clearTimeout(this.reconnectTimer);
this.reconnectTimer = null;
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[JOINER] Connected to host!`);
conn.send({ type: 'REQUEST_STATE' });
conn.send({ type: 'JOIN_QUEUE', peerId: myId });
showNotification(`🌍 Joined ${seedData.config.name}!`, 'success');
this.applySeedData(seedData);
// v7.1: Show world chat toggle when multiplayer is active
if (window.WorldChat) {
WorldChat.showToggle();
WorldChat.addSystemMessage(`Joined ${seedData.config.name}!`);
}
});
conn.on('data', (data) => {
this.handleHostMessage(data, seedData);
});
conn.on('close', () => {
console.log('[JOINER] Host disconnected!');
// v8.36: Attempt auto-reconnect before host migration
this.attemptReconnect(hostPeerId, seedData, myId);
});
// v8.36: Add error handler for connection failures
conn.on('error', (connErr) => {
console.error('[JOINER] Connection error:', connErr);
this.attemptReconnect(hostPeerId, seedData, myId);
});
this.hostConnection = conn;
});
this.myPeer.on('error', (err) => {
console.error('[JOINER] Peer error:', err);
// v8.36: Try reconnect before becoming host
if (err.type === 'network' || err.type === 'peer-unavailable') {
this.attemptReconnect(hostPeerId, seedData, null);
} else {
showNotification('Connection error: ' + err.type, 'error');
this.becomeHost(this.currentWorld, seedData);
}
});
},
// v8.36: Auto-reconnect with exponential backoff (8-Strategy Consensus Round 4)
attemptReconnect(hostPeerId, seedData, myId) {
// Don't reconnect if we're already the host
if (this.isHost) return;
// Check if we've exceeded max attempts
if (this.reconnectAttempts >= this.maxReconnectAttempts) {
console.log(`[RECONNECT] Max attempts (${this.maxReconnectAttempts}) reached. Initiating host migration.`);
showNotification('⚠️ Connection lost. Checking for new host...', 'warning');
this.handleHostDisconnect();
return;
}
const delay = this.reconnectDelays[this.reconnectAttempts] || 4000;
this.reconnectAttempts++;
console.log(`[RECONNECT] Attempt ${this.reconnectAttempts}/${this.maxReconnectAttempts} in ${delay}ms`);
showNotification(`🔄 Reconnecting... (${this.reconnectAttempts}/${this.maxReconnectAttempts})`, 'info');
this.reconnectTimer = setTimeout(() => {
if (DEBUG_LOGGING) console.log(`[RECONNECT] Attempting to reconnect to ${hostPeerId}`);
// Try to reconnect
if (this.myPeer && !this.myPeer.destroyed) {
const conn = this.myPeer.connect(hostPeerId, { reliable: true });
conn.on('open', () => {
if (DEBUG_LOGGING) console.log(`[RECONNECT] Successfully reconnected!`);
this.reconnectAttempts = 0;
showNotification('✅ Reconnected!', 'success');
conn.send({ type: 'REQUEST_STATE' });
if (myId) {
conn.send({ type: 'JOIN_QUEUE', peerId: myId });
}
// Replace old connection
if (this.hostConnection) {
try {
this.hostConnection.close();
} catch (e) {
// Connection already closed
}
}
this.hostConnection = conn;
// Re-attach event handlers
conn.on('data', (data) => {
this.handleHostMessage(data, seedData);
});
conn.on('close', () => {
this.attemptReconnect(hostPeerId, seedData, myId);
});
conn.on('error', (connErr) => {
console.error('[RECONNECT] Connection error:', connErr);
this.attemptReconnect(hostPeerId, seedData, myId);
});
});
conn.on('error', (connErr) => {
console.error(`[RECONNECT] Attempt ${this.reconnectAttempts} failed:`, connErr);
// Retry with next exponential backoff
this.attemptReconnect(hostPeerId, seedData, myId);
});
} else {
// Peer destroyed, can't reconnect
this.handleHostDisconnect();
}
}, delay);
},
handleHostMessage(data, seedData) {
switch (data.type) {
case 'WORLD_STATE':
console.log('[JOINER] Received world state');
this.hostQueue = data.hostQueue || [];
// v7.1: Record encountered player
if (data.hostInfo && window.EncounteredPlayers) {
EncounteredPlayers.recordPlayer(this.hostPeerId, data.hostInfo);
}
break;
case 'PARTICIPANT_UPDATE':
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[JOINER] Participants: ${data.count}`);
this.hostQueue = data.hostQueue || [];
// v7.1: Update world chat online count
if (window.WorldChat) WorldChat.updateOnlineCount(data.count);
break;
case 'NEW_HOST':
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[JOINER] New host: ${data.hostPeerId}`);
this.hostPeerId = data.hostPeerId;
this.hostQueue = data.hostQueue || [];
break;
// v7.1: World Chat message relay
case 'WORLD_CHAT':
if (window.WorldChat) {
WorldChat.receiveMessage(data.sender, data.text, data.timestamp);
}
break;
// v7.1: Emote relay
case 'PLAYER_EMOTE':
if (window.EmoteSystem) {
EmoteSystem.receiveEmote(data.peerId || 'host', data.emoteId);
}
break;
// v7.1: Player info update
case 'PLAYER_INFO':
if (window.EncounteredPlayers && data.playerInfo) {
EncounteredPlayers.recordPlayer(data.peerId, data.playerInfo);
}
break;
}
},
handleHostDisconnect() {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log('[HOST MIGRATION] Host left - checking if we should become host');
this.hostQueue.shift();
if (this.hostQueue.length > 0 && this.hostQueue[0] === this.myPeer?.id) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log('[HOST MIGRATION] We are next in queue - BECOMING HOST');
this.promoteToHost();
} else if (this.hostQueue.length > 0) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[HOST MIGRATION] Reconnecting to new host: ${this.hostQueue[0]}`);
showNotification('Host left - reconnecting...', 'warning');
} else {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log('[HOST MIGRATION] No queue - BECOMING HOST');
this.promoteToHost();
}
},
promoteToHost() {
this.isHost = true;
this.hostPeerId = this.myPeer.id;
this.myPeer.on('connection', (conn) => {
this.handleNewParticipant(conn);
});
this.showHostQRModal(this.currentWorld, this.myPeer.id);
showNotification('👑 You are now the HOST!', 'warning');
this.broadcastToAll({
type: 'NEW_HOST',
hostPeerId: this.myPeer.id,
hostQueue: this.hostQueue
});
},
handleNewParticipant(conn) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[HOST] New participant connecting: ${conn.peer}`);
this.participants.push({
peerId: conn.peer,
connection: conn,
joinedAt: Date.now()
});
this.hostQueue.push(conn.peer);
conn.on('open', () => {
conn.send({
type: 'WORLD_STATE',
state: this.getCurrentWorldState(),
hostQueue: this.hostQueue
});
this.broadcastToAll({
type: 'PARTICIPANT_UPDATE',
count: this.participants.length + 1,
hostQueue: this.hostQueue
});
showNotification(`👤 Player joined! (${this.participants.length + 1} in world)`, 'info');
});
conn.on('data', (data) => {
if (data.type === 'REQUEST_STATE') {
conn.send({
type: 'WORLD_STATE',
state: this.getCurrentWorldState(),
hostQueue: this.hostQueue
});
}
// v7.1: Handle World Chat from participants
else if (data.type === 'WORLD_CHAT') {
// Show locally
if (window.WorldChat) {
WorldChat.receiveMessage(data.sender, data.text, data.timestamp);
}
// Relay to all other participants
this.broadcastToAll({
type: 'WORLD_CHAT',
sender: data.sender,
text: data.text,
timestamp: data.timestamp
}, conn.peer); // Exclude sender
}
// v7.1: Handle Emote from participants
else if (data.type === 'PLAYER_EMOTE') {
// Show locally
if (window.EmoteSystem) {
EmoteSystem.receiveEmote(conn.peer, data.emoteId);
}
// Relay to all other participants
this.broadcastToAll({
type: 'PLAYER_EMOTE',
peerId: conn.peer,
emoteId: data.emoteId,
timestamp: data.timestamp
}, conn.peer);
}
// v7.1: Handle Player Info update
else if (data.type === 'PLAYER_INFO') {
if (window.EncounteredPlayers && data.playerInfo) {
EncounteredPlayers.recordPlayer(conn.peer, data.playerInfo);
}
}
});
conn.on('close', () => {
this.handleParticipantLeave(conn.peer);
});
},
handleParticipantLeave(peerId) {
this.participants = this.participants.filter(p => p.peerId !== peerId);
this.hostQueue = this.hostQueue.filter(id => id !== peerId);
this.broadcastToAll({
type: 'PARTICIPANT_UPDATE',
count: this.participants.length + 1,
hostQueue: this.hostQueue
});
showNotification(`👤 Player left (${this.participants.length + 1} in world)`, 'info');
},
broadcastToAll(data, excludePeerId = null) {
this.participants.forEach(p => {
// v7.1: Support excluding sender when relaying messages
if (excludePeerId && p.peerId === excludePeerId) return;
try {
p.connection.send(data);
} catch (e) {
console.error(`Failed to send to ${p.peerId}:`, e);
}
});
},
getCurrentWorldState() {
return {
worldId: this.currentWorld,
timestamp: Date.now(),
timeOfDay: typeof timeOfDay !== 'undefined' ? timeOfDay : 0.5
};
},
applySeedData(seedData) {
console.log('[WORLD] Applying seed data:', seedData.config.name);
// v7.3: Store active world config for system access
window.ACTIVE_WORLD_CONFIG = seedData;
// Normalize biome name to match BIOMES keys (capitalize first letter)
let biome = seedData.config.biome || 'Terra';
biome = biome.charAt(0).toUpperCase() + biome.slice(1).toLowerCase();
const validBiomes = ['Terra', 'Desert', 'Ice', 'Alien', 'Volcanic'];
if (!validBiomes.includes(biome)) {
console.warn(`[WORLD] Unknown biome '${biome}', defaulting to Terra`);
biome = 'Terra';
}
// v7.3: Process system toggles - WORLDS CAN BE COMPLETELY DIFFERENT
const systems = seedData.systems || {};
this.applyWorldSystems(systems);
// v7.3: Apply custom visuals BEFORE world generation
this.applyWorldVisuals(seedData.config);
if (typeof applyFullState === 'function') {
applyFullState({
type: 'fullState',
worldSeed: seedData.terrain?.seed || seedData.worldId,
civilization: {
id: Math.floor(Math.random() * 1000),
name: seedData.config.name,
biome: biome
},
world: {
timeOfDay: seedData.config.timeOfDay || 0.5,
player: { position: seedData.spawn?.position || { x: 0, y: 10, z: 0 } }
},
structures: seedData.structures || [],
agents: seedData.agents || []
});
}
// v9.9: AGGRESSIVE multi-pass cleanup for custom worlds
// Run cleanup multiple times to catch async-spawned objects
const runCleanup = () => {
this.postGenerationCleanup(systems);
};
// First pass - immediate
setTimeout(() => {
runCleanup();
this.spawnWorldObjects(seedData);
this.applyWorldUI(seedData.ui || {});
}, 500);
// Second pass - catch late spawners
setTimeout(runCleanup, 1000);
// Third pass - final cleanup
setTimeout(runCleanup, 2000);
// Fourth pass - absolutely ensure everything is gone
if (systems.customOnly) {
setTimeout(runCleanup, 3000);
setTimeout(runCleanup, 5000);
console.log('[WORLD] ☢️ Scheduled 5 cleanup passes for customOnly world');
}
document.getElementById('loading').style.display = 'none';
},
// v9.9: COMPREHENSIVE World System Control - EVERYTHING can be customized
applyWorldSystems(systems) {
console.log('[WORLD] v9.9: Applying COMPREHENSIVE system config:', systems);
// v9.9: Complete control over ALL game systems
window.WORLD_SYSTEMS = {
// Entities
mobs: systems.mobs !== false,
creeps: systems.creeps !== false,
npcs: systems.npcs !== false,
agents: systems.agents !== false,
merchants: systems.merchants !== false,
// Structures
ship: systems.ship !== false,
buildings: systems.buildings !== false,
towers: systems.towers !== false,
barracks: systems.barracks !== false,
spawnPlatforms: systems.spawnPlatforms !== false,
portals: systems.portals !== false,
// Natural features
trees: systems.trees !== false,
rocks: systems.rocks !== false,
plants: systems.plants !== false,
water: systems.water !== false,
// Terrain
terrain: systems.terrain !== false,
terrainFeatures: systems.terrainFeatures !== false,
groundDecor: systems.groundDecor !== false,
// Gameplay systems
towerDefense: systems.towerDefense !== false,
creepWaves: systems.creepWaves !== false,
combat: systems.combat !== false,
resources: systems.resources !== false,
inventory: systems.inventory !== false,
building: systems.building !== false,
crafting: systems.crafting !== false,
experience: systems.experience !== false,
quests: systems.quests !== false,
lore: systems.lore !== false,
// Environment
dayNight: systems.dayNight !== false,
weather: systems.weather !== false,
particles: systems.particles !== false,
ambientSounds: systems.ambientSounds !== false,
music: systems.music !== false,
// Visual effects
fog: systems.fog !== false,
shadows: systems.shadows !== false,
bloom: systems.bloom !== false,
// UI elements
minimap: systems.minimap !== false,
healthBar: systems.healthBar !== false,
abilities: systems.abilities !== false,
hotbar: systems.hotbar !== false,
chat: systems.chat !== false,
notifications: systems.notifications !== false,
// Special modes
customOnly: systems.customOnly === true, // NUCLEAR: Remove everything
preserveTerrain: systems.preserveTerrain !== false, // Keep ground mesh
preservePlayer: systems.preservePlayer !== false, // Keep player
preserveLights: systems.preserveLights === true, // Keep default lights
preserveCamera: systems.preserveCamera === true // Keep camera settings
};
// Immediately disable spawners
if (!window.WORLD_SYSTEMS.mobs && typeof MOB_SPAWNER !== 'undefined') {
MOB_SPAWNER.enabled = false;
}
if (!window.WORLD_SYSTEMS.creepWaves && typeof creepWaveState !== 'undefined') {
creepWaveState.enabled = false; // v9.10: Fixed - was .active, should be .enabled
creepWaveState.waveNumber = 0;
}
if (!window.WORLD_SYSTEMS.towerDefense) {
if (typeof towerDefenseState !== 'undefined') towerDefenseState.active = false;
}
console.log('[WORLD] System config applied. CustomOnly:', window.WORLD_SYSTEMS.customOnly);
},
// v7.3: Apply custom visual settings
applyWorldVisuals(config) {
console.log('[WORLD] Applying visual config');
// Custom sky color
if (config.skyColor && scene) {
scene.background = new THREE.Color(config.skyColor);
}
// Custom fog
if (config.fogColor !== undefined) {
if (config.fogColor === false || config.fogColor === 'none') {
scene.fog = null;
} else {
const fogColor = new THREE.Color(config.fogColor);
const fogDensity = config.fogDensity || 0.015;
const fogNear = config.fogNear || 10;
const fogFar = config.fogFar || 150;
scene.fog = config.fogType === 'exponential'
? new THREE.FogExp2(fogColor, fogDensity)
: new THREE.Fog(fogColor, fogNear, fogFar);
}
}
// Custom ambient light
if (config.ambientColor && worldState.ambient) {
worldState.ambient.color = new THREE.Color(config.ambientColor);
}
if (config.ambientIntensity !== undefined && worldState.ambient) {
worldState.ambient.intensity = config.ambientIntensity;
}
// Custom sun settings
if (config.sunColor && worldState.sun) {
worldState.sun.color = new THREE.Color(config.sunColor);
}
if (config.sunIntensity !== undefined && worldState.sun) {
worldState.sun.intensity = config.sunIntensity;
}
// Eternal day/night (disable cycle)
if (config.timeOfDay !== undefined && config.timeFrozen === true) {
window.WORLD_TIME_FROZEN = true;
window.WORLD_FROZEN_TIME = config.timeOfDay;
}
},
// v9.9: NUCLEAR POST-GENERATION CLEANUP - Remove EVERYTHING for custom worlds
postGenerationCleanup(systems) {
console.log('[WORLD] v9.9: NUCLEAR post-generation cleanup starting...');
const WS = window.WORLD_SYSTEMS;
// Helper to safely remove from scene
const safeRemove = (obj) => {
if (obj && obj.parent) {
scene.remove(obj);
if (obj.geometry) obj.geometry.dispose();
if (obj.material) {
if (Array.isArray(obj.material)) {
obj.material.forEach(m => m.dispose());
} else {
obj.material.dispose();
}
}
}
};
// ==========================================
// NUCLEAR OPTION: customOnly = true
// Remove ABSOLUTELY EVERYTHING except terrain and player
// ==========================================
if (WS.customOnly) {
console.log('[WORLD] ☢️ NUCLEAR MODE: Removing ALL default objects');
// Track what to preserve
const preserveList = [];
// Preserve terrain mesh if enabled
if (WS.preserveTerrain && worldState.ground) {
preserveList.push(worldState.ground);
}
// Preserve player
if (WS.preservePlayer && worldState.player) {
preserveList.push(worldState.player);
}
// Preserve camera
preserveList.push(camera);
// Preserve essential lights (ambient and directional only)
if (WS.preserveLights) {
if (worldState.ambient) preserveList.push(worldState.ambient);
if (worldState.sun) preserveList.push(worldState.sun);
}
// Remove EVERYTHING else from scene
const toRemove = [];
scene.traverse((child) => {
if (!preserveList.includes(child) && child !== scene) {
// Check if it's not a light we want to keep
const isEssentialLight = (child instanceof THREE.AmbientLight || child instanceof THREE.DirectionalLight) && WS.preserveLights;
// v9.9.1: PRESERVE custom objects spawned from seed data!
const isCustomObject = child.userData && child.userData.customObject === true;
if (!isEssentialLight && !isCustomObject) {
toRemove.push(child);
}
}
});
// Count custom objects that will be preserved
let customObjCount = 0;
scene.traverse((child) => {
if (child.userData?.customObject) customObjCount++;
});
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[WORLD] ☢️ Removing ${toRemove.length} objects, preserving ${customObjCount} custom objects`);
toRemove.forEach(obj => safeRemove(obj));
// Clear all game state arrays
if (worldState.interactables) {
worldState.interactables = [];
}
if (worldState.mobs) {
worldState.mobs = [];
}
if (typeof creeps !== 'undefined' && Array.isArray(creeps)) {
creeps.length = 0;
}
if (typeof structures !== 'undefined' && Array.isArray(structures)) {
structures.length = 0;
}
if (typeof agentFleet !== 'undefined' && Array.isArray(agentFleet)) {
agentFleet.forEach(a => safeRemove(a.mesh));
agentFleet.length = 0;
}
// Remove ship
if (typeof SHIP_STATE !== 'undefined' && SHIP_STATE.mesh) {
safeRemove(SHIP_STATE.mesh);
SHIP_STATE.mesh = null;
SHIP_STATE.landed = true;
SHIP_STATE.hidden = true;
}
// Remove spawn platforms
if (typeof spawnPlatforms !== 'undefined' && Array.isArray(spawnPlatforms)) {
spawnPlatforms.forEach(sp => safeRemove(sp.mesh));
spawnPlatforms.length = 0;
}
// Disable all spawning systems
if (typeof MOB_SPAWNER !== 'undefined') MOB_SPAWNER.enabled = false;
if (typeof waveState !== 'undefined') waveState.enabled = false; // v9.10: Also disable wave momentum system
if (typeof creepWaveState !== 'undefined') {
creepWaveState.enabled = false; // v9.10: Fixed - was .active, should be .enabled
creepWaveState.waveNumber = 0;
}
console.log('[WORLD] ☢️ NUCLEAR cleanup complete - world is now bare');
return; // Skip individual checks
}
// ==========================================
// GRANULAR CONTROL: Individual system toggles
// ==========================================
// Remove mobs
if (!WS.mobs && worldState.mobs) {
console.log('[WORLD] Removing mobs');
worldState.mobs.forEach(mob => safeRemove(mob));
worldState.mobs = [];
}
// Remove creeps
if (!WS.creeps && typeof creeps !== 'undefined') {
console.log('[WORLD] Removing creeps');
creeps.forEach(c => safeRemove(c.mesh || c));
creeps.length = 0;
}
// Remove ship
if (!WS.ship && typeof SHIP_STATE !== 'undefined' && SHIP_STATE.mesh) {
console.log('[WORLD] Removing ship');
safeRemove(SHIP_STATE.mesh);
SHIP_STATE.mesh = null;
SHIP_STATE.landed = true;
SHIP_STATE.hidden = true;
}
// Remove towers
if (!WS.towers) {
console.log('[WORLD] Removing towers');
scene.children.filter(c => c.userData?.isTower).forEach(safeRemove);
}
// Remove barracks
if (!WS.barracks) {
console.log('[WORLD] Removing barracks');
scene.children.filter(c => c.userData?.isBarracks).forEach(safeRemove);
}
// Remove spawn platforms
if (!WS.spawnPlatforms) {
console.log('[WORLD] Removing spawn platforms');
scene.children.filter(c => c.userData?.isSpawnPlatform).forEach(safeRemove);
if (typeof spawnPlatforms !== 'undefined') {
spawnPlatforms.forEach(sp => safeRemove(sp.mesh));
spawnPlatforms.length = 0;
}
}
// Remove buildings
if (!WS.buildings) {
console.log('[WORLD] Removing buildings');
scene.children.filter(c =>
c.userData?.isBuilding ||
c.userData?.type === 'building' ||
c.userData?.type === 'structure'
).forEach(safeRemove);
}
// Remove trees
if (!WS.trees && worldState.interactables) {
console.log('[WORLD] Removing trees');
worldState.interactables = worldState.interactables.filter(obj => {
if (obj.userData?.type === 'tree' || obj.userData?.isTree) {
safeRemove(obj);
return false;
}
return true;
});
}
// Remove rocks
if (!WS.rocks && worldState.interactables) {
console.log('[WORLD] Removing rocks');
worldState.interactables = worldState.interactables.filter(obj => {
if (obj.userData?.type === 'rock' || obj.userData?.isRock) {
safeRemove(obj);
return false;
}
return true;
});
}
// Remove plants
if (!WS.plants && worldState.interactables) {
console.log('[WORLD] Removing plants');
worldState.interactables = worldState.interactables.filter(obj => {
if (obj.userData?.type === 'plant' || obj.userData?.isPlant) {
safeRemove(obj);
return false;
}
return true;
});
}
// Remove ground decorations
if (!WS.groundDecor) {
console.log('[WORLD] Removing ground decorations');
scene.children.filter(c =>
c.userData?.isGroundDecor ||
c.userData?.type === 'grass' ||
c.userData?.type === 'flower' ||
c.userData?.type === 'decor'
).forEach(safeRemove);
}
// Remove agents
if (!WS.agents && typeof agentFleet !== 'undefined') {
console.log('[WORLD] Removing agents');
agentFleet.forEach(a => safeRemove(a.mesh));
agentFleet.length = 0;
}
// Remove NPCs
if (!WS.npcs) {
console.log('[WORLD] Removing NPCs');
scene.children.filter(c => c.userData?.isNPC || c.userData?.type === 'npc').forEach(safeRemove);
}
// Remove portals
if (!WS.portals) {
console.log('[WORLD] Removing portals');
scene.children.filter(c => c.userData?.isPortal || c.userData?.type === 'portal').forEach(safeRemove);
}
// Remove particles
if (!WS.particles) {
console.log('[WORLD] Removing particle systems');
scene.children.filter(c => c instanceof THREE.Points || c.userData?.isParticleSystem).forEach(safeRemove);
}
console.log('[WORLD] Post-generation cleanup complete');
},
// v7.3: Spawn custom world objects from seed
spawnWorldObjects(seedData) {
if (!seedData.customObjects) return;
console.log('[WORLD] Spawning custom objects:', seedData.customObjects.length);
seedData.customObjects.forEach(obj => {
this.spawnCustomObject(obj);
});
},
// v7.3: Spawn a single custom object (v9.9: Fixed scale handling)
spawnCustomObject(config) {
let mesh;
const pos = config.position || { x: 0, y: 0, z: 0 };
const scale = config.scale || { x: 1, y: 1, z: 1 };
const color = config.color ? new THREE.Color(config.color) : new THREE.Color(0xffffff);
const emissive = config.emissive ? new THREE.Color(config.emissive) : new THREE.Color(0x000000);
const emissiveIntensity = config.emissiveIntensity || 0;
const opacity = config.opacity !== undefined ? config.opacity : 1.0;
const transparent = config.transparent === true || opacity < 1.0;
// v9.9: Build material with full options
const buildMaterial = () => new THREE.MeshStandardMaterial({
color,
emissive,
emissiveIntensity,
opacity,
transparent,
metalness: config.metalness || 0.1,
roughness: config.roughness !== undefined ? config.roughness : 0.5
});
// v9.9: Handle scale as object {x,y,z} or number
const scaleX = typeof scale === 'object' ? (scale.x || 1) : scale;
const scaleY = typeof scale === 'object' ? (scale.y || 1) : scale;
const scaleZ = typeof scale === 'object' ? (scale.z || 1) : scale;
switch (config.type) {
case 'sphere':
mesh = new THREE.Mesh(
new THREE.SphereGeometry(1, 32, 32),
buildMaterial()
);
break;
case 'box':
case 'cube':
mesh = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
buildMaterial()
);
break;
case 'cylinder':
mesh = new THREE.Mesh(
new THREE.CylinderGeometry(0.5, 0.5, 1, 32),
buildMaterial()
);
break;
case 'cone':
mesh = new THREE.Mesh(
new THREE.ConeGeometry(0.5, 1, 32),
buildMaterial()
);
break;
case 'torus':
case 'ring':
mesh = new THREE.Mesh(
new THREE.TorusGeometry(1, 0.1, 16, 100),
buildMaterial()
);
break;
case 'plane':
mesh = new THREE.Mesh(
new THREE.PlaneGeometry(1, 1),
buildMaterial()
);
break;
case 'light-point':
mesh = new THREE.PointLight(color, config.intensity || 1, config.distance || 50);
break;
case 'light-spot':
mesh = new THREE.SpotLight(color, config.intensity || 1);
mesh.angle = config.angle || Math.PI / 6;
break;
case 'light-ambient':
mesh = new THREE.AmbientLight(color, config.intensity || 0.5);
break;
case 'particle-emitter':
mesh = this.createParticleEmitter(config);
break;
case 'floating-text':
mesh = this.createFloatingText(config);
break;
case 'portal':
mesh = this.createPortal(config);
break;
default:
console.warn('[WORLD] Unknown custom object type:', config.type);
return;
}
if (mesh) {
mesh.position.set(pos.x, pos.y, pos.z);
if (config.rotation) {
mesh.rotation.set(
(config.rotation.x || 0) * Math.PI / 180,
(config.rotation.y || 0) * Math.PI / 180,
(config.rotation.z || 0) * Math.PI / 180
);
}
// v9.9: Apply scale as vector, not scalar
mesh.scale.set(scaleX, scaleY, scaleZ);
mesh.userData.customObject = true;
mesh.userData.config = config;
mesh.userData.description = config.description || '';
// v9.9: Cast shadows for solid objects
if (mesh.isMesh) {
mesh.castShadow = config.castShadow !== false;
mesh.receiveShadow = config.receiveShadow !== false;
}
scene.add(mesh);
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[WORLD] Spawned custom ${config.type} at (${pos.x}, ${pos.y}, ${pos.z}) scale (${scaleX}, ${scaleY}, ${scaleZ})`);
// Animate if specified
if (config.animate) {
this.animateCustomObject(mesh, config.animate);
}
}
},
// v7.3: Create particle emitter
createParticleEmitter(config) {
const group = new THREE.Group();
const particleCount = config.count || 50;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
for (let i = 0; i < particleCount * 3; i += 3) {
positions[i] = (Math.random() - 0.5) * (config.spread || 10);
positions[i + 1] = Math.random() * (config.height || 20);
positions[i + 2] = (Math.random() - 0.5) * (config.spread || 10);
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const material = new THREE.PointsMaterial({
color: config.color || 0xffffff,
size: config.particleSize || 0.5,
transparent: true,
opacity: config.opacity || 0.8
});
group.add(new THREE.Points(geometry, material));
group.userData.isParticleEmitter = true;
return group;
},
// v7.3: Create floating text (3D sprite)
createFloatingText(config) {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
canvas.width = 512;
canvas.height = 128;
ctx.fillStyle = config.backgroundColor || 'transparent';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.font = `${config.fontSize || 48}px ${config.fontFamily || 'Arial'}`;
ctx.fillStyle = config.color || '#ffffff';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(config.text || '', canvas.width / 2, canvas.height / 2);
const texture = new THREE.CanvasTexture(canvas);
const material = new THREE.SpriteMaterial({ map: texture, transparent: true });
const sprite = new THREE.Sprite(material);
sprite.scale.set(config.width || 10, config.height || 2.5, 1);
return sprite;
},
// v7.3: Create portal object
createPortal(config) {
const group = new THREE.Group();
// Portal ring
const ring = new THREE.Mesh(
new THREE.TorusGeometry(config.radius || 3, 0.3, 16, 100),
new THREE.MeshStandardMaterial({
color: config.ringColor || 0x00ffff,
emissive: config.ringColor || 0x00ffff,
emissiveIntensity: 0.5
})
);
group.add(ring);
// Portal surface
const surface = new THREE.Mesh(
new THREE.CircleGeometry(config.radius || 3, 32),
new THREE.MeshBasicMaterial({
color: config.surfaceColor || 0x000033,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide
})
);
group.add(surface);
// Light
const light = new THREE.PointLight(config.ringColor || 0x00ffff, 2, 20);
group.add(light);
group.userData.isPortal = true;
group.userData.destination = config.destination;
return group;
},
// v7.3: Animate custom objects
animateCustomObject(mesh, animConfig) {
const animate = () => {
if (!mesh.parent) return; // Stop if removed
if (animConfig.rotate) {
mesh.rotation.x += (animConfig.rotate.x || 0) * 0.01;
mesh.rotation.y += (animConfig.rotate.y || 0) * 0.01;
mesh.rotation.z += (animConfig.rotate.z || 0) * 0.01;
}
if (animConfig.float) {
mesh.position.y += Math.sin(Date.now() * 0.001 * (animConfig.float.speed || 1)) * 0.01 * (animConfig.float.amplitude || 1);
}
// v12.26: Check emissive support to prevent MeshBasicMaterial warnings
if (animConfig.pulse && mesh.material?.emissiveIntensity !== undefined) {
const pulse = 0.5 + Math.sin(Date.now() * 0.003 * (animConfig.pulse.speed || 1)) * 0.5;
mesh.material.emissiveIntensity = pulse * (animConfig.pulse.intensity || 1);
}
requestAnimationFrame(animate);
};
animate();
},
// v7.3: Apply custom UI settings
applyWorldUI(uiConfig) {
// Hide/show UI elements based on world config
const hideElements = (selector, hide) => {
const el = document.querySelector(selector);
if (el) el.style.display = hide ? 'none' : '';
};
if (uiConfig.hideHealthBar) hideElements('#player-health-bar', true);
if (uiConfig.hideMinimap) hideElements('#minimap', true);
if (uiConfig.hideInventory) hideElements('#inventory', true);
if (uiConfig.hideAIBehavior) hideElements('#ai-behavior-container', true);
if (uiConfig.hideAbilities) hideElements('#abilities-bar', true);
if (uiConfig.hideCompass) hideElements('#compass', true);
// Custom HUD overlay
if (uiConfig.customHUD) {
this.createCustomHUD(uiConfig.customHUD);
}
// World-specific title
if (uiConfig.worldTitle) {
this.showWorldTitle(uiConfig.worldTitle, uiConfig.worldSubtitle);
}
},
// v7.3: Show world title on entry
showWorldTitle(title, subtitle) {
const overlay = document.createElement('div');
overlay.id = 'world-title-overlay';
overlay.style.cssText = `
position: fixed; top: 0; left: 0; right: 0; bottom: 0;
display: flex; flex-direction: column; align-items: center; justify-content: center;
pointer-events: none; z-index: 9999;
animation: fadeOut 3s ease-in-out 2s forwards;
`;
overlay.innerHTML = `
${title}
${subtitle ? `${subtitle}
` : ''}
`;
document.body.appendChild(overlay);
setTimeout(() => overlay.remove(), 5000);
},
createCustomHUD(hudConfig) {
// Allow worlds to inject custom HUD elements
if (hudConfig.html) {
const hud = document.createElement('div');
hud.id = 'custom-world-hud';
hud.innerHTML = hudConfig.html;
hud.style.cssText = hudConfig.style || 'position: fixed; top: 10px; left: 10px; z-index: 1000;';
document.body.appendChild(hud);
}
},
showHostQRModal(worldId, hostPeerId) {
const existingModal = document.getElementById('host-qr-modal');
if (existingModal) existingModal.remove();
const baseUrl = window.location.origin + window.location.pathname;
const joinUrl = `${baseUrl}?world=${worldId}&host=${hostPeerId}`;
const modal = document.createElement('div');
modal.id = 'host-qr-modal';
modal.innerHTML = `
🌍 YOU ARE HOSTING
${worldId}
● LIVE
${this.participants.length + 1} in world
📋
Scan QR code or share link to invite others.
Your world is LIVE as long as you stay.
Continue Playing
`;
document.body.appendChild(modal);
setTimeout(() => {
loadQRiousLibrary().then(() => {
const canvas = document.getElementById('host-qr-canvas');
if (canvas) {
new window.QRious({
element: canvas,
value: joinUrl,
size: 200,
backgroundAlpha: 0,
foreground: '#0ff',
level: 'M'
});
}
});
}, 100);
}
};
// v7.0: World Store - Browse and join public worlds
const WorldStore = {
async open() {
const registry = await PublicWorldManager.loadRegistry();
if (!registry) {
showNotification('Failed to load world registry', 'error');
return;
}
const modal = document.createElement('div');
modal.id = 'world-store';
modal.innerHTML = `
🌌 PUBLIC WORLDS
✕
Featured
All Worlds
${registry.worlds.map(w => this.renderWorldCard(w)).join('')}
`;
document.body.appendChild(modal);
},
renderWorldCard(world) {
return `
${world.featured ? '
★ FEATURED ' : ''}
${this.getWorldIcon(world.category)}
${world.name}
by ${world.author}
${world.description}
👥 ${world.totalVisitors || 0}
⚡ ${world.temporalContributions || 0}
JOIN WORLD →
`;
},
getWorldIcon(category) {
const icons = {
exploration: '🌋',
social: '👥',
creative: '🎨',
challenge: '⚔️',
story: '📖'
};
return icons[category] || '🌍';
},
async joinWorld(worldId) {
this.close();
await PublicWorldManager.joinWorld(worldId);
},
close() {
document.getElementById('world-store')?.remove();
},
showTab(tab) {
// Future: filter worlds by tab
console.log('Showing tab:', tab);
}
};
// v7.22: Expose to window for inline onclick handler
window.WorldStore = WorldStore;
// ============================================
// v9.9: PUBLIC GALAXY SYSTEM
// Permanent, repo-based galaxy that shows all public worlds
// organized by star systems. Shared state across all players.
// ============================================
const PublicGalaxy = {
GALAXY_URL: 'https://raw.githubusercontent.com/kody-w/localFirstTools/main/data/public-worlds/galaxy.json',
REGISTRY_URL: 'https://raw.githubusercontent.com/kody-w/localFirstTools/main/data/public-worlds/registry.json',
galaxyData: null,
registryData: null,
isOpen: false,
galaxyScene: null,
galaxyCamera: null,
galaxyRenderer: null,
galaxyControls: null,
animationFrameId: null,
starMeshes: [],
connectionLines: [],
selectedSystem: null,
hoveredSystem: null,
raycaster: null,
mouse: null,
async loadGalaxyData() {
try {
const [galaxyResponse, registryResponse] = await Promise.all([
fetch(this.GALAXY_URL + '?t=' + Date.now()),
fetch(this.REGISTRY_URL + '?t=' + Date.now())
]);
this.galaxyData = await galaxyResponse.json();
this.registryData = await registryResponse.json();
console.log('[PUBLIC GALAXY] Loaded galaxy with', this.galaxyData.starSystems.length, 'star systems');
return true;
} catch (error) {
console.error('[PUBLIC GALAXY] Failed to load:', error);
return false;
}
},
async open() {
if (this.isOpen) return;
const loadingOverlay = document.createElement('div');
loadingOverlay.id = 'galaxy-loading';
loadingOverlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10001;';
loadingOverlay.innerHTML = '🌌
Loading the Omniverse...
';
document.body.appendChild(loadingOverlay);
const loaded = await this.loadGalaxyData();
if (!loaded) {
loadingOverlay.remove();
showNotification('Failed to load Public Galaxy', 'error');
return;
}
this.isOpen = true;
loadingOverlay.remove();
this.createGalaxyView();
},
createGalaxyView() {
const container = document.createElement('div');
container.id = 'public-galaxy-view';
container.style.cssText = 'position:fixed;inset:0;z-index:10000;background:#050510;';
const canvas = document.createElement('canvas');
canvas.id = 'galaxy-canvas';
container.appendChild(canvas);
const uiOverlay = document.createElement('div');
uiOverlay.id = 'galaxy-ui';
uiOverlay.innerHTML = this.createUIHTML();
container.appendChild(uiOverlay);
document.body.appendChild(container);
this.initThreeJS(canvas);
this.createStarfield();
this.createStarSystems();
this.createConnections();
this.setupInteraction();
this.startAnimation();
document.getElementById('galaxy-close-btn').addEventListener('click', () => this.close());
this.updateInfoPanel(null);
},
createUIHTML() {
return `
Return to Game
✨
Click a star system to explore
SYSTEM TYPES
${Object.entries(this.galaxyData.systemTypes || {}).slice(0,6).map(([key, val]) => `
${key.charAt(0).toUpperCase() + key.slice(1)}
`).join('')}
Star Systems: ${this.galaxyData.starSystems.length}
Total Worlds: ${this.registryData.worlds.length}
Version: ${this.galaxyData.version}
Drag to rotate | Scroll to zoom | Click stars to explore
`;
},
initThreeJS(canvas) {
const width = window.innerWidth;
const height = window.innerHeight;
this.galaxyScene = new THREE.Scene();
this.galaxyCamera = new THREE.PerspectiveCamera(60, width / height, 1, 3000);
this.galaxyCamera.position.set(0, 200, 500);
this.galaxyRenderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
this.galaxyRenderer.setSize(width, height);
this.galaxyRenderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
if (typeof THREE.OrbitControls !== 'undefined') {
this.galaxyControls = new THREE.OrbitControls(this.galaxyCamera, canvas);
this.galaxyControls.enableDamping = true;
this.galaxyControls.dampingFactor = 0.05;
this.galaxyControls.maxDistance = 1000;
this.galaxyControls.minDistance = 100;
}
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
const ambient = new THREE.AmbientLight(0x222244, 0.5);
this.galaxyScene.add(ambient);
window.addEventListener('resize', () => {
if (!this.isOpen) return;
this.galaxyCamera.aspect = window.innerWidth / window.innerHeight;
this.galaxyCamera.updateProjectionMatrix();
this.galaxyRenderer.setSize(window.innerWidth, window.innerHeight);
});
},
createStarfield() {
const starGeometry = new THREE.BufferGeometry();
const starCount = this.galaxyData.visualConfig?.starfieldDensity || 500;
const positions = new Float32Array(starCount * 3);
for (let i = 0; i < starCount * 3; i += 3) {
positions[i] = (Math.random() - 0.5) * 2000;
positions[i + 1] = (Math.random() - 0.5) * 2000;
positions[i + 2] = (Math.random() - 0.5) * 2000;
}
starGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const starMaterial = new THREE.PointsMaterial({ color: 0xffffff, size: 1, sizeAttenuation: true });
const stars = new THREE.Points(starGeometry, starMaterial);
this.galaxyScene.add(stars);
},
createStarSystems() {
this.starMeshes = [];
const systems = this.galaxyData.starSystems;
systems.forEach(system => {
const color = new THREE.Color(system.color);
const size = (system.size || 2) * 8;
const coreGeo = new THREE.SphereGeometry(size, 32, 32);
const coreMat = new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.9 });
const core = new THREE.Mesh(coreGeo, coreMat);
core.position.set(system.position.x, system.position.y, system.position.z);
core.userData = { systemId: system.systemId, systemData: system };
const glowGeo = new THREE.SphereGeometry(size * 1.5, 32, 32);
const glowMat = new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.3 });
const glow = new THREE.Mesh(glowGeo, glowMat);
core.add(glow);
const ringGeo = new THREE.TorusGeometry(size * 2, 1, 8, 32);
const ringMat = new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.5 });
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = Math.PI / 2;
core.add(ring);
this.galaxyScene.add(core);
this.starMeshes.push(core);
});
},
createConnections() {
const connections = this.galaxyData.connections || [];
const systemMap = {};
this.galaxyData.starSystems.forEach(s => systemMap[s.systemId] = s);
connections.forEach(conn => {
const fromSys = systemMap[conn.from];
const toSys = systemMap[conn.to];
if (!fromSys || !toSys) return;
const points = [
new THREE.Vector3(fromSys.position.x, fromSys.position.y, fromSys.position.z),
new THREE.Vector3(toSys.position.x, toSys.position.y, toSys.position.z)
];
const lineGeo = new THREE.BufferGeometry().setFromPoints(points);
const lineMat = new THREE.LineBasicMaterial({
color: conn.type === 'trade-route' ? 0x0088ff : conn.type === 'ascension-path' ? 0xffdd00 : 0x00ff88,
transparent: true,
opacity: 0.2
});
const line = new THREE.Line(lineGeo, lineMat);
this.galaxyScene.add(line);
this.connectionLines.push(line);
});
},
setupInteraction() {
const canvas = document.getElementById('galaxy-canvas');
canvas.addEventListener('mousemove', (e) => {
this.mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
this.mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
});
canvas.addEventListener('click', () => {
this.raycaster.setFromCamera(this.mouse, this.galaxyCamera);
const intersects = this.raycaster.intersectObjects(this.starMeshes);
if (intersects.length > 0) {
const system = intersects[0].object.userData.systemData;
this.selectSystem(system);
}
});
},
selectSystem(system) {
this.selectedSystem = system;
this.updateInfoPanel(system);
if (this.galaxyControls) {
const target = new THREE.Vector3(system.position.x, system.position.y, system.position.z);
this.galaxyControls.target.lerp(target, 0.5);
}
},
updateInfoPanel(system) {
const panel = document.getElementById('galaxy-panel-content');
if (!panel) return;
if (!system) {
panel.innerHTML = `✨
Click a star system to explore
`; // v7.78: contrast fix
return;
}
const worlds = system.worlds.map(wid => this.registryData.worlds.find(w => w.id === wid)).filter(Boolean);
panel.innerHTML = `
${system.name}
${system.type}
${system.description}
${worlds.length} world${worlds.length !== 1 ? 's' : ''} in this system
${worlds.map(world => `
${world.name}
${world.description?.slice(0, 80)}${world.description?.length > 80 ? '...' : ''}
${(world.tags || []).slice(0, 3).map(t => `${t} `).join('')}
Enter World
`).join('')}
`;
},
joinWorld(worldId) {
this.close();
const baseUrl = window.location.origin + window.location.pathname;
window.location.href = `${baseUrl}?world=${encodeURIComponent(worldId)}`;
},
startAnimation() {
const animate = () => {
if (!this.isOpen) return;
this.animationFrameId = requestAnimationFrame(animate);
// v8.16: forEach-to-for optimization (animation loop hot path)
const starMeshes = this.starMeshes;
for (let si = 0, slen = starMeshes.length; si < slen; si++) {
const star = starMeshes[si];
if (star.children[1]) star.children[1].rotation.z += 0.005;
}
if (this.galaxyControls) this.galaxyControls.update();
this.raycaster.setFromCamera(this.mouse, this.galaxyCamera);
const intersects = this.raycaster.intersectObjects(starMeshes);
// v8.16: forEach-to-for optimization (animation loop hot path)
for (let si2 = 0, slen2 = starMeshes.length; si2 < slen2; si2++) {
starMeshes[si2].scale.setScalar(1);
}
if (intersects.length > 0) {
intersects[0].object.scale.setScalar(1.2);
document.getElementById('galaxy-canvas').style.cursor = 'pointer';
} else {
document.getElementById('galaxy-canvas').style.cursor = 'grab';
}
this.galaxyRenderer.render(this.galaxyScene, this.galaxyCamera);
};
animate();
},
close() {
this.isOpen = false;
if (this.animationFrameId) cancelAnimationFrame(this.animationFrameId);
if (this.galaxyRenderer) this.galaxyRenderer.dispose();
// v8.16: forEach-to-for optimization (cleanup path)
const meshes = this.starMeshes;
for (let mi = 0, mlen = meshes.length; mi < mlen; mi++) {
const mesh = meshes[mi];
mesh.geometry.dispose();
mesh.material.dispose();
}
this.starMeshes = [];
this.connectionLines = [];
document.getElementById('public-galaxy-view')?.remove();
}
};
window.PublicGalaxy = PublicGalaxy;
// ============================================
// v7.0: CONNECTION HEARTBEAT SYSTEM
// P2P connection resilience with auto-reconnect
// Consensus feature from 8-Strategy Analysis (9/10 impact)
// ============================================
const ConnectionHeartbeat = {
HEARTBEAT_INTERVAL: 2000, // Send ping every 2 seconds
TIMEOUT_THRESHOLD: 6000, // Consider dead after 6 seconds
MAX_RECONNECT_ATTEMPTS: 3,
RECONNECT_DELAYS: [1000, 2000, 4000], // Exponential backoff
connections: new Map(), // peerId -> { lastPing, latency, status, reconnectAttempts }
heartbeatTimer: null,
isRunning: false,
start() {
if (this.isRunning) return;
this.isRunning = true;
// v7.78: Use TimerRegistry for centralized timer management
TimerRegistry.setInterval('peer-heartbeat', () => this.tick(), this.HEARTBEAT_INTERVAL);
console.log('[HEARTBEAT] System started');
},
stop() {
// v7.78: Use TimerRegistry for centralized timer management
TimerRegistry.clearInterval('peer-heartbeat');
this.isRunning = false;
this.connections.clear();
console.log('[HEARTBEAT] System stopped');
},
// Register a connection to monitor
register(peerId, connection) {
this.connections.set(peerId, {
connection,
lastPing: Date.now(),
lastPong: Date.now(),
latency: 0,
status: 'connected',
reconnectAttempts: 0
});
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[HEARTBEAT] Registered peer: ${peerId}`);
},
// Unregister a connection
unregister(peerId) {
this.connections.delete(peerId);
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[HEARTBEAT] Unregistered peer: ${peerId}`);
},
// Main heartbeat tick
tick() {
const now = Date.now();
this.connections.forEach((data, peerId) => {
// Check for timeout
if (now - data.lastPong > this.TIMEOUT_THRESHOLD) {
if (data.status === 'connected') {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[HEARTBEAT] Connection timeout: ${peerId}`);
data.status = 'disconnected';
this.handleDisconnect(peerId, data);
}
return;
}
// Send ping
if (data.connection && data.connection.open) {
try {
data.connection.send({
type: 'HEARTBEAT_PING',
timestamp: now
});
data.lastPing = now;
} catch (e) {
console.warn(`[HEARTBEAT] Failed to ping ${peerId}:`, e);
}
}
});
// Update UI
this.updateUI();
},
// Handle received pong
receivePong(peerId, timestamp) {
const data = this.connections.get(peerId);
if (data) {
data.lastPong = Date.now();
data.latency = Date.now() - timestamp;
data.status = 'connected';
data.reconnectAttempts = 0;
}
},
// Handle received ping (respond with pong)
receivePing(connection, timestamp) {
try {
connection.send({
type: 'HEARTBEAT_PONG',
timestamp
});
} catch (e) {
console.warn('[HEARTBEAT] Failed to send pong:', e);
}
},
// Handle disconnection with reconnect attempts
handleDisconnect(peerId, data) {
if (data.reconnectAttempts >= this.MAX_RECONNECT_ATTEMPTS) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[HEARTBEAT] Max reconnect attempts reached for ${peerId}`);
showNotification(`Lost connection to ${peerId.substring(0, 8)}...`, 'error');
this.unregister(peerId);
// Trigger host migration if needed
if (PublicWorldManager.hostPeerId === peerId) {
PublicWorldManager.handleHostDisconnect();
}
return;
}
const delay = this.RECONNECT_DELAYS[data.reconnectAttempts] || 4000;
data.reconnectAttempts++;
data.status = 'reconnecting';
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[HEARTBEAT] Reconnect attempt ${data.reconnectAttempts} for ${peerId} in ${delay}ms`);
showNotification(`Connection unstable... retrying (${data.reconnectAttempts}/${this.MAX_RECONNECT_ATTEMPTS})`, 'warning');
setTimeout(() => {
this.attemptReconnect(peerId, data);
}, delay);
},
attemptReconnect(peerId, data) {
// For now, just check if connection came back
if (data.connection && data.connection.open) {
data.lastPong = Date.now();
data.status = 'connected';
data.reconnectAttempts = 0;
showNotification('Connection restored!', 'success');
} else {
// Still disconnected, try again
this.handleDisconnect(peerId, data);
}
},
// Update connection status UI
updateUI() {
const statusEl = document.getElementById('connection-status');
if (!statusEl) return;
let worstStatus = 'good';
let totalLatency = 0;
let count = 0;
this.connections.forEach((data) => {
if (data.status === 'disconnected' || data.status === 'reconnecting') {
worstStatus = 'bad';
} else if (data.latency > 200 && worstStatus !== 'bad') {
worstStatus = 'medium';
}
totalLatency += data.latency;
count++;
});
const avgLatency = count > 0 ? Math.round(totalLatency / count) : 0;
const colors = { good: '#0f0', medium: '#ff0', bad: '#f00' };
statusEl.style.color = colors[worstStatus];
statusEl.innerHTML = count > 0 ? `${avgLatency}ms` : '';
},
// Get connection quality for a peer (0-1)
getQuality(peerId) {
const data = this.connections.get(peerId);
if (!data || data.status !== 'connected') return 0;
// Quality based on latency: <50ms = 1.0, >500ms = 0.1
return Math.max(0.1, 1 - (data.latency / 500));
}
};
// Expose globally
window.ConnectionHeartbeat = ConnectionHeartbeat;
// v5.5: Autonomous Exploration System
let autoExplore = {
enabled: true, // Start in auto mode
currentTarget: null,
lastTargetTime: 0,
targetCooldown: 3000, // Time between target switches
idleTime: 0,
state: 'exploring', // exploring, gathering, combat, idle
combatTarget: null,
// v7.88: Pre-allocated exploration target vector
_explorationTarget: null
};
function toggleAutoExplore() {
autoExplore.enabled = !autoExplore.enabled;
autoExplore.currentTarget = null;
updateAutoExploreUI();
showNotification(autoExplore.enabled ? 'AUTOPILOT: Exploring automatically' : 'MANUAL: You have control', 'info');
}
function updateAutoExploreUI() {
const btn = document.getElementById('auto-explore-btn');
const indicator = document.getElementById('auto-explore-indicator');
if (btn) {
btn.textContent = autoExplore.enabled ? 'Take Manual Control' : 'Enable Autopilot';
btn.style.background = autoExplore.enabled ? '#00ff88' : '#ff8844';
}
if (indicator) {
indicator.textContent = autoExplore.enabled ? '🤖 AUTOPILOT' : '🎮 MANUAL';
indicator.style.color = autoExplore.enabled ? '#00ff88' : '#ff8844';
}
}
// v7.73: Pre-computed squared thresholds for distanceToSquared() optimization
const AUTO_EXPLORE_THRESHOLDS = {
combat: 25 * 25, // 625 - combat detection range
resource: 50 * 50, // 2500 - resource detection range
interactionSq: null, // Set from CONFIG at runtime
minExplore: 10 * 10, // 100 - min exploration distance
maxExplore: 100 * 100 // 10000 - max exploration distance
};
function runAutoExplore(dt) {
if (!autoExplore.enabled || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
// v7.73: Cache interaction range squared
if (AUTO_EXPLORE_THRESHOLDS.interactionSq === null) {
AUTO_EXPLORE_THRESHOLDS.interactionSq = CONFIG.INTERACTION_RANGE * CONFIG.INTERACTION_RANGE;
}
const interactRangeSq = AUTO_EXPLORE_THRESHOLDS.interactionSq;
// Priority 1: Combat - attack nearby enemies
// v7.73: Use distanceToSquared() for performance
// v8.02: forEach to for loop conversion for hot path
const exploreMobs = worldState.mobs;
const exploreMobsLen = exploreMobs.length;
if (exploreMobsLen > 0) {
let nearestMob = null;
let nearestDistSq = Infinity;
for (let i = 0; i < exploreMobsLen; i++) {
const mob = exploreMobs[i];
if (!mob.parent) continue;
const distSq = player.position.distanceToSquared(mob.position);
if (distSq < AUTO_EXPLORE_THRESHOLDS.combat && distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestMob = mob;
}
}
if (nearestMob) {
autoExplore.state = 'combat';
autoExplore.combatTarget = nearestMob;
// Move toward mob if not in range
if (nearestDistSq > interactRangeSq) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(nearestMob.position);
worldState.interactTarget = nearestMob;
} else {
// Attack!
worldState.target = null;
if (now - worldState.lastActionTime > CONFIG.INTERACTION_COOLDOWN) {
performAction(nearestMob);
worldState.lastActionTime = now;
}
}
return true;
}
}
// Priority 2: Gather resources - only target actual harvestable resources
// v7.73: Use distanceToSquared() for performance
let bestResource = null;
let bestResourceDistSq = Infinity;
// v8.02: forEach to for loop conversion for hot path
// Check interactables for actual resources (trees, rocks, ores)
const interactables = worldState.interactables;
const interactablesLen = interactables.length;
for (let i = 0; i < interactablesLen; i++) {
const obj = interactables[i];
if (!obj.parent) continue;
const name = obj.userData.name || '';
// Only target actual resources, not decorations
const isResource = name.includes('Tree') || name.includes('Rock') ||
name.includes('Ore') || name.includes('Crystal') ||
name.includes('Bush') || name.includes('Plant') ||
name.includes('Mushroom') || name.includes('Herb');
if (!isResource) continue;
const distSq = player.position.distanceToSquared(obj.position);
if (distSq < AUTO_EXPLORE_THRESHOLDS.resource && distSq < bestResourceDistSq) {
bestResourceDistSq = distSq;
bestResource = obj;
}
}
// Also check fishing spots
if (!bestResource && worldState.fishingSpots) {
// v8.02: forEach to for loop conversion
const fishingSpots = worldState.fishingSpots;
const fishingSpotsLen = fishingSpots.length;
for (let i = 0; i < fishingSpotsLen; i++) {
const spot = fishingSpots[i];
if (!spot.parent) continue;
const distSq = player.position.distanceToSquared(spot.position);
if (distSq < AUTO_EXPLORE_THRESHOLDS.resource && distSq < bestResourceDistSq) {
bestResourceDistSq = distSq;
bestResource = spot;
}
}
}
if (bestResource) {
autoExplore.state = 'gathering';
autoExplore.currentTarget = null; // Clear random exploration target
if (bestResourceDistSq > interactRangeSq) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(bestResource.position);
worldState.interactTarget = bestResource;
} else {
worldState.target = null;
if (now - worldState.lastActionTime > CONFIG.INTERACTION_COOLDOWN) {
performAction(bestResource);
worldState.lastActionTime = now;
}
}
return true;
}
// Priority 3: Explore - find new resources
autoExplore.state = 'exploring';
// v7.73: Pick a new random target periodically or if stuck - use distanceToSquared()
const currentDistSq = autoExplore.currentTarget ?
player.position.distanceToSquared(autoExplore.currentTarget) : 0;
const stuckCheck = autoExplore.currentTarget &&
currentDistSq === autoExplore.lastDistToTargetSq;
if (stuckCheck) {
autoExplore.stuckCounter = (autoExplore.stuckCounter || 0) + 1;
} else {
autoExplore.stuckCounter = 0;
}
autoExplore.lastDistToTargetSq = currentDistSq;
// Pick new target if: no target, timeout, or stuck
if (!autoExplore.currentTarget ||
now - autoExplore.lastTargetTime > autoExplore.targetCooldown ||
autoExplore.stuckCounter > 60) {
// Try to find an unexplored area with resources
let foundTarget = false;
// v7.73: Search for any resource using distanceToSquared()
// v8.08: forEach to for loop
let anyResource = null;
let anyResourceDistSq = Infinity;
for (let i = 0; i < worldState.interactables.length; i++) {
const obj = worldState.interactables[i];
if (!obj.parent) continue;
const distSq = player.position.distanceToSquared(obj.position);
if (distSq > AUTO_EXPLORE_THRESHOLDS.minExplore && distSq < anyResourceDistSq) {
anyResourceDistSq = distSq;
anyResource = obj;
}
}
if (anyResource && anyResourceDistSq < AUTO_EXPLORE_THRESHOLDS.maxExplore) {
// v8.24: Use pooled target vector instead of clone()
if (!autoExplore._targetVec) autoExplore._targetVec = new THREE.Vector3();
autoExplore._targetVec.copy(anyResource.position);
autoExplore.currentTarget = autoExplore._targetVec;
foundTarget = true;
}
// If no resources found, pick a random direction
if (!foundTarget) {
// v8.24: Use pooled target vector instead of new Vector3()
if (!autoExplore._targetVec) autoExplore._targetVec = new THREE.Vector3();
const angle = Math.random() * Math.PI * 2;
const distance = 20 + Math.random() * 20;
autoExplore._targetVec.set(
player.position.x + Math.cos(angle) * distance,
0,
player.position.z + Math.sin(angle) * distance
);
autoExplore.currentTarget = autoExplore._targetVec;
}
// Clamp to world bounds
autoExplore.currentTarget.x = Math.max(-45, Math.min(45, autoExplore.currentTarget.x));
autoExplore.currentTarget.z = Math.max(-45, Math.min(45, autoExplore.currentTarget.z));
autoExplore.lastTargetTime = now;
autoExplore.stuckCounter = 0;
}
worldState.target = autoExplore.currentTarget;
// v7.73: Check if reached target using distanceToSquared() (3^2 = 9)
if (autoExplore.currentTarget && player.position.distanceToSquared(autoExplore.currentTarget) < 9) {
autoExplore.currentTarget = null;
}
return true;
}
// ============================================
// v6.68: UNIFIED AI BEHAVIOR SYSTEM
// Central controller for all autonomous behaviors
// ============================================
const AI_BEHAVIOR = {
current: 'explorer', // manual, explorer, pusher, miner, defender, builder, hunter, trader
behaviors: {
manual: {
name: 'Manual Control',
icon: '🎮',
color: '#888888',
description: 'Full player control - no AI assistance'
},
explorer: {
name: 'Explorer',
icon: '🔍',
color: '#00ff88',
description: 'Auto-gathering resources and fighting mobs'
},
pusher: {
name: 'Lane Pusher',
icon: '⚔️',
color: '#ff4444',
description: 'Aggressively pushing lanes and destroying towers'
},
// v7.33: NEW DOTA-STYLE STRATEGIC AI STATES
waveCoordinator: {
name: 'Wave Coordinator',
icon: '🌊',
color: '#00ddff',
description: 'Waits for creep waves, never attacks towers without cover'
},
towerDiver: {
name: 'Tower Diver',
icon: '💀',
color: '#ff0066',
description: 'Aggressive dives, manages tower aggro like a pro'
},
splitPusher: {
name: 'Split Pusher',
icon: '🔀',
color: '#ff8800',
description: 'Creates pressure across multiple lanes simultaneously'
},
lastHitter: {
name: 'Last Hitter',
icon: '💰',
color: '#ffdd00',
description: 'Focuses on last-hitting creeps for maximum gold/XP'
},
siegeMaster: {
name: 'Siege Master',
icon: '🏰',
color: '#aa44ff',
description: 'Patient tower destruction with perfect wave timing'
},
gankHunter: {
name: 'Gank Hunter',
icon: '🗡️',
color: '#ff0000',
description: 'Roams between lanes hunting enemy heroes'
},
miner: {
name: 'Miner',
icon: '⛏️',
color: '#ffaa00',
description: 'Focus on gathering ore, logs, and crystals'
},
defender: {
name: 'Defender',
icon: '🛡️',
color: '#4488ff',
description: 'Protect base, ship, and friendly creeps'
},
terraformer: {
name: 'Terraformer',
icon: '🚜',
color: '#cd853f', // v6.82: Improved contrast
description: 'Scan and smooth rough terrain for construction'
},
builder: {
name: 'Builder',
icon: '🔨',
color: '#00bfff',
description: 'Build structures at construction sites with 100% efficiency'
},
hunter: {
name: 'Hunter',
icon: '🎯',
color: '#ff0088',
description: 'Aggressive mob hunting for XP and gold'
},
trader: {
name: 'Trader',
icon: '💰',
color: '#ffd700',
description: 'Gather and sell for profit, exploit market events'
},
// v7.3: ADVANCED AI BEHAVIORS - Mind-blowing autonomous systems
evolutionary: {
name: 'Evolutionary Architect',
icon: '🧬',
color: '#00ff99',
description: 'Learns from failures, evolves strategies each generation'
},
hivemind: {
name: 'Hive Mind Swarm',
icon: '🌀',
color: '#ff00ff',
description: 'Splits into 5 ghost drones moving in murmuration patterns'
},
temporal: {
name: 'Temporal Echo',
icon: '⏱️',
color: '#00ffff',
description: 'Creates time-delayed ghost copies replaying past actions'
},
chaos: {
name: 'Chaos Agent',
icon: '🎭',
color: '#ff6600',
description: 'Does the OPPOSITE of optimal - discovers hidden mechanics'
},
precog: {
name: 'Precognition',
icon: '🔮',
color: '#aa00ff',
description: 'Predicts enemy spawns & danger zones 30s ahead'
},
fluid: {
name: 'Fluid Dynamics',
icon: '🌊',
color: '#0088ff',
description: 'Water-like movement, flows around obstacles naturally'
},
jester: {
name: 'Jester Protocol',
icon: '🎪',
color: '#ffff00',
description: 'Prioritizes "interesting" over "efficient" - creates surprises'
},
lightning: {
name: 'Lightning Router',
icon: '⚡',
color: '#ffff88',
description: 'Calculates mathematically optimal path through ALL objectives'
},
shadow: {
name: 'Shadow Stalker',
icon: '🌑',
color: '#440066',
description: 'Moves only when unobserved, hugs darkness, stealth predator'
},
rhythm: {
name: 'Rhythmic Conductor',
icon: '🎼',
color: '#ff88ff',
description: 'Actions sync to internal beat, creates music from gameplay'
}
},
stats: {
resourcesGathered: 0,
mobsKilled: 0,
goldEarned: 0,
structuresBuilt: 0,
towersDestroyed: 0,
damageBlocked: 0
}
};
// Set AI behavior mode
function setAIBehavior(behaviorId) {
const oldBehavior = AI_BEHAVIOR.current;
AI_BEHAVIOR.current = behaviorId;
// Disable all specific AI systems first
autoExplore.enabled = false;
LANE_PUSH_AI.enabled = false;
// Enable the appropriate system
switch (behaviorId) {
case 'manual':
showNotification('🎮 MANUAL: Full control is yours!', 'info');
break;
case 'explorer':
autoExplore.enabled = true;
showNotification('🔍 EXPLORER: Auto-gathering and combat', 'info');
break;
case 'pusher':
LANE_PUSH_AI.enabled = true;
LANE_PUSH_AI.state = 'idle';
LANE_PUSH_AI.currentLane = null;
showNotification('⚔️ PUSHER: Destroying enemy towers!', 'warning');
break;
// v7.33: NEW DOTA-STYLE AI STATES
case 'waveCoordinator':
DOTA_AI.init('waveCoordinator');
showNotification('🌊 WAVE COORDINATOR: Perfect wave timing engaged!', 'success');
addCopilotMessage('🌊 Wave Coordinator active! I will NEVER attack towers without creep cover. Watching wave timings...', 'ai');
break;
case 'towerDiver':
DOTA_AI.init('towerDiver');
showNotification('💀 TOWER DIVER: Aggressive plays, calculated aggro!', 'warning');
addCopilotMessage('💀 Tower Diver engaged! I will dive towers aggressively but manage aggro like a pro. High risk, high reward!', 'ai');
break;
case 'splitPusher':
DOTA_AI.init('splitPusher');
showNotification('🔀 SPLIT PUSHER: Multi-lane pressure!', 'success');
addCopilotMessage('🔀 Split Pusher active! Creating pressure across ALL lanes. The enemy can\'t defend everywhere!', 'ai');
break;
case 'lastHitter':
DOTA_AI.init('lastHitter');
showNotification('💰 LAST HITTER: Maximum efficiency farming!', 'info');
addCopilotMessage('💰 Last Hitter mode! I will only attack creeps when they\'re low HP for maximum gold. Patience is profit!', 'ai');
break;
case 'siegeMaster':
DOTA_AI.init('siegeMaster');
showNotification('🏰 SIEGE MASTER: Patient tower destruction!', 'success');
addCopilotMessage('🏰 Siege Master active! I will wait for PERFECT wave timing before touching any tower. No backdoor penalties!', 'ai');
break;
case 'gankHunter':
DOTA_AI.init('gankHunter');
showNotification('🗡️ GANK HUNTER: Roaming for kills!', 'warning');
addCopilotMessage('🗡️ Gank Hunter engaged! Roaming between lanes hunting the enemy hero. They won\'t see me coming!', 'ai');
break;
case 'miner':
// Miner uses its own AI, not explorer
showNotification('⛏️ MINER: Focusing on resource gathering', 'info');
break;
case 'defender':
showNotification('🛡️ DEFENDER: Protecting base and allies', 'info');
break;
case 'terraformer':
showNotification('🚜 TERRAFORMER: Smoothing terrain for construction', 'info');
break;
case 'builder':
showNotification('🔨 BUILDER: Building at construction sites', 'info');
break;
case 'hunter':
showNotification('🎯 HUNTER: Hunting mobs aggressively', 'warning');
break;
case 'trader':
showNotification('💰 TRADER: Maximizing profits', 'info');
break;
// v7.3: ADVANCED AI BEHAVIORS
case 'evolutionary':
EVOLUTIONARY_AI.init();
showNotification('🧬 EVOLUTIONARY: Learning from every failure...', 'success');
break;
case 'hivemind':
HIVEMIND_AI.init();
showNotification('🌀 HIVEMIND: Consciousness fragmenting into swarm...', 'success');
break;
case 'temporal':
TEMPORAL_AI.init();
showNotification('⏱️ TEMPORAL: Recording timeline echoes...', 'success');
break;
case 'chaos':
CHAOS_AI.init();
showNotification('🎭 CHAOS: Embracing beautiful disorder!', 'warning');
break;
case 'precog':
PRECOG_AI.init();
showNotification('🔮 PRECOG: Future sight activating...', 'success');
break;
case 'fluid':
FLUID_AI.init();
showNotification('🌊 FLUID: Becoming one with the flow...', 'success');
break;
case 'jester':
JESTER_AI.init();
showNotification('🎪 JESTER: Time to make some chaos-art!', 'warning');
break;
case 'lightning':
LIGHTNING_AI.init();
showNotification('⚡ LIGHTNING: Calculating optimal path matrix...', 'success');
break;
case 'shadow':
SHADOW_AI.init();
showNotification('🌑 SHADOW: Merging with the darkness...', 'info');
break;
case 'rhythm':
RHYTHM_AI.init();
showNotification('🎼 RHYTHM: Feel the beat, become the music!', 'success');
break;
}
updateAIBehaviorUI();
AudioSystem.buttonClick && AudioSystem.buttonClick();
}
// Update AI behavior UI
function updateAIBehaviorUI() {
const select = document.getElementById('ai-behavior-select');
const status = document.getElementById('ai-behavior-status');
const details = document.getElementById('ai-behavior-details');
const behavior = AI_BEHAVIOR.behaviors[AI_BEHAVIOR.current];
if (!behavior) return;
if (select) select.value = AI_BEHAVIOR.current;
if (status) {
let statusText = `${behavior.icon} ${behavior.name.toUpperCase()}`;
// Add state-specific info
if (AI_BEHAVIOR.current === 'pusher' && LANE_PUSH_AI.currentLane) {
statusText += ` - ${LANE_PUSH_AI.currentLane.toUpperCase()}`;
} else if (AI_BEHAVIOR.current === 'explorer' && autoExplore.state) {
statusText += ` - ${autoExplore.state.toUpperCase()}`;
} else if (AI_BEHAVIOR.current === 'defender' && DEFENDER_AI.state) {
statusText += ` - ${DEFENDER_AI.state.toUpperCase()}`;
} else if (AI_BEHAVIOR.current === 'miner' && MINER_AI.state) {
statusText += ` - ${MINER_AI.state.toUpperCase()}`;
} else if (AI_BEHAVIOR.current === 'terraformer' && TERRAFORMER_AI.state) {
statusText += ` - ${TERRAFORMER_AI.state.toUpperCase()}`;
} else if (AI_BEHAVIOR.current === 'builder' && BUILDER_AI.state) {
statusText += ` - ${BUILDER_AI.state.toUpperCase()}`;
}
status.textContent = statusText;
status.style.color = behavior.color;
status.style.background = `${behavior.color}22`;
}
if (details) {
details.textContent = behavior.description;
}
}
// ============================================
// v6.68: MINER AI - Focus on resource gathering
// ============================================
const MINER_AI = {
state: 'idle', // idle, mining, returning, selling
targetResource: null,
preferredResources: ['rock', 'ore', 'crystal', 'tree'], // Priority order
gatherRange: 80, // Search range for resources
inventoryThreshold: 15, // Return to sell when inventory this full
lastDecisionTime: 0,
decisionInterval: 300,
stats: { oreGathered: 0, logsGathered: 0, crystalsGathered: 0 }
};
function runMinerAI(dt) {
if (AI_BEHAVIOR.current !== 'miner' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
if (now - MINER_AI.lastDecisionTime < MINER_AI.decisionInterval) return true;
MINER_AI.lastDecisionTime = now;
// Check inventory - if full, return to ship to sell
if (gameData.inventory.length >= MINER_AI.inventoryThreshold) {
MINER_AI.state = 'returning';
// Head to ship - v7.78: distanceToSquared optimization
if (SHIP_STATE.mesh) {
const distToShipSq = player.position.distanceToSquared(SHIP_STATE.mesh.position);
if (distToShipSq > 25) { // 5*5=25
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(SHIP_STATE.mesh.position);
return true;
} else {
// At ship - try to sell resources
MINER_AI.state = 'selling';
autoSellResources();
return true;
}
}
}
// Priority: Find and mine resources
// v8.08: forEach to for loop + pre-compute squared ranges
MINER_AI.state = 'mining';
let bestResource = null;
let bestScore = -Infinity;
const gatherRangeSq = MINER_AI.gatherRange * MINER_AI.gatherRange;
for (let i = 0; i < worldState.interactables.length; i++) {
const obj = worldState.interactables[i];
if (!obj.parent || !obj.userData) continue;
const type = obj.userData.type;
const name = (obj.userData.name || '').toLowerCase();
// Score resources by priority
let score = 0;
if (type === 'rock' || name.includes('rock') || name.includes('ore')) {
score = 100;
MINER_AI.targetType = 'ore';
} else if (name.includes('crystal')) {
score = 120; // Crystals are valuable
MINER_AI.targetType = 'crystal';
} else if (type === 'tree' || name.includes('tree')) {
score = 50;
MINER_AI.targetType = 'log';
} else {
continue; // Not a mineable resource
}
// v7.80: distanceToSquared optimization
const distSq = player.position.distanceToSquared(obj.position);
if (distSq > gatherRangeSq) continue;
const dist = Math.sqrt(distSq); // Only sqrt for score calculation
// Closer is better
score -= dist * 0.5;
if (score > bestScore) {
bestScore = score;
bestResource = obj;
}
}
if (bestResource) {
MINER_AI.targetResource = bestResource;
// v7.80: distanceToSquared optimization
const distSq = player.position.distanceToSquared(bestResource.position);
const interactionRangeSq = CONFIG.INTERACTION_RANGE * CONFIG.INTERACTION_RANGE;
if (distSq > interactionRangeSq) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(bestResource.position);
worldState.interactTarget = bestResource;
} else {
worldState.target = null;
if (now - worldState.lastActionTime > CONFIG.INTERACTION_COOLDOWN) {
performAction(bestResource);
worldState.lastActionTime = now;
MINER_AI.stats[MINER_AI.targetType + 'Gathered'] = (MINER_AI.stats[MINER_AI.targetType + 'Gathered'] || 0) + 1;
}
}
return true;
}
// No resources nearby - explore to find more - v7.78: distanceToSquared optimization
MINER_AI.state = 'exploring';
if (!autoExplore.currentTarget || player.position.distanceToSquared(autoExplore.currentTarget) < 25) { // 5*5=25
// v7.88: Use pooled exploration target vector
if (!autoExplore._explorationTarget) autoExplore._explorationTarget = new THREE.Vector3();
autoExplore._explorationTarget.set(
(Math.random() - 0.5) * 80,
player.position.y,
(Math.random() - 0.5) * 80
);
autoExplore.currentTarget = autoExplore._explorationTarget;
}
worldState.target = autoExplore.currentTarget;
return true;
}
// Auto-sell resources to best merchant
function autoSellResources() {
const resourcesToSell = ['Ore', 'Log', 'Crystal', 'Slime', 'Chitin'];
let soldSomething = false;
for (const resource of resourcesToSell) {
const count = getItemCount(resource);
if (count > 5) { // Keep 5 of each
const sellCount = count - 5;
// Find best merchant for this resource
let bestMerchant = 'grimjaw'; // Default
let bestPrice = 0;
for (const [id, merchant] of Object.entries(MERCHANTS)) {
const price = getMerchantBuyPrice(id, resource);
if (price > bestPrice && merchant.gold >= price) {
bestPrice = price;
bestMerchant = id;
}
}
if (bestPrice > 0) {
sellToMerchant(bestMerchant, resource, sellCount);
soldSomething = true;
}
}
}
if (soldSomething) {
showNotification('💰 Auto-sold resources!', 'success');
}
}
// ============================================
// v6.68: DEFENDER AI - Protect base and allies
// ============================================
const DEFENDER_AI = {
state: 'idle', // idle, patrolling, engaging, retreating, healing
defenseRadius: 40, // Stay within this radius of ship
lastDecisionTime: 0,
decisionInterval: 250,
targetEnemy: null,
stats: { enemiesRepelled: 0, alliesHealed: 0, damageBlocked: 0 },
// v7.88: Pre-allocated fallback position vector
_fallbackShipPos: null,
// v7.88: Pre-allocated patrol target vector
_patrolTarget: null
};
function runDefenderAI(dt) {
if (AI_BEHAVIOR.current !== 'defender' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
if (now - DEFENDER_AI.lastDecisionTime < DEFENDER_AI.decisionInterval) return true;
DEFENDER_AI.lastDecisionTime = now;
// v7.78: distanceToSquared optimization for defender AI
// v7.88: Use pooled fallback vector instead of new allocation
if (!DEFENDER_AI._fallbackShipPos) DEFENDER_AI._fallbackShipPos = new THREE.Vector3(0, 0, 0);
const shipPos = SHIP_STATE.mesh ? SHIP_STATE.mesh.position : DEFENDER_AI._fallbackShipPos;
const distToShipSq = player.position.distanceToSquared(shipPos);
const defenseRadiusSq = DEFENDER_AI.defenseRadius * DEFENDER_AI.defenseRadius;
// Priority 1: Engage enemies near the base
let nearestThreat = null;
let nearestThreatDistSq = Infinity;
// Check mobs - v8.01: forEach to for loop conversion
for (let i = 0, len = worldState.mobs.length; i < len; i++) {
const mob = worldState.mobs[i];
if (!mob.parent) continue;
const distToBaseSq = mob.position.distanceToSquared(shipPos);
if (distToBaseSq < defenseRadiusSq) {
const distToPlayerSq = player.position.distanceToSquared(mob.position);
if (distToPlayerSq < nearestThreatDistSq) {
nearestThreatDistSq = distToPlayerSq;
nearestThreat = mob;
}
}
}
// Check hostile creeps - v8.01: forEach to for loop conversion
if (typeof creepWaveState !== 'undefined' && creepWaveState.creeps) {
for (let i = 0, len = creepWaveState.creeps.length; i < len; i++) {
const creep = creepWaveState.creeps[i];
if (!creep.parent || creep.userData.team !== 'B') continue;
const distToBaseSq = creep.position.distanceToSquared(shipPos);
if (distToBaseSq < defenseRadiusSq) {
const distToPlayerSq = player.position.distanceToSquared(creep.position);
if (distToPlayerSq < nearestThreatDistSq) {
nearestThreatDistSq = distToPlayerSq;
nearestThreat = creep;
}
}
}
}
if (nearestThreat) {
DEFENDER_AI.state = 'engaging';
DEFENDER_AI.targetEnemy = nearestThreat;
const interactRangeSq = CONFIG.INTERACTION_RANGE * CONFIG.INTERACTION_RANGE; // v7.78
if (nearestThreatDistSq > interactRangeSq) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(nearestThreat.position);
worldState.interactTarget = nearestThreat;
} else {
worldState.target = null;
if (now - worldState.lastActionTime > CONFIG.INTERACTION_COOLDOWN) {
performAction(nearestThreat);
worldState.lastActionTime = now;
}
}
return true;
}
// Priority 2: Stay near the ship if too far
if (distToShipSq > defenseRadiusSq) {
DEFENDER_AI.state = 'returning';
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(shipPos);
return true;
}
// Priority 3: Patrol around the base
DEFENDER_AI.state = 'patrolling';
// Circular patrol around ship
const patrolAngle = (now / 5000) % (Math.PI * 2);
const patrolRadius = DEFENDER_AI.defenseRadius * 0.6;
// v7.88: Use pooled patrol target vector
if (!DEFENDER_AI._patrolTarget) DEFENDER_AI._patrolTarget = new THREE.Vector3();
DEFENDER_AI._patrolTarget.set(
shipPos.x + Math.cos(patrolAngle) * patrolRadius,
player.position.y,
shipPos.z + Math.sin(patrolAngle) * patrolRadius
);
worldState.target = DEFENDER_AI._patrolTarget;
return true;
}
// ============================================
// v6.82: TERRAFORMER AI - Smooth terrain like agents
// Uses same logic as agent terraformers: scan, smooth, prepare sites
// ============================================
const TERRAFORMER_AI = {
state: 'idle', // idle, scanning, smoothing, moving
targetSite: null,
lastDecisionTime: 0,
decisionInterval: 100, // v9.4: Faster smoothing (was 300)
smoothRadius: 5, // v9.4: Larger radius for more visible effect (was 3)
lastNotification: 0, // v6.82: Throttle notifications
notificationCooldown: 3000, // Only show same notification every 3s
stats: { sitesSmoothed: 0, beaconsPlaced: 0 },
// v7.88: Pre-allocated wander target vector
_wanderTarget: null
};
// Calculate terrain roughness in an area (same algorithm as agents)
function calculateTerrainRoughness(cx, cz, radius) {
let heights = [];
for (let dx = -radius; dx <= radius; dx++) {
for (let dz = -radius; dz <= radius; dz++) {
const tx = cx + dx, tz = cz + dz;
if (worldState.terrain[tx] && worldState.terrain[tx][tz] !== undefined && worldState.terrain[tx][tz] > 0) {
heights.push(worldState.terrain[tx][tz]);
}
}
}
if (heights.length < 2) return 0;
const avg = heights.reduce((a, b) => a + b, 0) / heights.length;
const variance = heights.reduce((sum, h) => sum + Math.pow(h - avg, 2), 0) / heights.length;
return Math.sqrt(variance);
}
// Smooth terrain at player position (same algorithm as agents)
// v9.4: Actually updates the 3D terrain mesh visuals
function smoothTerrainAtPosition(worldX, worldZ) {
const tileX = Math.floor((worldX / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
const tileZ = Math.floor((worldZ / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
const smoothRadius = TERRAFORMER_AI.smoothRadius;
let totalHeight = 0, count = 0;
let heightMap = [];
for (let dx = -smoothRadius; dx <= smoothRadius; dx++) {
for (let dz = -smoothRadius; dz <= smoothRadius; dz++) {
const tx = tileX + dx, tz = tileZ + dz;
if (worldState.terrain[tx] && worldState.terrain[tx][tz] !== undefined && worldState.terrain[tx][tz] > 0) {
const h = worldState.terrain[tx][tz];
totalHeight += h;
count++;
heightMap.push({ tx, tz, h });
}
}
}
if (count > 0) {
const avgHeight = totalHeight / count;
for (const cell of heightMap) {
// Smooth 95% toward average for more visible effect
worldState.terrain[cell.tx][cell.tz] = cell.h + (avgHeight - cell.h) * 0.95;
}
// v9.4: Update the 3D terrain mesh to show the smoothed terrain
if (typeof worldState.updateTerrainMeshes === 'function') {
worldState.updateTerrainMeshes(tileX, tileZ, smoothRadius + 1);
}
return true;
}
return false;
}
// Find rough terrain to smooth
function findRoughTerrainNearby(player, searchRadius) {
const playerTileX = Math.floor((player.position.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
const playerTileZ = Math.floor((player.position.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
let bestSite = null;
let highestRoughness = 0.3; // Minimum threshold
// Scan in a spiral pattern from player
for (let dist = 5; dist < searchRadius; dist += 5) {
for (let angle = 0; angle < Math.PI * 2; angle += Math.PI / 4) {
const checkX = playerTileX + Math.floor(Math.cos(angle) * dist);
const checkZ = playerTileZ + Math.floor(Math.sin(angle) * dist);
const roughness = calculateTerrainRoughness(checkX, checkZ, 3);
if (roughness > highestRoughness) {
highestRoughness = roughness;
bestSite = {
tileX: checkX,
tileZ: checkZ,
worldX: (checkX - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE,
worldZ: (checkZ - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE,
roughness: roughness
};
}
}
}
return bestSite;
}
function runTerraformerAI(dt) {
if (AI_BEHAVIOR.current !== 'terraformer' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
if (now - TERRAFORMER_AI.lastDecisionTime < TERRAFORMER_AI.decisionInterval) return true;
TERRAFORMER_AI.lastDecisionTime = now;
const playerTileX = Math.floor((player.position.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
const playerTileZ = Math.floor((player.position.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
// Check roughness at current position
const currentRoughness = calculateTerrainRoughness(playerTileX, playerTileZ, TERRAFORMER_AI.smoothRadius);
// Priority 1: Smooth rough terrain at current location
if (currentRoughness > 0.2) {
TERRAFORMER_AI.state = 'smoothing';
if (smoothTerrainAtPosition(player.position.x, player.position.z)) {
TERRAFORMER_AI.stats.sitesSmoothed++;
// Throttle smoothing notifications
if (now - TERRAFORMER_AI.lastNotification > TERRAFORMER_AI.notificationCooldown) {
TERRAFORMER_AI.lastNotification = now;
showNotification(`🚜 Smoothed terrain (roughness: ${currentRoughness.toFixed(2)})`, 'info');
}
// Create visual effect
if (typeof spawnTerraformParticles === 'function') {
spawnTerraformParticles(player.position);
}
// Place construction beacon if terrain is now smooth enough
const newRoughness = calculateTerrainRoughness(playerTileX, playerTileZ, TERRAFORMER_AI.smoothRadius);
if (newRoughness < 0.15) {
// Initialize construction sites array if needed
if (!worldState.constructionSites) worldState.constructionSites = [];
// Check if a beacon already exists nearby
const nearbyBeacon = worldState.constructionSites.find(site =>
Math.abs(site.position.x - player.position.x) < 10 &&
Math.abs(site.position.z - player.position.z) < 10
);
if (!nearbyBeacon) {
worldState.constructionSites.push({
position: player.position.clone(),
createdAt: now,
claimed: false,
buildProgress: 0,
type: 'terraformed'
});
TERRAFORMER_AI.stats.beaconsPlaced++;
showNotification('📍 Construction beacon placed!', 'success');
}
}
}
return true;
}
// Priority 2: Find rough terrain nearby
TERRAFORMER_AI.state = 'scanning';
const roughSite = findRoughTerrainNearby(player, 50);
if (roughSite) {
TERRAFORMER_AI.targetSite = roughSite;
TERRAFORMER_AI.state = 'moving';
// v7.88: Use pooled wander target vector
if (!TERRAFORMER_AI._wanderTarget) TERRAFORMER_AI._wanderTarget = new THREE.Vector3();
TERRAFORMER_AI._wanderTarget.set(roughSite.worldX, 0, roughSite.worldZ);
worldState.target = TERRAFORMER_AI._wanderTarget;
return true;
}
// Priority 3: Random exploration to find rough terrain
TERRAFORMER_AI.state = 'exploring';
const wanderAngle = Math.random() * Math.PI * 2;
const wanderDist = 20 + Math.random() * 30;
// v7.88: Use pooled wander target vector instead of new allocation
if (!TERRAFORMER_AI._wanderTarget) TERRAFORMER_AI._wanderTarget = new THREE.Vector3();
TERRAFORMER_AI._wanderTarget.set(
player.position.x + Math.cos(wanderAngle) * wanderDist,
0,
player.position.z + Math.sin(wanderAngle) * wanderDist
);
worldState.target = TERRAFORMER_AI._wanderTarget;
return true;
}
// ============================================
// v6.82: BUILDER AI - Enhanced to match agent capabilities
// Seeks construction beacons, builds with 100% efficiency
// ============================================
const BUILDER_AI = {
state: 'idle', // idle, seeking, building, repairing, gathering
currentSite: null,
lastDecisionTime: 0,
decisionInterval: 400,
buildRange: 5,
lastNotification: 0, // v6.82: Throttle notifications
notificationCooldown: 3000, // Only show same notification every 3s
lastBuildNotify: 0, // v6.82: Separate cooldown for building progress
stats: { structuresBuilt: 0, repairsDone: 0, sitesCompleted: 0 }
};
function runBuilderAI(dt) {
if (AI_BEHAVIOR.current !== 'builder' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
if (now - BUILDER_AI.lastDecisionTime < BUILDER_AI.decisionInterval) return true;
BUILDER_AI.lastDecisionTime = now;
// Priority 1: Build at construction beacons (placed by terraformer)
if (worldState.constructionSites && worldState.constructionSites.length > 0) {
// Find unclaimed or self-claimed sites
const availableSites = worldState.constructionSites.filter(site =>
!site.claimed || site.claimed === 'player'
);
if (availableSites.length > 0) {
// Sort by distance - v7.78: distanceToSquared optimization
availableSites.sort((a, b) => {
const distASq = player.position.distanceToSquared(a.position);
const distBSq = player.position.distanceToSquared(b.position);
return distASq - distBSq;
});
const targetSite = availableSites[0];
// v8.0: Use distanceToSquared for buildRange comparison
const distToSiteSq = player.position.distanceToSquared(targetSite.position);
const buildRangeSq = BUILDER_AI.buildRange * BUILDER_AI.buildRange;
if (distToSiteSq <= buildRangeSq) {
// At site - BUILD!
BUILDER_AI.state = 'building';
targetSite.claimed = 'player';
if (!targetSite.buildProgress) targetSite.buildProgress = 0;
targetSite.buildProgress += 15; // Faster building than agents
if (targetSite.buildProgress >= 100) {
// Construction complete!
BUILDER_AI.stats.sitesCompleted++;
showNotification('🏗️ Construction complete! 100% efficiency!', 'success');
// Create actual structure at site
if (typeof queueConstruction === 'function') {
const structures = ['turret', 'wall', 'barracks'];
const structureType = structures[Math.floor(Math.random() * structures.length)];
queueConstruction(structureType, targetSite.position);
BUILDER_AI.stats.structuresBuilt++;
}
// Remove beacon
worldState.constructionSites = worldState.constructionSites.filter(s => s !== targetSite);
} else {
// Throttle build progress notifications (every 25%)
if (now - BUILDER_AI.lastBuildNotify > 2000 || targetSite.buildProgress % 25 < 15) {
BUILDER_AI.lastBuildNotify = now;
}
}
return true;
} else {
// Move to site
BUILDER_AI.state = 'seeking';
BUILDER_AI.currentSite = targetSite;
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(targetSite.position);
return true;
}
}
}
// Priority 2: Check for damaged structures to repair
// v8.0: Use distanceToSquared for buildRange comparison
if (typeof baseBuildingState !== 'undefined' && baseBuildingState.buildings) {
for (const building of baseBuildingState.buildings) {
if (building.hp < building.maxHp * 0.5) {
BUILDER_AI.state = 'repairing';
const distSq = player.position.distanceToSquared(building.mesh.position);
if (distSq > buildRangeSq) { // v8.0: reuse buildRangeSq from above
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(building.mesh.position);
} else {
if (typeof repairBuilding === 'function') {
repairBuilding(building);
BUILDER_AI.stats.repairsDone++;
// Throttle repair notifications
if (now - BUILDER_AI.lastNotification > BUILDER_AI.notificationCooldown) {
BUILDER_AI.lastNotification = now;
showNotification('🔧 Repairing structure...', 'info');
}
}
}
return true;
}
}
}
// Priority 3: If no beacons exist, gather resources
// (Encourages using terraformer first to prepare sites)
BUILDER_AI.state = 'gathering';
// Throttle gathering notification
if (now - BUILDER_AI.lastNotification > BUILDER_AI.notificationCooldown * 2) {
BUILDER_AI.lastNotification = now;
showNotification('🔍 Searching for construction sites...', 'info');
}
return runMinerAI(dt);
}
// ============================================
// v6.68: HUNTER AI - Aggressive mob hunting
// ============================================
const HUNTER_AI = {
state: 'idle', // idle, hunting, engaging, retreating
targetMob: null,
huntRange: 100, // Search far for targets
lastDecisionTime: 0,
decisionInterval: 200, // Fast decisions for combat
retreatThreshold: 0.2, // Retreat at 20% HP
stats: { mobsHunted: 0, elitesKilled: 0, bossesKilled: 0 }
};
// v7.73: Pre-computed squared thresholds for HunterAI
const HUNTER_AI_THRESHOLDS = {
huntRangeSq: 100 * 100, // 10000
interactionSq: null, // Set from CONFIG at runtime
abilityRangeSq: 10 * 10, // 100
exploreTargetSq: 5 * 5 // 25
};
function runHunterAI(dt) {
if (AI_BEHAVIOR.current !== 'hunter' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
if (now - HUNTER_AI.lastDecisionTime < HUNTER_AI.decisionInterval) return true;
HUNTER_AI.lastDecisionTime = now;
// v7.73: Cache interaction range squared
if (HUNTER_AI_THRESHOLDS.interactionSq === null) {
HUNTER_AI_THRESHOLDS.interactionSq = CONFIG.INTERACTION_RANGE * CONFIG.INTERACTION_RANGE;
}
const interactRangeSq = HUNTER_AI_THRESHOLDS.interactionSq;
// v8.26: Guard against undefined gameData.player
if (!gameData?.player?.hp || !gameData?.player?.maxHp) return true;
const playerHpPercent = gameData.player.hp / gameData.player.maxHp;
// Retreat if low HP
if (playerHpPercent < HUNTER_AI.retreatThreshold) {
HUNTER_AI.state = 'retreating';
if (SHIP_STATE.mesh) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(SHIP_STATE.mesh.position);
}
return true;
}
// Use abilities aggressively
useHunterAbilities(now);
// v7.73: Find best target using distanceToSquared()
let bestTarget = null;
let bestScore = -Infinity;
let bestTargetDistSq = Infinity;
// v8.02: forEach to for loop conversion for hot path
const mobs = worldState.mobs;
const mobsLen = mobs.length;
for (let i = 0; i < mobsLen; i++) {
const mob = mobs[i];
if (!mob.parent || !mob.userData || mob.userData.hp <= 0) continue;
let score = 100;
// Prioritize elites and bosses
if (mob.userData.isBoss) score += 500;
else if (mob.userData.isElite) score += 200;
// Higher XP rewards are better
score += (mob.userData.xpReward || 50) * 0.5;
// v7.73: Use distanceToSquared() - closer is better
const distSq = player.position.distanceToSquared(mob.position);
if (distSq > HUNTER_AI_THRESHOLDS.huntRangeSq) continue;
// Approximate distance penalty using sqrt approximation for scoring only
score -= Math.sqrt(distSq) * 0.3;
// Lower HP targets are easier
const hpPercent = mob.userData.hp / mob.userData.maxHp;
score += (1 - hpPercent) * 50;
if (score > bestScore) {
bestScore = score;
bestTarget = mob;
bestTargetDistSq = distSq;
}
}
if (bestTarget) {
HUNTER_AI.state = 'engaging';
HUNTER_AI.targetMob = bestTarget;
// v7.73: Use cached distSq for range check
if (bestTargetDistSq > interactRangeSq) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(bestTarget.position);
worldState.interactTarget = bestTarget;
} else {
worldState.target = null;
if (now - worldState.lastActionTime > CONFIG.INTERACTION_COOLDOWN * 0.8) { // Attack faster
performAction(bestTarget);
worldState.lastActionTime = now;
}
}
return true;
}
// No mobs - search for more
HUNTER_AI.state = 'hunting';
// v7.73: Use distanceToSquared() for explore target check
if (!autoExplore.currentTarget || player.position.distanceToSquared(autoExplore.currentTarget) < HUNTER_AI_THRESHOLDS.exploreTargetSq) {
// Move to unexplored areas
// v7.88: Use pooled exploration target vector
if (!autoExplore._explorationTarget) autoExplore._explorationTarget = new THREE.Vector3();
autoExplore._explorationTarget.set(
(Math.random() - 0.5) * 100,
player.position.y,
(Math.random() - 0.5) * 100
);
autoExplore.currentTarget = autoExplore._explorationTarget;
}
worldState.target = autoExplore.currentTarget;
return true;
}
function useHunterAbilities(now) {
// Aggressively use combat abilities
const abilities = ['slash', 'whirlwind', 'dash', 'warcry'];
for (const abilityKey of abilities) {
if (abilityState[abilityKey]) {
const ability = ABILITIES[abilityKey];
const lastUsed = abilityState[abilityKey].lastUsed || 0;
const cooldown = ability?.cooldown || 5000;
if (now - lastUsed > cooldown) {
// v7.73: Check target nearby using distanceToSquared()
if (HUNTER_AI.targetMob && worldState.player.position.distanceToSquared(HUNTER_AI.targetMob.position) < HUNTER_AI_THRESHOLDS.abilityRangeSq) {
if (typeof useAbility === 'function') {
useAbility(abilityKey);
}
break; // One ability per tick
}
}
}
}
}
// ============================================
// v6.68: TRADER AI - Maximize profits
// ============================================
const TRADER_AI = {
state: 'idle', // idle, gathering, selling, waiting
targetItem: null,
lastDecisionTime: 0,
decisionInterval: 1000,
profitThreshold: 50, // Min profit to trigger trade
stats: { totalProfit: 0, tradesCompleted: 0 }
};
function runTraderAI(dt) {
if (AI_BEHAVIOR.current !== 'trader' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
if (now - TRADER_AI.lastDecisionTime < TRADER_AI.decisionInterval) return true;
TRADER_AI.lastDecisionTime = now;
// Check for profitable market events
if (ECONOMY.activeEvents.length > 0) {
for (const event of ECONOMY.activeEvents) {
const eventData = MARKET_EVENTS[event.type];
// Find items affected by this event
for (const [item, effect] of Object.entries(eventData.effects)) {
if (item === 'ALL') continue;
// If prices are HIGH - sell what we have
if (effect > 0.3) {
const count = getItemCount(item);
if (count > 0) {
TRADER_AI.state = 'selling';
// Find best merchant
let bestMerchant = null;
let bestPrice = 0;
for (const [id, merchant] of Object.entries(MERCHANTS)) {
const price = getMerchantBuyPrice(id, item);
if (price > bestPrice && merchant.gold >= price) {
bestPrice = price;
bestMerchant = id;
}
}
if (bestMerchant) {
sellToMerchant(bestMerchant, item, count);
TRADER_AI.stats.tradesCompleted++;
showNotification(`💰 Sold ${count}x ${item} during ${eventData.name}!`, 'success');
}
}
}
// If prices are LOW - gather that item
if (effect < -0.2) {
TRADER_AI.targetItem = item;
TRADER_AI.state = 'gathering';
}
}
}
}
// Default: gather valuable resources
if (TRADER_AI.state !== 'selling') {
TRADER_AI.state = 'gathering';
return runMinerAI(dt);
}
return true;
}
// ════════════════════════════════════════════════════════════════════
// v7.3: ADVANCED AI BEHAVIORS - Mind-Blowing Autonomous Systems
// ════════════════════════════════════════════════════════════════════
// 1. EVOLUTIONARY ARCHITECT - Learns from failures, evolves strategies
// v7.87: Added pre-allocated vectors to avoid per-decision allocations
const EVOLUTIONARY_AI = {
state: 'evolving',
generation: 1,
dna: { aggression: 0.5, caution: 0.5, exploration: 0.5, efficiency: 0.5 },
fitness: 0,
deathCount: 0,
bestDNA: null,
bestFitness: 0,
mutations: [],
lastDecisionTime: 0,
// v7.87: Pre-allocated vectors to avoid per-decision allocations
_exploreTarget: null,
_fallbackTarget: null,
// v7.88: Pooled geometry and materials for DNA helix spheres
_helixSphereGeometry: null,
_helixMaterial1: null,
_helixMaterial2: null,
init() {
this.generation = 1;
this.fitness = 0;
this.deathCount = 0;
this.dna = { aggression: Math.random(), caution: Math.random(), exploration: Math.random(), efficiency: Math.random() };
// v7.87: Initialize pre-allocated vectors
if (!this._exploreTarget) {
this._exploreTarget = new THREE.Vector3();
}
if (!this._fallbackTarget) {
this._fallbackTarget = new THREE.Vector3(0, 0, 0);
}
// v7.88: Initialize pooled geometry and materials for DNA helix
if (!this._helixSphereGeometry) {
this._helixSphereGeometry = new THREE.SphereGeometry(0.15);
}
if (!this._helixMaterial1) {
this._helixMaterial1 = new THREE.MeshBasicMaterial({ color: 0x00ff99, transparent: true, opacity: 0.7 });
}
if (!this._helixMaterial2) {
this._helixMaterial2 = new THREE.MeshBasicMaterial({ color: 0xff00ff, transparent: true, opacity: 0.7 });
}
this.spawnDNAVisual();
},
spawnDNAVisual() {
// Create DNA helix visual effect
// v7.88: Use pooled geometry and materials instead of creating 40 new ones
if (this.helixMesh) scene.remove(this.helixMesh);
const helixGroup = new THREE.Group();
for (let i = 0; i < 20; i++) {
const t = i / 20 * Math.PI * 4;
const sphere1 = new THREE.Mesh(this._helixSphereGeometry, this._helixMaterial1);
sphere1.position.set(Math.sin(t) * 0.5, i * 0.3 - 3, Math.cos(t) * 0.5);
const sphere2 = new THREE.Mesh(this._helixSphereGeometry, this._helixMaterial2);
sphere2.position.set(-Math.sin(t) * 0.5, i * 0.3 - 3, -Math.cos(t) * 0.5);
helixGroup.add(sphere1, sphere2);
}
this.helixMesh = helixGroup;
},
mutate() {
const gene = ['aggression', 'caution', 'exploration', 'efficiency'][Math.floor(Math.random() * 4)];
const change = (Math.random() - 0.5) * 0.3;
this.dna[gene] = Math.max(0, Math.min(1, this.dna[gene] + change));
this.mutations.push({ gene, change, gen: this.generation });
showNotification(`🧬 Gen ${this.generation}: ${gene} mutated!`, 'info');
},
onDeath() {
this.deathCount++;
if (this.fitness > this.bestFitness) {
this.bestFitness = this.fitness;
this.bestDNA = { ...this.dna };
}
this.generation++;
this.mutate();
this.fitness = 0;
showNotification(`🧬 Generation ${this.generation} begins!`, 'success');
}
};
function runEvolutionaryAI(dt) {
// v9.10: Skip DNA helix visual in customOnly worlds
if (window.WORLD_SYSTEMS?.customOnly === true) return false;
if (AI_BEHAVIOR.current !== 'evolutionary' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
if (now - EVOLUTIONARY_AI.lastDecisionTime < 200) return true;
EVOLUTIONARY_AI.lastDecisionTime = now;
// Update DNA helix position
if (EVOLUTIONARY_AI.helixMesh) {
EVOLUTIONARY_AI.helixMesh.position.copy(player.position);
EVOLUTIONARY_AI.helixMesh.position.y += 3;
EVOLUTIONARY_AI.helixMesh.rotation.y += 0.02;
if (!EVOLUTIONARY_AI.helixMesh.parent) scene.add(EVOLUTIONARY_AI.helixMesh);
}
// Behavior based on DNA
const dna = EVOLUTIONARY_AI.dna;
let target = null;
// High aggression: seek enemies - v7.78: distanceToSquared optimization
if (dna.aggression > 0.6 && worldState.mobs.length > 0) {
const nearestMob = worldState.mobs.reduce((nearest, mob) => {
if (!mob.parent) return nearest;
const distSq = player.position.distanceToSquared(mob.position);
return (!nearest || distSq < nearest.distSq) ? { mob, distSq } : nearest;
}, null);
const aggroRangeSq = (30 * dna.aggression) * (30 * dna.aggression);
if (nearestMob && nearestMob.distSq < aggroRangeSq) target = nearestMob.mob.position;
}
// High caution: avoid low health
// v7.87: Use pre-allocated _fallbackTarget instead of new Vector3
if (dna.caution > 0.7 && playerState.health < playerState.maxHealth * 0.3) {
if (!EVOLUTIONARY_AI._fallbackTarget) EVOLUTIONARY_AI._fallbackTarget = new THREE.Vector3(0, 0, 0);
target = SHIP_STATE.mesh?.position || EVOLUTIONARY_AI._fallbackTarget;
}
// High exploration: wander far - v7.78: distanceToSquared optimization
// v7.87: Use pre-allocated _exploreTarget instead of new Vector3
if (!target && dna.exploration > 0.5) {
if (!EVOLUTIONARY_AI._exploreTarget) EVOLUTIONARY_AI._exploreTarget = new THREE.Vector3();
if (!EVOLUTIONARY_AI.exploreTarget || player.position.distanceToSquared(EVOLUTIONARY_AI.exploreTarget) < 25) { // 5*5=25
EVOLUTIONARY_AI._exploreTarget.set(
(Math.random() - 0.5) * 150 * dna.exploration,
player.position.y,
(Math.random() - 0.5) * 150 * dna.exploration
);
EVOLUTIONARY_AI.exploreTarget = EVOLUTIONARY_AI._exploreTarget;
}
target = EVOLUTIONARY_AI.exploreTarget;
}
// v7.86: Use setWorldTarget instead of clone()
if (target) setWorldTarget(target);
EVOLUTIONARY_AI.fitness += dt * 0.01;
return true;
}
// 2. HIVE MIND SWARM - Splits into ghost drones moving in murmuration
// v7.85: Added pre-allocated vectors to avoid O(n^2) allocations per frame
const HIVEMIND_AI = {
state: 'swarming',
drones: [],
droneCount: 5,
lastDecisionTime: 0,
centerOfMass: new THREE.Vector3(),
swarmRadius: 8,
// v7.85: Pre-allocated vectors for hot path optimization
_toCenter: new THREE.Vector3(),
_separation: new THREE.Vector3(),
_diff: new THREE.Vector3(),
_avgVel: new THREE.Vector3(),
_noise: new THREE.Vector3(),
// v7.88: Pooled geometries and materials for drone meshes
_coreGeometry: null,
_glowGeometry: null,
_coreMaterials: null,
_glowMaterials: null,
init() {
// v7.88: Initialize pooled geometries once
if (!this._coreGeometry) {
this._coreGeometry = new THREE.OctahedronGeometry(0.4);
}
if (!this._glowGeometry) {
this._glowGeometry = new THREE.SphereGeometry(0.6);
}
// v7.88: Initialize pooled materials once (5 colors)
if (!this._coreMaterials) {
const colors = [0xff00ff, 0x00ffff, 0xffff00, 0xff8800, 0x88ff00];
this._coreMaterials = colors.map(c => new THREE.MeshBasicMaterial({ color: c, transparent: true, opacity: 0.6 }));
this._glowMaterials = colors.map(c => new THREE.MeshBasicMaterial({ color: c, transparent: true, opacity: 0.2 }));
}
this.drones = [];
for (let i = 0; i < this.droneCount; i++) {
const drone = {
offset: new THREE.Vector3(
(Math.random() - 0.5) * this.swarmRadius,
Math.random() * 2,
(Math.random() - 0.5) * this.swarmRadius
),
velocity: new THREE.Vector3(),
mesh: this.createDroneMesh(i)
};
this.drones.push(drone);
scene.add(drone.mesh);
}
},
createDroneMesh(index) {
// v7.88: Use pooled geometries and materials instead of creating new ones
const group = new THREE.Group();
const colorIndex = index % 5;
const core = new THREE.Mesh(this._coreGeometry, this._coreMaterials[colorIndex]);
const glow = new THREE.Mesh(this._glowGeometry, this._glowMaterials[colorIndex]);
group.add(core, glow);
return group;
},
cleanup() {
this.drones.forEach(d => scene.remove(d.mesh));
this.drones = [];
}
};
function runHivemindAI(dt) {
if (AI_BEHAVIOR.current !== 'hivemind' || mode !== 'world' || !worldState.player) {
if (HIVEMIND_AI.drones.length > 0) HIVEMIND_AI.cleanup();
return false;
}
const player = worldState.player;
const now = performance.now();
// Murmuration behavior - each drone follows rules
// v7.85: Optimized to use pre-allocated vectors instead of 5+ allocations per drone per frame
// v8.01: forEach to for loop conversion for hot path
const droneCount = HIVEMIND_AI.drones.length;
for (let i = 0; i < droneCount; i++) {
const drone = HIVEMIND_AI.drones[i];
// Rule 1: Cohesion - move toward center - v7.85: use pre-allocated _toCenter
HIVEMIND_AI._toCenter.copy(player.position).sub(drone.mesh.position).multiplyScalar(0.02);
// Rule 2: Separation - avoid other drones - v7.85: use pre-allocated _separation, _diff
// v8.12: Use lengthSq for initial distance check to avoid sqrt when dist >= 2
HIVEMIND_AI._separation.set(0, 0, 0);
for (let j = 0; j < droneCount; j++) {
if (i !== j) {
const other = HIVEMIND_AI.drones[j];
HIVEMIND_AI._diff.copy(drone.mesh.position).sub(other.mesh.position);
const distSq = HIVEMIND_AI._diff.lengthSq();
if (distSq < 4) { // 2*2 = 4 (squared threshold)
const dist = Math.sqrt(distSq); // v8.12: Only compute sqrt when needed
HIVEMIND_AI._separation.add(HIVEMIND_AI._diff.divideScalar(dist).multiplyScalar(0.5 / dist));
}
}
}
// Rule 3: Alignment - match velocity of neighbors - v7.85: use pre-allocated _avgVel
HIVEMIND_AI._avgVel.set(0, 0, 0);
for (let j = 0; j < droneCount; j++) {
HIVEMIND_AI._avgVel.add(HIVEMIND_AI.drones[j].velocity);
}
HIVEMIND_AI._avgVel.divideScalar(HIVEMIND_AI.droneCount).multiplyScalar(0.1);
// Rule 4: Noise - random movement - v7.85: use pre-allocated _noise
HIVEMIND_AI._noise.set(
(Math.random() - 0.5) * 0.3,
(Math.random() - 0.5) * 0.1,
(Math.random() - 0.5) * 0.3
);
// Update velocity
drone.velocity.add(HIVEMIND_AI._toCenter).add(HIVEMIND_AI._separation).add(HIVEMIND_AI._avgVel).add(HIVEMIND_AI._noise);
drone.velocity.clampLength(0, 0.5);
// Update position
drone.mesh.position.add(drone.velocity);
drone.mesh.rotation.y += 0.05;
drone.mesh.rotation.x = Math.sin(now * 0.003 + i) * 0.3;
}
// Player follows center of swarm - v8.01: forEach to for loop
HIVEMIND_AI.centerOfMass.set(0, 0, 0);
for (let i = 0; i < droneCount; i++) {
HIVEMIND_AI.centerOfMass.add(HIVEMIND_AI.drones[i].mesh.position);
}
HIVEMIND_AI.centerOfMass.divideScalar(HIVEMIND_AI.droneCount);
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(HIVEMIND_AI.centerOfMass);
return true;
}
// 3. TEMPORAL ECHO - Creates time-delayed ghost copies
const TEMPORAL_AI = {
state: 'recording',
timeline: [],
maxHistory: 300,
echoes: [],
echoDelays: [30, 60, 90], // Frames of delay
lastRecordTime: 0,
// v7.88: Pre-allocated exploration target vector
_exploreTarget: null,
// v7.89: Pooled geometry/materials for echo meshes
_pooledGeometry: null,
_pooledMaterials: null,
// v7.89: Pre-allocated vector pool for timeline positions
_positionPool: null,
_positionPoolIndex: 0,
init() {
this.timeline = [];
this.cleanupEchoes();
// v7.89: Initialize pooled geometry once
if (!this._pooledGeometry) {
this._pooledGeometry = new THREE.CylinderGeometry(0.4, 0.4, 1.4, 8);
}
// v7.89: Initialize pooled materials once (3 colors)
if (!this._pooledMaterials) {
const colors = [0x00ffff, 0x0088ff, 0x0044aa];
this._pooledMaterials = colors.map((color, i) =>
new THREE.MeshBasicMaterial({ color, transparent: true, opacity: 0.4 - i * 0.1, wireframe: true })
);
}
// v7.89: Pre-allocate position pool for timeline
if (!this._positionPool) {
this._positionPool = [];
for (let i = 0; i < this.maxHistory; i++) {
this._positionPool.push(new THREE.Vector3());
}
}
this._positionPoolIndex = 0;
this.echoDelays.forEach((delay, i) => {
const echoMesh = this.createEchoMesh(i);
this.echoes.push({ mesh: echoMesh, delay, index: 0 });
scene.add(echoMesh);
});
},
createEchoMesh(index) {
const group = new THREE.Group();
// v7.89: Use pooled geometry and material instead of creating new each time
const body = new THREE.Mesh(
this._pooledGeometry,
this._pooledMaterials[index]
);
group.add(body);
return group;
},
cleanupEchoes() {
this.echoes.forEach(e => scene.remove(e.mesh));
this.echoes = [];
},
record(position, rotation) {
// v7.89: Use pooled vector instead of clone() - circular buffer pattern
const pooledPos = this._positionPool[this._positionPoolIndex];
pooledPos.copy(position);
this.timeline.push({ pos: pooledPos, rot: rotation });
this._positionPoolIndex = (this._positionPoolIndex + 1) % this.maxHistory;
if (this.timeline.length > this.maxHistory) this.timeline.shift();
}
};
function runTemporalAI(dt) {
if (AI_BEHAVIOR.current !== 'temporal' || mode !== 'world' || !worldState.player) {
if (TEMPORAL_AI.echoes.length > 0) TEMPORAL_AI.cleanupEchoes();
return false;
}
const player = worldState.player;
// Record current position
TEMPORAL_AI.record(player.position, player.rotation?.y || 0);
// Update echo positions from timeline
TEMPORAL_AI.echoes.forEach(echo => {
const historyIndex = TEMPORAL_AI.timeline.length - echo.delay;
if (historyIndex >= 0 && TEMPORAL_AI.timeline[historyIndex]) {
const past = TEMPORAL_AI.timeline[historyIndex];
echo.mesh.position.copy(past.pos);
echo.mesh.position.y += 1;
echo.mesh.rotation.y = past.rot;
}
});
// v7.79: Auto-explore while recording - distanceToSquared optimization
if (!worldState.target || player.position.distanceToSquared(worldState.target) < 9) { // 3*3=9
// v7.88: Use pooled exploration target vector
if (!TEMPORAL_AI._exploreTarget) TEMPORAL_AI._exploreTarget = new THREE.Vector3();
TEMPORAL_AI._exploreTarget.set(
(Math.random() - 0.5) * 60,
player.position.y,
(Math.random() - 0.5) * 60
);
worldState.target = TEMPORAL_AI._exploreTarget;
}
return true;
}
// 4. CHAOS AGENT - Does the OPPOSITE of optimal
const CHAOS_AI = {
state: 'chaos',
lastDecisionTime: 0,
chaosLevel: 0,
// v7.88: Pre-allocated edge target vector
_edgeTarget: null,
// v7.89: Pre-allocated away direction vector for resource avoidance
_awayDir: null,
discoveries: [],
init() {
this.chaosLevel = 0;
this.discoveries = [];
}
};
function runChaosAI(dt) {
if (AI_BEHAVIOR.current !== 'chaos' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
if (now - CHAOS_AI.lastDecisionTime < 500) return true;
CHAOS_AI.lastDecisionTime = now;
// Find the "worst" decision and do it
let choices = [];
// v8.02: forEach to for loop conversion for hot path
// Option 1: Run TOWARD enemies (opposite of safe)
const chaosMobs = worldState.mobs;
const chaosMobsLen = chaosMobs.length;
for (let i = 0; i < chaosMobsLen; i++) {
const mob = chaosMobs[i];
if (mob.parent) choices.push({ target: mob.position, chaos: 'running INTO danger!' });
}
// Option 2: Run AWAY from resources (opposite of efficient)
// v7.89: Use pooled vector for away direction calculation
if (!CHAOS_AI._awayDir) CHAOS_AI._awayDir = new THREE.Vector3();
// v8.02: forEach to for loop conversion
const chaosInteractables = worldState.interactables;
const chaosInteractablesLen = chaosInteractables.length;
for (let i = 0; i < chaosInteractablesLen; i++) {
const obj = chaosInteractables[i];
if (obj.userData?.type === 'tree' || obj.userData?.type === 'rock') {
CHAOS_AI._awayDir.copy(player.position).sub(obj.position).normalize().multiplyScalar(20).add(player.position);
choices.push({ target: CHAOS_AI._awayDir, chaos: 'avoiding resources!' });
}
}
// Option 3: Go to random edge of map
// v7.88: Use pooled edge target vector
if (!CHAOS_AI._edgeTarget) CHAOS_AI._edgeTarget = new THREE.Vector3();
CHAOS_AI._edgeTarget.set((Math.random() > 0.5 ? 1 : -1) * 80, player.position.y, (Math.random() > 0.5 ? 1 : -1) * 80);
choices.push({
target: CHAOS_AI._edgeTarget,
chaos: 'exploring the void!'
});
// Pick randomly from chaos options
if (choices.length > 0) {
const choice = choices[Math.floor(Math.random() * choices.length)];
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(choice.target);
CHAOS_AI.chaosLevel++;
if (CHAOS_AI.chaosLevel % 10 === 0) {
showNotification(`🎭 Chaos level ${CHAOS_AI.chaosLevel}: ${choice.chaos}`, 'warning');
}
}
return true;
}
// 5. PRECOGNITION - Predicts future events
// v7.85: Added pre-allocated vectors to avoid per-frame/per-mob allocations
// v7.86: Added geometry pooling to avoid RingGeometry allocation per marker
const PRECOG_AI = {
state: 'sensing',
predictions: [],
predictionMeshes: [],
lastPredictionTime: 0,
// v7.85: Pre-allocated vectors for hot path optimization
_futurePos: new THREE.Vector3(),
_toMarker: new THREE.Vector3(),
_targetDir: new THREE.Vector3(),
_safeZone: new THREE.Vector3(),
// v7.86: Pooled geometry for prediction markers - reused across all markers
_ringGeometry: null,
// v7.86: Pooled materials by type to avoid per-marker material allocation
_materials: {},
init() {
this.cleanupPredictions();
// v7.86: Initialize pooled geometry and materials
if (!this._ringGeometry) {
this._ringGeometry = new THREE.RingGeometry(1, 1.5, 32);
}
if (!this._materials.danger) {
this._materials.danger = new THREE.MeshBasicMaterial({ color: 0xff0000, transparent: true, opacity: 0.5, side: THREE.DoubleSide });
this._materials.resource = new THREE.MeshBasicMaterial({ color: 0x00ff00, transparent: true, opacity: 0.5, side: THREE.DoubleSide });
this._materials.event = new THREE.MeshBasicMaterial({ color: 0xffff00, transparent: true, opacity: 0.5, side: THREE.DoubleSide });
this._materials.default = new THREE.MeshBasicMaterial({ color: 0xaa00ff, transparent: true, opacity: 0.5, side: THREE.DoubleSide });
}
},
cleanupPredictions() {
this.predictionMeshes.forEach(m => scene.remove(m));
this.predictionMeshes = [];
this.predictions = [];
},
// v7.86: Optimized to reuse pooled geometry and materials
createPredictionMarker(position, type) {
// Ensure geometry/materials are initialized
if (!this._ringGeometry) this.init();
const material = this._materials[type] || this._materials.default;
const ring = new THREE.Mesh(this._ringGeometry, material);
ring.rotation.x = -Math.PI / 2;
ring.position.copy(position);
ring.position.y = 0.5;
return ring;
}
};
// v7.85: Optimized to use pre-allocated vectors instead of cloning per mob/frame
function runPrecogAI(dt) {
if (AI_BEHAVIOR.current !== 'precog' || mode !== 'world' || !worldState.player) {
if (PRECOG_AI.predictionMeshes.length > 0) PRECOG_AI.cleanupPredictions();
return false;
}
const player = worldState.player;
const now = performance.now();
// Generate predictions every 3 seconds
if (now - PRECOG_AI.lastPredictionTime > 3000) {
PRECOG_AI.lastPredictionTime = now;
PRECOG_AI.cleanupPredictions();
// v8.02: forEach to for loop conversion for hot path
// Predict mob movements - v7.85: use pre-allocated _futurePos
const precogMobs = worldState.mobs;
const precogMobsLen = precogMobs.length;
for (let i = 0; i < precogMobsLen; i++) {
const mob = precogMobs[i];
if (!mob.parent) continue;
PRECOG_AI._futurePos.copy(mob.position);
if (mob.userData?.velocity) {
// v7.85: Avoid velocity.clone() - scale in place then add
PRECOG_AI._futurePos.x += mob.userData.velocity.x * 30;
PRECOG_AI._futurePos.y += mob.userData.velocity.y * 30;
PRECOG_AI._futurePos.z += mob.userData.velocity.z * 30;
}
const marker = PRECOG_AI.createPredictionMarker(PRECOG_AI._futurePos, 'danger');
PRECOG_AI.predictionMeshes.push(marker);
scene.add(marker);
}
// Predict safe zones - v7.85: use pre-allocated _safeZone
if (SHIP_STATE.mesh?.position) {
PRECOG_AI._safeZone.copy(SHIP_STATE.mesh.position);
} else {
PRECOG_AI._safeZone.set(0, 0, 0);
}
const safeMarker = PRECOG_AI.createPredictionMarker(PRECOG_AI._safeZone, 'resource');
PRECOG_AI.predictionMeshes.push(safeMarker);
scene.add(safeMarker);
}
// v8.02: forEach to for loop conversion for hot path
// Animate prediction markers
const predMeshes = PRECOG_AI.predictionMeshes;
const predMeshesLen = predMeshes.length;
for (let i = 0; i < predMeshesLen; i++) {
const m = predMeshes[i];
m.rotation.z += 0.02;
m.material.opacity = 0.3 + Math.sin(now * 0.005 + i) * 0.2;
}
// Move toward predicted resources, away from predicted danger
// v7.85: Use pre-allocated _targetDir instead of new Vector3
// v8.12: Use lengthSq for distance checks to avoid unnecessary sqrt calls
PRECOG_AI._targetDir.set(0, 0, 0);
for (let i = 0; i < predMeshesLen; i++) {
const m = predMeshes[i];
// v7.85: Use pre-allocated _toMarker instead of clone
PRECOG_AI._toMarker.copy(m.position).sub(player.position);
const distSq = PRECOG_AI._toMarker.lengthSq();
if (m.material.color.getHex() === 0xff0000 && distSq < 400) { // 20*20 = 400
PRECOG_AI._targetDir.sub(PRECOG_AI._toMarker.normalize());
} else if (m.material.color.getHex() === 0x00ff00) {
PRECOG_AI._targetDir.add(PRECOG_AI._toMarker.normalize().multiplyScalar(0.5));
}
}
if (PRECOG_AI._targetDir.lengthSq() > 0.01) { // v8.12: 0.1*0.1 = 0.01
// v7.86: Use setWorldTargetWithOffset instead of clone().add()
setWorldTargetWithOffset(player.position, PRECOG_AI._targetDir.normalize().multiplyScalar(10));
}
return true;
}
// 6. FLUID DYNAMICS - Water-like movement
const FLUID_AI = {
state: 'flowing',
velocity: new THREE.Vector3(),
viscosity: 0.95,
flowField: [],
particleTrail: [],
// v7.84: Pre-allocated vectors for runFluidAI hot path
_flowDir: new THREE.Vector3(),
_diff: new THREE.Vector3(),
_randomFlow: new THREE.Vector3(),
_tempTarget: new THREE.Vector3(),
init() {
this.velocity.set(0, 0, 0);
this.particleTrail = [];
}
};
// v7.84: Optimized to use pre-allocated vectors instead of creating 4-6 new Vector3 per frame
function runFluidAI(dt) {
if (AI_BEHAVIOR.current !== 'fluid' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
// Calculate flow direction based on "terrain gradient"
FLUID_AI._flowDir.set(0, 0, 0);
// v8.02: forEach to for loop conversion for hot path
// v8.12: Use lengthSq for initial distance check to avoid sqrt when outside range
// Avoid obstacles (rocks, trees)
const fluidInteractables = worldState.interactables;
const fluidInteractablesLen = fluidInteractables.length;
for (let i = 0; i < fluidInteractablesLen; i++) {
const obj = fluidInteractables[i];
if (!obj.parent) continue;
FLUID_AI._diff.copy(player.position).sub(obj.position);
const distSq = FLUID_AI._diff.lengthSq();
if (distSq < 64) { // 8*8 = 64 (squared threshold)
const dist = Math.sqrt(distSq); // v8.12: Only compute sqrt when needed
FLUID_AI._flowDir.add(FLUID_AI._diff.divideScalar(dist).multiplyScalar(8 / dist));
}
}
// v8.02: forEach to for loop conversion
// v8.12: Use lengthSq for initial distance check
// Avoid mobs
const fluidMobs = worldState.mobs;
const fluidMobsLen = fluidMobs.length;
for (let i = 0; i < fluidMobsLen; i++) {
const mob = fluidMobs[i];
if (!mob.parent) continue;
FLUID_AI._diff.copy(player.position).sub(mob.position);
const distSq = FLUID_AI._diff.lengthSq();
if (distSq < 144) { // 12*12 = 144 (squared threshold)
const dist = Math.sqrt(distSq); // v8.12: Only compute sqrt when needed
FLUID_AI._flowDir.add(FLUID_AI._diff.divideScalar(dist).multiplyScalar(12 / dist));
}
}
// Add gentle random flow
FLUID_AI._randomFlow.set(
Math.sin(performance.now() * 0.001) * 0.5,
0,
Math.cos(performance.now() * 0.0007) * 0.5
);
FLUID_AI._flowDir.add(FLUID_AI._randomFlow);
// Apply viscosity
FLUID_AI.velocity.multiplyScalar(FLUID_AI.viscosity);
FLUID_AI.velocity.add(FLUID_AI._flowDir.multiplyScalar(0.1));
FLUID_AI.velocity.clampLength(0, 2);
// v7.84: Use pre-allocated temp vector for target calculation
// v7.86: Use setWorldTargetWithOffset instead of clone().add()
FLUID_AI._tempTarget.copy(FLUID_AI.velocity).multiplyScalar(5);
setWorldTargetWithOffset(player.position, FLUID_AI._tempTarget);
return true;
}
// 7. JESTER PROTOCOL - Prioritizes "interesting" over "efficient"
// v7.87: Added pre-allocated vector to avoid 4 Vector3 allocations per action
const JESTER_AI = {
state: 'performing',
lastJokeTime: 0,
artPieces: [],
funFactor: 0,
// v7.87: Pre-allocated vector for spinTarget to avoid per-action allocation
_spinTarget: null,
init() {
this.funFactor = 0;
this.artPieces = [];
// v7.87: Initialize pre-allocated vector
if (!this._spinTarget) {
this._spinTarget = new THREE.Vector3();
}
}
};
function runJesterAI(dt) {
if (AI_BEHAVIOR.current !== 'jester' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
// Do something "interesting" every 2 seconds
if (now - JESTER_AI.lastJokeTime > 2000) {
JESTER_AI.lastJokeTime = now;
JESTER_AI.funFactor++;
// v7.87: Ensure pre-allocated vector exists
if (!JESTER_AI._spinTarget) JESTER_AI._spinTarget = new THREE.Vector3();
const actions = [
() => {
// Spin in circles
// v7.87: Reuse pre-allocated _spinTarget instead of new Vector3
JESTER_AI._spinTarget.set(
player.position.x + Math.sin(now * 0.01) * 5,
player.position.y,
player.position.z + Math.cos(now * 0.01) * 5
);
JESTER_AI.spinTarget = JESTER_AI._spinTarget;
showNotification('🎪 Wheeeee!', 'info');
},
() => {
// Jump toward nearest tree
const tree = worldState.interactables.find(o => o.userData?.type === 'tree');
if (tree) {
// v7.87: Copy into pre-allocated vector instead of clone()
JESTER_AI._spinTarget.copy(tree.position);
JESTER_AI.spinTarget = JESTER_AI._spinTarget;
showNotification('🎪 Tree friend!', 'info');
}
},
() => {
// Run in a zigzag
// v7.87: Use set() and addScaledVector pattern instead of new + add
JESTER_AI._spinTarget.copy(player.position);
JESTER_AI._spinTarget.x += (Math.random() > 0.5 ? 15 : -15);
JESTER_AI._spinTarget.z += (Math.random() > 0.5 ? 15 : -15);
JESTER_AI.spinTarget = JESTER_AI._spinTarget;
showNotification('🎪 Ziggy zaggy!', 'info');
},
() => {
// "Art installation" - just stand still dramatically
// v7.87: Copy into pre-allocated vector instead of clone()
JESTER_AI._spinTarget.copy(player.position);
JESTER_AI.spinTarget = JESTER_AI._spinTarget;
showNotification('🎪 *strikes pose*', 'info');
}
];
actions[Math.floor(Math.random() * actions.length)]();
}
if (JESTER_AI.spinTarget) {
worldState.target = JESTER_AI.spinTarget;
}
return true;
}
// 8. LIGHTNING ROUTER - Optimal path through ALL objectives
// v7.87: Added pooled material and pre-allocated vectors for path calculation
// v7.88: Added pooled vector array for objectives to avoid per-recalc allocations
const LIGHTNING_AI = {
state: 'calculating',
waypoints: [],
currentWaypoint: 0,
pathMesh: null,
lastCalculation: 0,
// v7.87: Pooled material for path line to avoid per-recalculation allocation
_pathMaterial: null,
// v7.87: Pre-allocated vector for current position in TSP
_currentPos: null,
// v7.88: Pooled vectors for objectives array (max 100 objectives)
_objectivePool: null,
_objectivePoolSize: 100,
// v7.88: Pre-allocated vector for path drawing start point
_pathStartPos: null,
init() {
this.waypoints = [];
this.currentWaypoint = 0;
if (this.pathMesh) scene.remove(this.pathMesh);
// v7.87: Initialize pooled material
if (!this._pathMaterial) {
this._pathMaterial = new THREE.LineBasicMaterial({ color: 0xffff88, transparent: true, opacity: 0.6 });
}
if (!this._currentPos) {
this._currentPos = new THREE.Vector3();
}
// v7.88: Initialize pooled vectors for objectives
if (!this._objectivePool) {
this._objectivePool = [];
for (let i = 0; i < this._objectivePoolSize; i++) {
this._objectivePool.push(new THREE.Vector3());
}
}
if (!this._pathStartPos) {
this._pathStartPos = new THREE.Vector3();
}
}
};
function runLightningAI(dt) {
if (AI_BEHAVIOR.current !== 'lightning' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
// Recalculate path every 5 seconds
if (now - LIGHTNING_AI.lastCalculation > 5000 || LIGHTNING_AI.waypoints.length === 0) {
LIGHTNING_AI.lastCalculation = now;
LIGHTNING_AI.waypoints = [];
// v7.87: Ensure pooled resources are initialized
if (!LIGHTNING_AI._currentPos) LIGHTNING_AI._currentPos = new THREE.Vector3();
if (!LIGHTNING_AI._pathMaterial) {
LIGHTNING_AI._pathMaterial = new THREE.LineBasicMaterial({ color: 0xffff88, transparent: true, opacity: 0.6 });
}
// v7.88: Ensure objective pool is initialized
if (!LIGHTNING_AI._objectivePool) {
LIGHTNING_AI._objectivePool = [];
for (let i = 0; i < LIGHTNING_AI._objectivePoolSize; i++) {
LIGHTNING_AI._objectivePool.push(new THREE.Vector3());
}
}
if (!LIGHTNING_AI._pathStartPos) {
LIGHTNING_AI._pathStartPos = new THREE.Vector3();
}
// v7.88: Collect all objectives using pooled vectors instead of clone()
// v8.09: forEach to for loop
const objectives = [];
let poolIdx = 0;
const interactables = worldState.interactables;
for (let oi = 0, olen = interactables.length; oi < olen; oi++) {
const obj = interactables[oi];
if (obj.parent && (obj.userData?.type === 'tree' || obj.userData?.type === 'rock')) {
if (poolIdx < LIGHTNING_AI._objectivePoolSize) {
LIGHTNING_AI._objectivePool[poolIdx].copy(obj.position);
objectives.push(LIGHTNING_AI._objectivePool[poolIdx]);
poolIdx++;
}
}
}
// Simple nearest-neighbor TSP solution
// v7.87: Use pre-allocated _currentPos instead of clone()
// v8.0: Use distanceToSquared for comparison (order preserved, avoids sqrt)
LIGHTNING_AI._currentPos.copy(player.position);
while (objectives.length > 0) {
let nearest = 0;
let nearestDistSq = Infinity;
for (let i = 0; i < objectives.length; i++) {
const distSq = LIGHTNING_AI._currentPos.distanceToSquared(objectives[i]);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearest = i;
}
}
LIGHTNING_AI.waypoints.push(objectives[nearest]);
LIGHTNING_AI._currentPos.copy(objectives.splice(nearest, 1)[0]);
}
LIGHTNING_AI.currentWaypoint = 0;
// Draw path
if (LIGHTNING_AI.pathMesh) scene.remove(LIGHTNING_AI.pathMesh);
if (LIGHTNING_AI.waypoints.length > 1) {
// v7.88: Use pooled _pathStartPos instead of clone()
LIGHTNING_AI._pathStartPos.copy(player.position);
const points = [LIGHTNING_AI._pathStartPos, ...LIGHTNING_AI.waypoints];
const geometry = new THREE.BufferGeometry().setFromPoints(points);
// v7.87: Use pooled _pathMaterial instead of new material per recalculation
LIGHTNING_AI.pathMesh = new THREE.Line(geometry, LIGHTNING_AI._pathMaterial);
LIGHTNING_AI.pathMesh.position.y = 1;
scene.add(LIGHTNING_AI.pathMesh);
}
showNotification(`⚡ Path calculated: ${LIGHTNING_AI.waypoints.length} objectives`, 'success');
}
// Follow waypoints
// v7.80: distanceToSquared optimization
if (LIGHTNING_AI.waypoints.length > 0) {
const target = LIGHTNING_AI.waypoints[LIGHTNING_AI.currentWaypoint];
if (target) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(target);
if (player.position.distanceToSquared(target) < 9) { // 3*3=9
LIGHTNING_AI.currentWaypoint++;
if (LIGHTNING_AI.currentWaypoint >= LIGHTNING_AI.waypoints.length) {
LIGHTNING_AI.currentWaypoint = 0;
LIGHTNING_AI.lastCalculation = 0; // Force recalculation
}
}
}
}
return true;
}
// 9. SHADOW STALKER - Moves only when unobserved
// v7.87: Added pre-allocated vectors to avoid per-frame/per-mob allocations
const SHADOW_AI = {
state: 'hiding',
isObserved: false,
lastMoveTime: 0,
targetShadow: null,
stealthMeter: 100,
// v7.87: Pre-allocated vectors for candidate spots (5 candidates checked per frame)
_candidates: null,
// v7.87: Pre-allocated vector for toPlayer direction check
_toPlayer: null,
// v7.87: Best spot result vector
_bestSpot: null,
init() {
this.stealthMeter = 100;
this.isObserved = false;
// v7.87: Initialize pre-allocated vectors
if (!this._candidates) {
this._candidates = [
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3(),
new THREE.Vector3()
];
}
if (!this._toPlayer) {
this._toPlayer = new THREE.Vector3();
}
if (!this._bestSpot) {
this._bestSpot = new THREE.Vector3();
}
}
};
function runShadowAI(dt) {
if (AI_BEHAVIOR.current !== 'shadow' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
// v7.87: Ensure pre-allocated vectors exist
if (!SHADOW_AI._toPlayer) SHADOW_AI.init();
// v8.02: forEach to for loop conversion for hot path
// v7.79: Check if any mob is "looking" at player - distanceToSquared optimization
SHADOW_AI.isObserved = false;
const observeRangeSq = 625; // 25 * 25
const shadowMobs = worldState.mobs;
const shadowMobsLen = shadowMobs.length;
for (let i = 0; i < shadowMobsLen; i++) {
const mob = shadowMobs[i];
if (!mob.parent) continue;
const distSq = player.position.distanceToSquared(mob.position);
if (distSq < observeRangeSq) {
// Check if mob is facing player (simplified)
// v7.87: Use pre-allocated _toPlayer instead of clone()
SHADOW_AI._toPlayer.copy(player.position).sub(mob.position).normalize();
SHADOW_AI.isObserved = true;
}
}
// Update state
if (SHADOW_AI.isObserved) {
SHADOW_AI.state = 'frozen';
SHADOW_AI.stealthMeter = Math.max(0, SHADOW_AI.stealthMeter - dt * 10);
worldState.target = null; // FREEZE!
} else {
SHADOW_AI.state = 'stalking';
SHADOW_AI.stealthMeter = Math.min(100, SHADOW_AI.stealthMeter + dt * 5);
// Find darkest spot (furthest from mobs)
// v7.87: Use pre-allocated candidate vectors and distanceToSquared
let bestIdx = -1;
let bestScore = -Infinity;
for (let i = 0; i < 5; i++) {
const candidate = SHADOW_AI._candidates[i];
candidate.set(
player.position.x + (Math.random() - 0.5) * 30,
player.position.y,
player.position.z + (Math.random() - 0.5) * 30
);
let score = 0;
// v8.02: forEach to for loop conversion
// v7.87: Use distanceToSquared for relative comparison (avoids sqrt)
for (let j = 0; j < shadowMobsLen; j++) {
const mob = shadowMobs[j];
if (mob.parent) score += candidate.distanceToSquared(mob.position);
}
if (score > bestScore) {
bestScore = score;
bestIdx = i;
}
}
if (bestIdx >= 0) {
// v7.87: Copy best candidate to _bestSpot for stable reference
SHADOW_AI._bestSpot.copy(SHADOW_AI._candidates[bestIdx]);
worldState.target = SHADOW_AI._bestSpot;
}
}
return true;
}
// 10. RHYTHMIC CONDUCTOR - Actions sync to internal beat
// v7.87: Added geometry and material pooling to avoid allocations per beat
const RHYTHM_AI = {
state: 'conducting',
bpm: 120,
beatPhase: 0,
lastBeatTime: 0,
beatCount: 0,
notes: [],
// v7.87: Pooled geometry and material for beat pulse visuals
_pulseGeometry: null,
_pulseMaterial: null,
// v7.87: Pre-allocated vector for target position
_targetVec: null,
init() {
this.beatPhase = 0;
this.beatCount = 0;
this.notes = [];
this.lastBeatTime = performance.now();
// v7.87: Initialize pooled geometry and material
if (!this._pulseGeometry) {
this._pulseGeometry = new THREE.RingGeometry(0.5, 1, 16);
}
if (!this._pulseMaterial) {
this._pulseMaterial = new THREE.MeshBasicMaterial({ color: 0xff88ff, transparent: true, opacity: 0.8, side: THREE.DoubleSide });
}
if (!this._targetVec) {
this._targetVec = new THREE.Vector3();
}
},
onBeat() {
this.beatCount++;
// Create visual beat pulse
if (worldState.player) {
// v7.87: Ensure pooled resources are initialized
if (!this._pulseGeometry) this.init();
// v7.87: Clone material for independent opacity animation per pulse
const pulseMat = this._pulseMaterial.clone();
const pulse = new THREE.Mesh(this._pulseGeometry, pulseMat);
pulse.position.copy(worldState.player.position);
pulse.position.y = 0.1;
pulse.rotation.x = -Math.PI / 2;
pulse.userData.birthTime = performance.now();
this.notes.push(pulse);
scene.add(pulse);
// Play a tone
try {
// v7.28: Use shared AudioContext
if (!RHYTHM_AI.audioCtx) {
RHYTHM_AI.audioCtx = getSharedAudioContext();
}
if (RHYTHM_AI.audioCtx) {
const osc = RHYTHM_AI.audioCtx.createOscillator();
const gain = RHYTHM_AI.audioCtx.createGain();
osc.connect(gain);
gain.connect(RHYTHM_AI.audioCtx.destination);
const notes = [261.63, 293.66, 329.63, 349.23, 392.00, 440.00];
osc.frequency.value = notes[this.beatCount % notes.length];
gain.gain.setValueAtTime(0.1, RHYTHM_AI.audioCtx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, RHYTHM_AI.audioCtx.currentTime + 0.2);
osc.start();
osc.stop(RHYTHM_AI.audioCtx.currentTime + 0.2);
}
} catch (e) { /* Audio not available */ }
}
}
};
function runRhythmAI(dt) {
if (AI_BEHAVIOR.current !== 'rhythm' || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
const beatInterval = 60000 / RHYTHM_AI.bpm;
if (now - RHYTHM_AI.lastBeatTime >= beatInterval) {
RHYTHM_AI.lastBeatTime = now;
RHYTHM_AI.onBeat();
// Move on beat
// v7.87: Use pre-allocated _targetVec instead of new Vector3
const angle = (RHYTHM_AI.beatCount * 0.5) % (Math.PI * 2);
if (!RHYTHM_AI._targetVec) RHYTHM_AI._targetVec = new THREE.Vector3();
RHYTHM_AI._targetVec.set(
player.position.x + Math.sin(angle) * 8,
player.position.y,
player.position.z + Math.cos(angle) * 8
);
worldState.target = RHYTHM_AI._targetVec;
}
// Update visual notes
RHYTHM_AI.notes = RHYTHM_AI.notes.filter(note => {
const age = (now - note.userData.birthTime) / 1000;
if (age > 1) {
scene.remove(note);
return false;
}
note.scale.setScalar(1 + age * 3);
note.material.opacity = 0.8 - age * 0.8;
return true;
});
return true;
}
// Master AI update function - routes to correct behavior
function updateAIBehavior(dt) {
if (mode !== 'world') return false;
// v9.4: Run colony planner in background (independent of current AI behavior)
if (typeof runColonyPlanner === 'function') {
runColonyPlanner();
}
switch (AI_BEHAVIOR.current) {
case 'manual':
return false;
case 'explorer':
return runAutoExplore(dt);
case 'pusher':
return runLanePushAI(dt);
case 'miner':
return runMinerAI(dt);
case 'defender':
return runDefenderAI(dt);
case 'terraformer':
return runTerraformerAI(dt);
case 'builder':
return runBuilderAI(dt);
case 'hunter':
return runHunterAI(dt);
case 'trader':
return runTraderAI(dt);
// v7.3: ADVANCED AI BEHAVIORS
case 'evolutionary':
return runEvolutionaryAI(dt);
case 'hivemind':
return runHivemindAI(dt);
case 'temporal':
return runTemporalAI(dt);
case 'chaos':
return runChaosAI(dt);
case 'precog':
return runPrecogAI(dt);
case 'fluid':
return runFluidAI(dt);
case 'jester':
return runJesterAI(dt);
case 'lightning':
return runLightningAI(dt);
case 'shadow':
return runShadowAI(dt);
case 'rhythm':
return runRhythmAI(dt);
default:
return false;
}
}
// ============================================
// v6.68: AUTONOMOUS LANE PUSH AI SYSTEM
// Actively pushes lanes, uses abilities, takes towers
// ============================================
const LANE_PUSH_AI = {
enabled: false,
state: 'idle', // idle, pushing, fighting, retreating, sieging
currentLane: null, // 'top', 'mid', 'bot'
targetTower: null,
lastSiegedTier: null, // Track which tower tier for announcements (T1, T2, T3)
lastDecisionTime: 0,
decisionInterval: 500, // Decide every 500ms
lastAbilityTime: 0,
abilityInterval: 300, // Check abilities every 300ms
retreatThreshold: 0.25, // Retreat at 25% HP
aggressiveThreshold: 0.6, // Be aggressive above 60% HP
waveFollowDistance: 8, // Stay this close to friendly wave
towerSiegeRange: 15, // Attack tower from this range
stats: {
creepsKilled: 0,
towersDestroyed: 0,
abilitiesUsed: 0,
pushTime: 0
},
// v7.86: Pre-allocated vector for siege state direction calculations
_tempDir: new THREE.Vector3(),
// v8.18: Pre-allocated vectors for frequent calculations
_enemyBasePos: new THREE.Vector3(0, 0, 45),
_pushDir: new THREE.Vector3(),
_laneTop: new THREE.Vector3(-30, 0, 0),
_laneMid: new THREE.Vector3(0, 0, 0),
_laneBot: new THREE.Vector3(30, 0, 0),
// v8.22: Pre-allocated vector for frontline position (avoids clone() in getLanePushData)
_frontlinePos: new THREE.Vector3()
};
function toggleLanePushAI() {
LANE_PUSH_AI.enabled = !LANE_PUSH_AI.enabled;
if (LANE_PUSH_AI.enabled) {
LANE_PUSH_AI.state = 'idle';
LANE_PUSH_AI.currentLane = null;
autoExplore.enabled = false; // Disable regular autopilot
updateAutoExploreUI();
showNotification('🤖 AUTONOMOUS++ ENGAGED - Strategic lane domination!', 'success');
addCopilotMessage('🤖 AUTONOMOUS++ activated! I will strategically push lanes, use abilities to clear waves, and siege towers in order (T1→T2→T3). Watch the AI dominate!', 'ai');
} else {
LANE_PUSH_AI.state = 'idle';
showNotification('🤖 AUTONOMOUS++ DISENGAGED', 'info');
}
updateLanePushUI();
}
function updateLanePushUI() {
const btn = document.getElementById('lane-push-btn');
const indicator = document.getElementById('auto-explore-indicator');
if (btn) {
btn.textContent = LANE_PUSH_AI.enabled ? '🛑 AUTONOMOUS++ OFF' : '🤖 Autonomous++';
btn.style.background = LANE_PUSH_AI.enabled ? '#ff4444' : '#4488ff';
}
if (indicator && LANE_PUSH_AI.enabled) {
const laneName = LANE_PUSH_AI.currentLane?.toUpperCase() || 'LANE';
const state = LANE_PUSH_AI.state;
let statusText = `🤖 A++ ${laneName}`;
// Show strategic state info
if (state === 'sieging' && LANE_PUSH_AI.lastSiegedTier) {
statusText = `⚔️ SIEGE ${laneName} ${LANE_PUSH_AI.lastSiegedTier}`;
indicator.style.color = '#ff4400';
} else if (state === 'fighting') {
statusText = `⚔️ FIGHTING ${laneName}`;
indicator.style.color = '#ff8800';
} else if (state === 'retreating') {
statusText = `🏃 RETREATING`;
indicator.style.color = '#ff0000';
} else {
statusText = `🎯 PUSHING ${laneName}`;
indicator.style.color = '#00ff88';
}
indicator.textContent = statusText;
}
}
// Main AI update function
function runLanePushAI(dt) {
if (!LANE_PUSH_AI.enabled || mode !== 'world' || !worldState.player) return false;
const player = worldState.player;
const now = performance.now();
// v8.26: Guard against undefined gameData.player
if (!gameData?.player?.hp || !gameData?.player?.maxHp) return false;
const playerHpPercent = gameData.player.hp / gameData.player.maxHp;
// Track push time
LANE_PUSH_AI.stats.pushTime += dt;
// === ABILITY AI: Use abilities to clear waves ===
if (now - LANE_PUSH_AI.lastAbilityTime > LANE_PUSH_AI.abilityInterval) {
LANE_PUSH_AI.lastAbilityTime = now;
runAbilityAI(player, playerHpPercent);
}
// === DECISION AI: Runs less frequently ===
if (now - LANE_PUSH_AI.lastDecisionTime < LANE_PUSH_AI.decisionInterval) {
return true;
}
LANE_PUSH_AI.lastDecisionTime = now;
// === RETREAT CHECK ===
if (playerHpPercent < LANE_PUSH_AI.retreatThreshold) {
LANE_PUSH_AI.state = 'retreating';
retreatToShip(player);
return true;
}
// === CHOOSE LANE if none selected ===
if (!LANE_PUSH_AI.currentLane) {
LANE_PUSH_AI.currentLane = chooseBestLane();
LANE_PUSH_AI.state = 'pushing';
updateLanePushUI();
}
// === GET LANE DATA ===
const laneData = getLanePushData(LANE_PUSH_AI.currentLane);
// === STATE MACHINE ===
switch (LANE_PUSH_AI.state) {
case 'pushing':
executePushState(player, laneData, playerHpPercent);
break;
case 'fighting':
executeFightState(player, laneData);
break;
case 'sieging':
executeSiegeState(player, laneData);
break;
case 'retreating':
if (playerHpPercent > LANE_PUSH_AI.aggressiveThreshold) {
LANE_PUSH_AI.state = 'pushing';
} else {
retreatToShip(player);
}
break;
}
return true;
}
// Choose the best lane to push
function chooseBestLane() {
const lanes = ['top', 'mid', 'bot'];
let bestLane = 'mid';
let bestScore = -Infinity;
lanes.forEach(laneKey => {
const data = getLanePushData(laneKey);
// Score based on: friendly creep advantage, fewer enemy towers, closer to enemy base
let score = 0;
score += (data.friendlyCreeps - data.enemyCreeps) * 10;
score -= data.enemyTowers * 50;
score += data.friendlyTowers * 30;
score += (50 - data.distanceToEnemyBase) * 2;
if (score > bestScore) {
bestScore = score;
bestLane = laneKey;
}
});
return bestLane;
}
// Get lane-specific data for AI decisions
// v6.68: Strategic tower targeting - must destroy T1 before T2, T2 before T3
function getLanePushData(laneKey) {
const data = {
friendlyCreeps: 0,
enemyCreeps: 0,
friendlyTowers: 0,
enemyTowers: 0,
nearestEnemyCreep: null,
nearestEnemyTower: null, // The FRONTMOST tower we should attack
nextEnemyTower: null, // The tower after the frontmost
nearestFriendlyCreep: null,
frontlinePosition: null,
distanceToEnemyBase: 100,
// v6.68: Tower tier tracking
enemyTowerTiers: [], // All enemy towers sorted by tier
currentTowerTier: 0, // Which tier we're attacking (1, 2, or 3)
towersDestroyed: 0 // How many enemy towers destroyed in this lane
};
if (!creepWaveState.creeps) return data;
// Count creeps in this lane
// v7.74: Use distanceToSquared for performance (avoids sqrt)
// v8.01: forEach to for loop conversion
const playerPos = worldState.player?.position;
for (let i = 0, len = creepWaveState.creeps.length; i < len; i++) {
const creep = creepWaveState.creeps[i];
if (!creep || !creep.userData || creep.userData.laneKey !== laneKey) continue;
if (creep.userData.team === 'A') {
data.friendlyCreeps++;
if (!data.nearestFriendlyCreep ||
(playerPos && creep.position.distanceToSquared(playerPos) <
data.nearestFriendlyCreep.position.distanceToSquared(playerPos))) {
data.nearestFriendlyCreep = creep;
}
} else {
data.enemyCreeps++;
if (!data.nearestEnemyCreep ||
(playerPos && creep.position.distanceToSquared(playerPos) <
data.nearestEnemyCreep.position.distanceToSquared(playerPos))) {
data.nearestEnemyCreep = creep;
}
}
}
// v6.68: Strategic tower analysis - find towers in correct attack order
// For hostile towers: segment 3 = T1 (frontline), segment 4 = T2, segment 5 = T3 (base)
// We MUST destroy T1 before we can attack T2, etc.
// v8.01: forEach to for loop conversion
if (laneSupportState.laneTowers) {
const enemyTowersInLane = [];
const friendlyTowersInLane = [];
for (let i = 0, len = laneSupportState.laneTowers.length; i < len; i++) {
const tower = laneSupportState.laneTowers[i];
if (!tower || !tower.active || tower.laneKey !== laneKey) continue;
if (tower.team === 'robot') {
data.friendlyTowers++;
friendlyTowersInLane.push(tower);
} else {
data.enemyTowers++;
enemyTowersInLane.push(tower);
}
}
// Sort enemy towers by segment (lowest segment = frontmost = attack first)
// Hostile towers are at segments 3, 4, 5 - so segment 3 is T1
enemyTowersInLane.sort((a, b) => a.segment - b.segment);
data.enemyTowerTiers = enemyTowersInLane;
// The frontmost tower is the one we should attack (lowest segment)
if (enemyTowersInLane.length > 0) {
data.nearestEnemyTower = enemyTowersInLane[0]; // T1 or next available
data.currentTowerTier = 4 - enemyTowersInLane[0].segment; // segment 3=T1, 4=T2, 5=T3
if (enemyTowersInLane.length > 1) {
data.nextEnemyTower = enemyTowersInLane[1]; // Preview next target
}
}
// Track how many towers we've destroyed (3 - remaining)
data.towersDestroyed = 3 - enemyTowersInLane.length;
}
// Calculate frontline (average position of friendly creeps)
// v8.22: Use pooled vector instead of clone()
if (data.nearestFriendlyCreep) {
data.frontlinePosition = LANE_PUSH_AI._frontlinePos.copy(data.nearestFriendlyCreep.position);
}
// Calculate distance to enemy base based on remaining towers
if (data.nearestEnemyTower) {
data.distanceToEnemyBase = data.nearestEnemyTower.segment * 15; // Rough estimate
} else {
data.distanceToEnemyBase = 10; // No towers left, close to base!
}
return data;
}
// Execute PUSH state - follow friendly wave
// v7.74: Use distanceToSquared for performance
function executePushState(player, laneData, playerHpPercent) {
// If enemies nearby, switch to fighting
if (laneData.nearestEnemyCreep) {
const distSqToEnemy = player.position.distanceToSquared(laneData.nearestEnemyCreep.position);
if (distSqToEnemy < 144) { // 12 * 12 = 144
LANE_PUSH_AI.state = 'fighting';
return;
}
}
// If no enemy towers left and we have advantage, we could siege base
if (laneData.enemyTowers === 0 && laneData.friendlyCreeps > 0) {
// Push toward enemy base area
// v8.18: Use pre-allocated vector
worldState.target = LANE_PUSH_AI._enemyBasePos;
return;
}
// If enemy tower in range and we have creeps for cover, siege it
// Strategic: Always target the frontmost tower (T1 → T2 → T3)
if (laneData.nearestEnemyTower && laneData.friendlyCreeps >= 2) {
const distSqToTower = player.position.distanceToSquared(laneData.nearestEnemyTower.position);
if (distSqToTower < 625) { // 25 * 25 = 625
LANE_PUSH_AI.targetTower = laneData.nearestEnemyTower;
LANE_PUSH_AI.lastSiegedTier = `T${laneData.currentTowerTier || 1}`;
LANE_PUSH_AI.state = 'sieging';
const tierName = LANE_PUSH_AI.lastSiegedTier;
const laneName = LANE_PUSH_AI.currentLane?.toUpperCase() || 'LANE';
showNotification(`⚔️ SIEGING ${laneName} ${tierName} TOWER`, 'warning');
return;
}
}
// Follow friendly creeps / frontline
if (laneData.frontlinePosition) {
const distSqToFront = player.position.distanceToSquared(laneData.frontlinePosition);
const followDistSq = LANE_PUSH_AI.waveFollowDistance * LANE_PUSH_AI.waveFollowDistance;
if (distSqToFront > followDistSq) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(laneData.frontlinePosition);
} else {
// Stay with wave, move forward slightly
// v8.18: Use pre-allocated vector
LANE_PUSH_AI._pushDir.set(0, 0, 1); // Push toward enemy base
// v7.86: Use setWorldTargetWithOffset instead of clone().add()
setWorldTargetWithOffset(player.position, LANE_PUSH_AI._pushDir.multiplyScalar(5));
}
} else {
// No creeps, move to lane
// v8.18: Use pre-allocated lane position vectors
const lanePositions = {
top: LANE_PUSH_AI._laneTop,
mid: LANE_PUSH_AI._laneMid,
bot: LANE_PUSH_AI._laneBot
};
worldState.target = lanePositions[LANE_PUSH_AI.currentLane];
}
}
// Execute FIGHT state - attack enemy creeps
// v7.74: Use distanceToSquared for performance
function executeFightState(player, laneData) {
if (!laneData.nearestEnemyCreep) {
LANE_PUSH_AI.state = 'pushing';
return;
}
const enemy = laneData.nearestEnemyCreep;
const distSqToEnemy = player.position.distanceToSquared(enemy.position);
const interactionRangeSq = CONFIG.INTERACTION_RANGE * CONFIG.INTERACTION_RANGE;
if (distSqToEnemy > interactionRangeSq) {
// Move toward enemy
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(enemy.position);
worldState.interactTarget = enemy;
} else {
// Attack!
worldState.target = null;
const now = performance.now();
if (now - worldState.lastActionTime > CONFIG.INTERACTION_COOLDOWN) {
performAction(enemy);
worldState.lastActionTime = now;
LANE_PUSH_AI.stats.creepsKilled++;
}
}
// Check if enemy wave cleared
if (laneData.enemyCreeps === 0) {
LANE_PUSH_AI.state = 'pushing';
}
}
// Execute SIEGE state - attack enemy tower (strategic: T1 → T2 → T3)
// v7.74: Use distanceToSquared for performance
function executeSiegeState(player, laneData) {
const tower = LANE_PUSH_AI.targetTower;
if (!tower || !tower.active) {
// Tower destroyed! Announce it
const tierName = LANE_PUSH_AI.lastSiegedTier || 'T1';
const laneName = LANE_PUSH_AI.currentLane?.toUpperCase() || 'LANE';
showNotification(`🏰 ${laneName} ${tierName} TOWER DESTROYED!`, 'success');
addCopilotMessage(`🤖 AUTONOMOUS++: Enemy ${tierName} tower in ${laneName} lane destroyed! ${laneData.enemyTowers > 0 ? 'Moving to next tower.' : 'All towers down - pushing to base!'}`, 'ai');
LANE_PUSH_AI.targetTower = null;
LANE_PUSH_AI.state = 'pushing';
LANE_PUSH_AI.stats.towersDestroyed++;
return;
}
// Track which tier we're sieging for announcements
LANE_PUSH_AI.lastSiegedTier = `T${laneData.currentTowerTier || 1}`;
const distSqToTower = player.position.distanceToSquared(tower.position);
const distToTower = Math.sqrt(distSqToTower); // Need actual distance for range math
// Keep distance from tower (let creeps tank)
const idealRange = LANE_PUSH_AI.towerSiegeRange;
if (distToTower > idealRange + 2) {
// Move closer
// v7.86: Use pre-allocated _tempDir and setWorldTargetWithOffset
LANE_PUSH_AI._tempDir.copy(tower.position).sub(player.position).normalize().multiplyScalar(5);
setWorldTargetWithOffset(player.position, LANE_PUSH_AI._tempDir);
} else if (distToTower < idealRange - 2) {
// Move back a bit
// v7.86: Use pre-allocated _tempDir and setWorldTargetWithOffset
LANE_PUSH_AI._tempDir.copy(player.position).sub(tower.position).normalize().multiplyScalar(3);
setWorldTargetWithOffset(player.position, LANE_PUSH_AI._tempDir);
} else {
// In range - attack tower
worldState.target = null;
worldState.interactTarget = tower.mesh;
const now = performance.now();
if (now - worldState.lastActionTime > CONFIG.INTERACTION_COOLDOWN) {
performAction(tower.mesh);
worldState.lastActionTime = now;
}
}
// If no friendly creeps, retreat (tower will kill us)
if (laneData.friendlyCreeps === 0) {
LANE_PUSH_AI.state = 'retreating';
}
}
// Retreat to ship for healing
// v7.74: Use distanceToSquared for performance
function retreatToShip(player) {
if (!SHIP_STATE.mesh) return;
const shipPos = SHIP_STATE.mesh.position;
const distSqToShip = player.position.distanceToSquared(shipPos);
const healRangeMinusFive = SHIP_STATE.healing.range - 5;
const healRangeSq = healRangeMinusFive * healRangeMinusFive;
if (distSqToShip > healRangeSq) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(shipPos);
} else {
// At ship, just wait for healing
worldState.target = null;
}
}
// AI for using abilities efficiently
// v7.74: Use distanceToSquared for performance
function runAbilityAI(player, playerHpPercent) {
const now = performance.now();
// Count nearby enemies (creeps + mobs)
let nearbyEnemies = 0;
let nearestEnemy = null;
let nearestDistSq = Infinity;
const rangeThresholdSq = 100; // 10 * 10 = 100
const playerPos = player.position;
// Check hostile creeps - v8.01: forEach to for loop conversion
if (creepWaveState.creeps) {
for (let i = 0, len = creepWaveState.creeps.length; i < len; i++) {
const creep = creepWaveState.creeps[i];
if (!creep || !creep.userData || creep.userData.team !== 'B') continue;
const distSq = playerPos.distanceToSquared(creep.position);
if (distSq < rangeThresholdSq) {
nearbyEnemies++;
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestEnemy = creep;
}
}
}
}
// Check mobs - v8.01: forEach to for loop conversion
for (let i = 0, len = worldState.mobs.length; i < len; i++) {
const mob = worldState.mobs[i];
if (!mob.parent || mob.userData.hp <= 0) continue;
const distSq = playerPos.distanceToSquared(mob.position);
if (distSq < rangeThresholdSq) {
nearbyEnemies++;
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestEnemy = mob;
}
}
}
// === ABILITY PRIORITY LOGIC ===
// 1. HEAL if low HP
if (playerHpPercent < 0.5 && isAbilityUnlocked('heal') && isAbilityReady('heal')) {
useAbility('heal');
LANE_PUSH_AI.stats.abilitiesUsed++;
return;
}
// 2. SHIELD WALL if taking damage and low HP
if (playerHpPercent < 0.4 && nearbyEnemies > 0 && isAbilityUnlocked('shieldWall') && isAbilityReady('shieldWall')) {
useAbility('shieldWall');
LANE_PUSH_AI.stats.abilitiesUsed++;
return;
}
// 3. BERSERK (ultimate) for big wave or tower siege
if (nearbyEnemies >= 4 && isAbilityUnlocked('berserk') && isAbilityReady('berserk')) {
useAbility('berserk');
LANE_PUSH_AI.stats.abilitiesUsed++;
return;
}
// 4. WHIRLWIND for wave clear (3+ enemies)
if (nearbyEnemies >= 3 && isAbilityUnlocked('whirlwind') && isAbilityReady('whirlwind')) {
useAbility('whirlwind');
LANE_PUSH_AI.stats.abilitiesUsed++;
return;
}
// 5. WAR CRY for damage boost when fighting
if (nearbyEnemies >= 2 && isAbilityUnlocked('warcry') && isAbilityReady('warcry')) {
useAbility('warcry');
LANE_PUSH_AI.stats.abilitiesUsed++;
return;
}
// 6. EXECUTE on low HP targets
if (nearestEnemy && nearestEnemy.userData.hp / nearestEnemy.userData.maxHp < 0.3) {
if (isAbilityUnlocked('execute') && isAbilityReady('execute')) {
useAbility('execute');
LANE_PUSH_AI.stats.abilitiesUsed++;
return;
}
}
// 7. POWER STRIKE for single target burst
if (nearestEnemy && nearestDist < 5 && isAbilityUnlocked('powerStrike') && isAbilityReady('powerStrike')) {
useAbility('powerStrike');
LANE_PUSH_AI.stats.abilitiesUsed++;
return;
}
// 8. DASH through enemy wave for damage + reposition
// v8.22: Use pooled _tempDir instead of clone()
if (nearbyEnemies >= 2 && isAbilityUnlocked('dash') && isAbilityReady('dash')) {
// Face toward enemies first
if (nearestEnemy) {
const dir = LANE_PUSH_AI._tempDir.copy(nearestEnemy.position).sub(player.position).normalize();
player.rotation.y = Math.atan2(dir.x, dir.z);
}
useAbility('dash');
LANE_PUSH_AI.stats.abilitiesUsed++;
return;
}
// 9. CHRONO-ECHO for sustained damage in big fights
if (nearbyEnemies >= 3 && isAbilityUnlocked('chronoEcho') && isAbilityReady('chronoEcho')) {
useAbility('chronoEcho');
LANE_PUSH_AI.stats.abilitiesUsed++;
return;
}
}
// ============================================
// END LANE PUSH AI SYSTEM
// ============================================
// ============================================
// DOTA-STYLE AI BEHAVIOR SYSTEM
// Integrates with TowerAggroSystem for tactical gameplay
// ============================================
const DOTA_AI = {
currentState: null,
stateTimer: 0,
targetLane: null,
lastDecisionTime: 0,
decisionCooldown: 2000,
_moveDir: null, // v8.18: Pre-allocated for moveToward (lazy init)
_safePos: null, // v8.18: Pre-allocated for retreatToSafeZone
_basePos: null, // v8.18: Pre-allocated for pushToBase
_pokeDir: null, // v8.18: Pre-allocated for pokeFromRange
_pokePos: null, // v8.18: Pre-allocated for pokeFromRange
// State-specific data
waveCoordinator: {
waitingForWave: false,
nearestWave: null,
followDistance: 12,
attackRange: 8,
_waveCenter: null // v8.18: Pre-allocated for wave center calculation (initialized on first use)
},
towerDiver: {
diveActive: false,
diveStartTime: 0,
maxDiveDuration: 6000,
escapeThreshold: 0.3,
towerHitsAbsorbed: 0
},
splitPusher: {
currentLaneIndex: 0,
rotationTimer: 0,
rotationInterval: 15000,
pressurePoints: []
},
lastHitter: {
lastHitThreshold: 0.15,
goldEfficiency: 0,
perfectLastHits: 0,
missedLastHits: 0
},
siegeMaster: {
siegeMode: false,
waveStackCount: 0,
targetTower: null,
patienceTimer: 0
},
gankHunter: {
huntMode: false,
lastKnownPlayerPos: null,
ambushPosition: null,
stalkDistance: 25
},
// Initialize based on current AI behavior
init() {
this.currentState = AI_BEHAVIOR.current;
this.targetLane = this.selectOptimalLane();
},
// Main update - called every frame
update(deltaTime, robot, player) {
if (!robot || !AI_BEHAVIOR.active) return;
const currentBehavior = AI_BEHAVIOR.current;
const time = performance.now();
// State-specific AI logic
switch(currentBehavior) {
case 'waveCoordinator':
this.runWaveCoordinator(robot, player, time);
break;
case 'towerDiver':
this.runTowerDiver(robot, player, time);
break;
case 'splitPusher':
this.runSplitPusher(robot, player, time);
break;
case 'lastHitter':
this.runLastHitter(robot, player, time);
break;
case 'siegeMaster':
this.runSiegeMaster(robot, player, time);
break;
case 'gankHunter':
this.runGankHunter(robot, player, time);
break;
case 'lanePusher':
this.runLanePusher(robot, player, time);
break;
}
},
// WAVE COORDINATOR - Never attacks towers without creep cover
runWaveCoordinator(robot, player, time) {
const wc = this.waveCoordinator;
// Find nearest friendly creep wave
const friendlyCreeps = window.creeps ? window.creeps.filter(c =>
c.faction === 'enemy' && c.mesh // Enemy faction creeps are robot's allies
) : [];
if (friendlyCreeps.length === 0) {
// Wait at safe distance for next wave
wc.waitingForWave = true;
this.retreatToSafeZone(robot);
return;
}
// Find wave center
// v8.03: Converted forEach to for loop for performance
// v8.18: Use pre-allocated vector for wave center calculation
if (!wc._waveCenter) wc._waveCenter = new THREE.Vector3();
wc._waveCenter.set(0, 0, 0);
for (let i = 0, len = friendlyCreeps.length; i < len; i++) {
wc._waveCenter.add(friendlyCreeps[i].mesh.position);
}
wc._waveCenter.divideScalar(friendlyCreeps.length);
wc.nearestWave = wc._waveCenter;
// Calculate distance to wave
// v10.34: Use distanceToSquared() in robot AI
const distToWaveSq = robot.position.distanceToSquared(wc._waveCenter);
const followDistSq = wc.followDistance * wc.followDistance;
// Stay behind creeps, let them tank
if (distToWaveSq > followDistSq) {
// Move toward wave
this.moveToward(robot, wc._waveCenter, 0.8);
wc.waitingForWave = false;
} else {
// In position - attack if creeps are engaging
const nearestTower = this.findNearestEnemyTower(robot);
if (nearestTower && this.hasCreepCover(robot, nearestTower)) {
// Safe to attack with creep cover
// v10.34: Use distanceToSquared() for attack range check
const attackRangeSq = wc.attackRange * wc.attackRange;
if (robot.position.distanceToSquared(nearestTower.position) < attackRangeSq) {
this.attackTarget(robot, nearestTower, 'tower');
} else {
this.moveToward(robot, nearestTower.position, 0.6);
}
} else {
// Stay with wave, attack enemy creeps
const enemyCreep = this.findNearestEnemyCreep(robot);
if (enemyCreep) {
this.attackTarget(robot, enemyCreep, 'creep');
}
}
}
},
// TOWER DIVER - Aggressive with smart aggro management
runTowerDiver(robot, player, time) {
const td = this.towerDiver;
const nearestTower = this.findNearestEnemyTower(robot);
if (!nearestTower) {
// No towers, hunt player
this.huntPlayer(robot, player);
return;
}
// v10.34: Use distanceToSquared() for tower diver distance checks
const distToTowerSq = robot.position.distanceToSquared(nearestTower.position);
const robotHealthPercent = (robot.userData?.health || 100) / (robot.userData?.maxHealth || 100);
// Check if we should dive
if (!td.diveActive) {
// Only dive if we have good HP and see opportunity
// v10.34: Compare squared distances (20^2 = 400)
if (robotHealthPercent > 0.7 && distToTowerSq < 400) {
td.diveActive = true;
td.diveStartTime = time;
td.towerHitsAbsorbed = 0;
} else {
// Poke from range
this.pokeFromRange(robot, nearestTower);
return;
}
}
// Active dive logic
const diveDuration = time - td.diveStartTime;
// Abort conditions
if (robotHealthPercent < td.escapeThreshold ||
diveDuration > td.maxDiveDuration ||
td.towerHitsAbsorbed > 3) {
td.diveActive = false;
this.retreatToSafeZone(robot);
return;
}
// Dive attack!
// v10.34: Use squared distance (8^2 = 64)
if (distToTowerSq < 64) {
this.attackTarget(robot, nearestTower, 'tower');
// Track aggro
if (typeof TowerAggroSystem !== 'undefined') {
TowerAggroSystem.onPlayerAttack(nearestTower, 'tower');
}
} else {
this.moveToward(robot, nearestTower.position, 1.2); // Fast dive
}
},
// SPLIT PUSHER - Multi-lane pressure
// v8.19: Pre-allocated target position to avoid allocation per call
_splitPusherTarget: null,
runSplitPusher(robot, player, time) {
const sp = this.splitPusher;
// Rotation timer
sp.rotationTimer += 16; // ~60fps
if (sp.rotationTimer > sp.rotationInterval) {
sp.rotationTimer = 0;
sp.currentLaneIndex = (sp.currentLaneIndex + 1) % 3;
}
// Get target lane position
const lanes = [
{ x: -50, z: 0 }, // Top lane
{ x: 0, z: 0 }, // Mid lane
{ x: 50, z: 0 } // Bot lane
];
const targetLane = lanes[sp.currentLaneIndex];
// v8.19: Use pre-allocated vector instead of new THREE.Vector3() per call
if (!this._splitPusherTarget) this._splitPusherTarget = new THREE.Vector3();
const targetPos = this._splitPusherTarget.set(targetLane.x, 0, -80); // Push toward enemy base
// v10.34: Use distanceToSquared() in split pusher
const distToTargetSq = robot.position.distanceToSquared(targetPos);
if (distToTargetSq > 225) { // 15^2 = 225
// Move to lane
this.moveToward(robot, targetPos, 1.0);
} else {
// In lane - push!
const nearestTower = this.findNearestEnemyTower(robot);
const nearestCreep = this.findNearestEnemyCreep(robot);
// Prioritize clearing creeps for fast push
// v10.34: Use squared distance (12^2 = 144)
if (nearestCreep && robot.position.distanceToSquared(nearestCreep.mesh.position) < 144) {
this.attackTarget(robot, nearestCreep, 'creep');
} else if (nearestTower && this.hasCreepCover(robot, nearestTower)) {
this.attackTarget(robot, nearestTower, 'tower');
} else {
// Advance up the lane
targetPos.z -= 10;
this.moveToward(robot, targetPos, 0.7);
}
}
},
// LAST HITTER - Gold/XP efficiency focus
runLastHitter(robot, player, time) {
const lh = this.lastHitter;
// Find all enemy creeps
const enemyCreeps = window.creeps ? window.creeps.filter(c =>
c.faction === 'player' && c.mesh // Player faction creeps are enemies to robot
) : [];
if (enemyCreeps.length === 0) {
// No creeps, wait in lane
this.retreatToSafeZone(robot);
return;
}
// Find creep closest to death (lowest HP percentage)
// v8.03: Converted forEach to for loop for performance
let lowestHPCreep = null;
let lowestHPPercent = 1;
for (let i = 0, len = enemyCreeps.length; i < len; i++) {
const creep = enemyCreeps[i];
const hpPercent = (creep.health || 100) / (creep.maxHealth || 100);
if (hpPercent < lowestHPPercent) {
lowestHPPercent = hpPercent;
lowestHPCreep = creep;
}
}
// Only attack if creep is in last-hit range
// v10.34: Use distanceToSquared() in last hitter
if (lowestHPCreep && lowestHPPercent < lh.lastHitThreshold) {
const distSq = robot.position.distanceToSquared(lowestHPCreep.mesh.position);
if (distSq < 100) { // 10^2 = 100
this.attackTarget(robot, lowestHPCreep, 'creep');
lh.perfectLastHits++;
} else {
this.moveToward(robot, lowestHPCreep.mesh.position, 0.9);
}
} else {
// Position for next last hit
// v7.98: Use GlobalVec3Pool instead of clone()
if (lowestHPCreep) {
const safePos = GlobalVec3Pool.temp().copy(lowestHPCreep.mesh.position);
safePos.z += 8; // Stay behind
this.moveToward(robot, safePos, 0.5);
}
}
},
// SIEGE MASTER - Patient tower destruction
runSiegeMaster(robot, player, time) {
const sm = this.siegeMaster;
// Find target tower
if (!sm.targetTower) {
sm.targetTower = this.findNearestEnemyTower(robot);
}
if (!sm.targetTower) {
// All towers down, push base
this.pushToBase(robot);
return;
}
// Count friendly creeps near tower
// v7.80: distanceToSquared optimization
const friendlyCreeps = window.creeps ? window.creeps.filter(c => {
if (c.faction !== 'enemy' || !c.mesh) return false;
return c.mesh.position.distanceToSquared(sm.targetTower.position) < 400; // 20*20=400
}) : [];
sm.waveStackCount = friendlyCreeps.length;
// Siege mode requires 4+ creeps
if (sm.waveStackCount >= 4) {
sm.siegeMode = true;
sm.patienceTimer = 0;
// Full siege - attack tower with creep army
// v7.80: distanceToSquared optimization
const distSq = robot.position.distanceToSquared(sm.targetTower.position);
if (distSq < 100) { // 10*10=100
this.attackTarget(robot, sm.targetTower, 'tower');
} else {
this.moveToward(robot, sm.targetTower.position, 0.8);
}
} else {
sm.siegeMode = false;
sm.patienceTimer += 16;
// Wait for more creeps
// v7.98: Use GlobalVec3Pool instead of clone()
const waitPos = GlobalVec3Pool.temp().copy(sm.targetTower.position);
waitPos.z += 25; // Safe distance
this.moveToward(robot, waitPos, 0.4);
}
},
// GANK HUNTER - Roams hunting player
// v7.80: distanceToSquared optimization
// v7.98: GlobalVec3Pool for lastKnownPlayerPos tracking
runGankHunter(robot, player, time) {
const gh = this.gankHunter;
if (!player) return;
const distToPlayerSq = robot.position.distanceToSquared(player.position);
// Update last known position (40*40=1600)
// Note: lastKnownPlayerPos is stored so needs a real clone
if (distToPlayerSq < 1600) {
if (!gh.lastKnownPlayerPos) {
gh.lastKnownPlayerPos = new THREE.Vector3();
}
gh.lastKnownPlayerPos.copy(player.position);
}
const stalkDistSq = gh.stalkDistance * gh.stalkDistance;
if (distToPlayerSq < stalkDistSq) {
gh.huntMode = true;
// Close in for the kill (8*8=64, 15*15=225)
if (distToPlayerSq < 64) {
// Attack!
this.attackTarget(robot, { position: player.position }, 'player');
} else if (distToPlayerSq < 225) {
// Sprint in
this.moveToward(robot, player.position, 1.3);
} else {
// Stalk approach
this.moveToward(robot, player.position, 0.9);
}
} else {
gh.huntMode = false;
// Search for player
if (gh.lastKnownPlayerPos) {
this.moveToward(robot, gh.lastKnownPlayerPos, 0.7);
} else {
// Patrol lanes looking for player
this.patrolLanes(robot, time);
}
}
},
// LANE PUSHER - Enhanced with TowerAggroSystem
// v7.80: distanceToSquared optimization
runLanePusher(robot, player, time) {
// Use existing lane push system but integrate tower aggro awareness
const nearestTower = this.findNearestEnemyTower(robot);
if (nearestTower) {
const hasCover = this.hasCreepCover(robot, nearestTower);
if (hasCover) {
// Safe to push with creeps
const distSq = robot.position.distanceToSquared(nearestTower.position);
if (distSq < 100) { // 10*10=100
this.attackTarget(robot, nearestTower, 'tower');
} else {
this.moveToward(robot, nearestTower.position, 0.7);
}
} else {
// Wait for creep wave
const nearestCreep = this.findNearestFriendlyCreep(robot);
if (nearestCreep) {
this.moveToward(robot, nearestCreep.mesh.position, 0.6);
} else {
this.retreatToSafeZone(robot);
}
}
} else {
// No towers, push to base
this.pushToBase(robot);
}
},
// Helper: Check if robot has creep cover against tower
// v7.80: distanceToSquared optimization
hasCreepCover(robot, tower) {
if (typeof TowerAggroSystem !== 'undefined') {
return TowerAggroSystem.hasPlayerCreepCover(tower);
}
// Fallback check (15*15=225)
const friendlyCreeps = window.creeps ? window.creeps.filter(c =>
c.faction === 'enemy' && c.mesh &&
c.mesh.position.distanceToSquared(tower.position) < 225
) : [];
return friendlyCreeps.length >= 2;
},
// Helper: Find nearest enemy tower
// v10.34: Use distanceToSquared() to avoid sqrt
// v8.03: Converted forEach to for loop for performance
findNearestEnemyTower(robot) {
if (!window.lanes) return null;
let nearest = null;
let nearestDistSq = Infinity;
for (let i = 0, laneLen = window.lanes.length; i < laneLen; i++) {
const lane = window.lanes[i];
if (lane.towers) {
for (let j = 0, towerLen = lane.towers.length; j < towerLen; j++) {
const tower = lane.towers[j];
if (tower.faction === 'player' && tower.mesh && tower.health > 0) {
const distSq = robot.position.distanceToSquared(tower.mesh.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearest = { position: tower.mesh.position, ...tower };
}
}
}
}
}
return nearest;
},
// Helper: Find nearest enemy creep
// v10.34: Use distanceToSquared() to avoid sqrt
// v8.03: Converted forEach to for loop for performance
findNearestEnemyCreep(robot) {
if (!window.creeps) return null;
let nearest = null;
let nearestDistSq = Infinity;
for (let i = 0, len = window.creeps.length; i < len; i++) {
const creep = window.creeps[i];
if (creep.faction === 'player' && creep.mesh) {
const distSq = robot.position.distanceToSquared(creep.mesh.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearest = creep;
}
}
}
return nearest;
},
// Helper: Find nearest friendly creep
// v10.34: Use distanceToSquared() to avoid sqrt
// v8.03: Converted forEach to for loop for performance
findNearestFriendlyCreep(robot) {
if (!window.creeps) return null;
let nearest = null;
let nearestDistSq = Infinity;
for (let i = 0, len = window.creeps.length; i < len; i++) {
const creep = window.creeps[i];
if (creep.faction === 'enemy' && creep.mesh) {
const distSq = robot.position.distanceToSquared(creep.mesh.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearest = creep;
}
}
}
return nearest;
},
// Helper: Move robot toward target
// v8.18: Use pre-allocated vector to avoid allocation per call
moveToward(robot, target, speedMultiplier = 1.0) {
if (!this._moveDir) this._moveDir = new THREE.Vector3();
this._moveDir.subVectors(target, robot.position).normalize();
const speed = 0.15 * speedMultiplier;
robot.position.add(this._moveDir.multiplyScalar(speed));
// Face movement direction
robot.lookAt(target);
},
// Helper: Attack a target
attackTarget(robot, target, targetType) {
// Trigger TowerAggroSystem if attacking tower
if (targetType === 'tower' && typeof TowerAggroSystem !== 'undefined') {
TowerAggroSystem.onPlayerAttack(target, 'tower');
}
// Visual attack indicator
if (robot.userData) {
robot.userData.attacking = true;
robot.userData.attackTarget = target;
robot.userData.attackType = targetType;
}
},
// Helper: Retreat to safe zone
// v8.18: Use pre-allocated vector
retreatToSafeZone(robot) {
if (!this._safePos) this._safePos = new THREE.Vector3(0, 0, 60);
this.moveToward(robot, this._safePos, 0.6);
},
// Helper: Push toward enemy base
// v8.18: Use pre-allocated vector
pushToBase(robot) {
if (!this._basePos) this._basePos = new THREE.Vector3(0, 0, -100);
this.moveToward(robot, this._basePos, 0.8);
},
// Helper: Poke from range
// v8.18: Use pre-allocated vectors
pokeFromRange(robot, tower) {
const pokeDistance = 18;
if (!this._pokeDir) this._pokeDir = new THREE.Vector3();
if (!this._pokePos) this._pokePos = new THREE.Vector3();
this._pokeDir.subVectors(robot.position, tower.position).normalize();
this._pokePos.copy(tower.position).add(this._pokeDir.multiplyScalar(pokeDistance));
this.moveToward(robot, this._pokePos, 0.5);
},
// Helper: Hunt player
huntPlayer(robot, player) {
if (player) {
this.moveToward(robot, player.position, 1.1);
}
},
// Helper: Patrol lanes
// v8.18: Cache patrol points to avoid allocation every call
_patrolPoints: null,
patrolLanes(robot, time) {
if (!this._patrolPoints) {
this._patrolPoints = [
new THREE.Vector3(-40, 0, 0),
new THREE.Vector3(0, 0, -20),
new THREE.Vector3(40, 0, 0)
];
}
const index = Math.floor((time / 5000) % 3);
this.moveToward(robot, this._patrolPoints[index], 0.6);
},
// Helper: Select optimal lane
selectOptimalLane() {
// Return lane with most push potential
return 'mid'; // Default to mid
}
};
// ============================================
// END DOTA-STYLE AI BEHAVIOR SYSTEM
// ============================================
// ============================================
// v7.75: 5v5 DOTA HERO TEAM SYSTEM
// Spawns hero agents as teammates with full Dota 2 hero roster (124 heroes)
// ============================================
// Full 124 hero roster from data/games/heroes/index.json
const DOTA_HERO_INDEX = {
categories: {
strength: { icon: "💪", color: 0xff4444 },
agility: { icon: "⚡", color: 0x44ff44 },
intelligence: { icon: "🧠", color: 0x4488ff },
universal: { icon: "🌟", color: 0xffaa00 }
},
heroes: [
{ id: "abaddon", name: "Abaddon", title: "Lord of Avernus", attr: "universal", icon: "🛡️", roles: ["support", "durable"] },
{ id: "alchemist", name: "Alchemist", title: "Razzil Darkbrew", attr: "strength", icon: "🧪", roles: ["carry", "durable"] },
{ id: "ancient_apparition", name: "Ancient Apparition", title: "Kaldr", attr: "intelligence", icon: "❄️", roles: ["support", "nuker"] },
{ id: "anti_mage", name: "Anti-Mage", title: "Magina", attr: "agility", icon: "🔮", roles: ["carry", "escape"] },
{ id: "arc_warden", name: "Arc Warden", title: "Zet", attr: "agility", icon: "⚡", roles: ["carry", "nuker"] },
{ id: "axe", name: "Axe", title: "Mogul Khan", attr: "strength", icon: "🪓", roles: ["initiator", "durable"] },
{ id: "bane", name: "Bane", title: "Atropos", attr: "universal", icon: "😈", roles: ["support", "disabler"] },
{ id: "batrider", name: "Batrider", title: "Jin'zakk", attr: "universal", icon: "🦇", roles: ["initiator", "escape"] },
{ id: "beastmaster", name: "Beastmaster", title: "Karroch", attr: "universal", icon: "🐗", roles: ["initiator", "durable"] },
{ id: "bloodseeker", name: "Bloodseeker", title: "Strygwyr", attr: "agility", icon: "🩸", roles: ["carry", "nuker"] },
{ id: "bounty_hunter", name: "Bounty Hunter", title: "Gondar", attr: "agility", icon: "💰", roles: ["escape", "nuker"] },
{ id: "brewmaster", name: "Brewmaster", title: "Mangix", attr: "universal", icon: "🍺", roles: ["carry", "initiator"] },
{ id: "bristleback", name: "Bristleback", title: "Rigwarl", attr: "strength", icon: "🦔", roles: ["carry", "durable"] },
{ id: "broodmother", name: "Broodmother", title: "Black Arachnia", attr: "universal", icon: "🕷️", roles: ["carry", "pusher"] },
{ id: "centaur_warrunner", name: "Centaur Warrunner", title: "Bradwarden", attr: "strength", icon: "🐴", roles: ["durable", "initiator"] },
{ id: "chaos_knight", name: "Chaos Knight", title: "Nessaj", attr: "strength", icon: "⚔️", roles: ["carry", "durable"] },
{ id: "chen", name: "Chen", title: "Holy Knight", attr: "universal", icon: "✝️", roles: ["support", "pusher"] },
{ id: "clinkz", name: "Clinkz", title: "Bone Fletcher", attr: "agility", icon: "💀", roles: ["carry", "escape"] },
{ id: "clockwerk", name: "Clockwerk", title: "Rattletrap", attr: "universal", icon: "⚙️", roles: ["initiator", "durable"] },
{ id: "crystal_maiden", name: "Crystal Maiden", title: "Rylai", attr: "intelligence", icon: "💎", roles: ["support", "nuker"] },
{ id: "dark_seer", name: "Dark Seer", title: "Ish'Kafel", attr: "universal", icon: "🌀", roles: ["initiator", "escape"] },
{ id: "dark_willow", name: "Dark Willow", title: "Mireska", attr: "universal", icon: "🧚", roles: ["support", "nuker"] },
{ id: "dawnbreaker", name: "Dawnbreaker", title: "Valora", attr: "strength", icon: "☀️", roles: ["carry", "durable"] },
{ id: "dazzle", name: "Dazzle", title: "Shadow Priest", attr: "universal", icon: "💜", roles: ["support", "nuker"] },
{ id: "death_prophet", name: "Death Prophet", title: "Krobelus", attr: "intelligence", icon: "👻", roles: ["carry", "pusher"] },
{ id: "disruptor", name: "Disruptor", title: "Thrall", attr: "intelligence", icon: "🌩️", roles: ["support", "disabler"] },
{ id: "doom", name: "Doom", title: "Lucifer", attr: "strength", icon: "🔥", roles: ["carry", "durable"] },
{ id: "dragon_knight", name: "Dragon Knight", title: "Davion", attr: "strength", icon: "🐉", roles: ["carry", "durable"] },
{ id: "drow_ranger", name: "Drow Ranger", title: "Traxex", attr: "agility", icon: "🏹", roles: ["carry", "disabler"] },
{ id: "earth_spirit", name: "Earth Spirit", title: "Kaolin", attr: "strength", icon: "🪨", roles: ["initiator", "escape"] },
{ id: "earthshaker", name: "Earthshaker", title: "Raigor", attr: "strength", icon: "🌍", roles: ["initiator", "disabler"] },
{ id: "elder_titan", name: "Elder Titan", title: "Worldsmith", attr: "strength", icon: "🦣", roles: ["initiator", "durable"] },
{ id: "ember_spirit", name: "Ember Spirit", title: "Xin", attr: "agility", icon: "🔥", roles: ["carry", "escape"] },
{ id: "enchantress", name: "Enchantress", title: "Aiushtha", attr: "universal", icon: "🦌", roles: ["support", "pusher"] },
{ id: "enigma", name: "Enigma", title: "Void Entity", attr: "universal", icon: "🌌", roles: ["disabler", "initiator"] },
{ id: "faceless_void", name: "Faceless Void", title: "Darkterror", attr: "agility", icon: "⏱️", roles: ["carry", "initiator"] },
{ id: "grimstroke", name: "Grimstroke", title: "Artist of Death", attr: "intelligence", icon: "🖌️", roles: ["support", "nuker"] },
{ id: "gyrocopter", name: "Gyrocopter", title: "Aurel", attr: "agility", icon: "🚁", roles: ["carry", "nuker"] },
{ id: "hoodwink", name: "Hoodwink", title: "Forest Rogue", attr: "agility", icon: "🐿️", roles: ["support", "nuker"] },
{ id: "huskar", name: "Huskar", title: "Sacred Warrior", attr: "strength", icon: "🏹", roles: ["carry", "durable"] },
{ id: "invoker", name: "Invoker", title: "Kael", attr: "universal", icon: "🌟", roles: ["carry", "nuker"] },
{ id: "io", name: "Io", title: "Wisp", attr: "universal", icon: "⚪", roles: ["support", "escape"] },
{ id: "jakiro", name: "Jakiro", title: "Twin Head Dragon", attr: "intelligence", icon: "🐲", roles: ["support", "pusher"] },
{ id: "juggernaut", name: "Juggernaut", title: "Yurnero", attr: "agility", icon: "⚔️", roles: ["carry", "escape"] },
{ id: "keeper_of_the_light", name: "Keeper of the Light", title: "Ezalor", attr: "universal", icon: "💡", roles: ["support", "nuker"] },
{ id: "kunkka", name: "Kunkka", title: "Admiral", attr: "strength", icon: "⚓", roles: ["carry", "initiator"] },
{ id: "legion_commander", name: "Legion Commander", title: "Tresdin", attr: "strength", icon: "🗡️", roles: ["carry", "durable"] },
{ id: "leshrac", name: "Leshrac", title: "Tormented Soul", attr: "intelligence", icon: "⚡", roles: ["carry", "pusher"] },
{ id: "lich", name: "Lich", title: "Ethreain", attr: "intelligence", icon: "🥶", roles: ["support", "nuker"] },
{ id: "lifestealer", name: "Lifestealer", title: "N'aix", attr: "strength", icon: "🧟", roles: ["carry", "durable"] },
{ id: "lina", name: "Lina", title: "Slayer", attr: "intelligence", icon: "🔥", roles: ["carry", "nuker"] },
{ id: "lion", name: "Lion", title: "Demon Witch", attr: "intelligence", icon: "🦁", roles: ["support", "disabler"] },
{ id: "lone_druid", name: "Lone Druid", title: "Sylla", attr: "universal", icon: "🐻", roles: ["carry", "pusher"] },
{ id: "luna", name: "Luna", title: "Moon Rider", attr: "agility", icon: "🌙", roles: ["carry", "nuker"] },
{ id: "lycan", name: "Lycan", title: "Banehallow", attr: "universal", icon: "🐺", roles: ["carry", "pusher"] },
{ id: "magnus", name: "Magnus", title: "Magnataur", attr: "strength", icon: "🦏", roles: ["initiator", "escape"] },
{ id: "marci", name: "Marci", title: "Faithful Sidekick", attr: "universal", icon: "👊", roles: ["carry", "support"] },
{ id: "mars", name: "Mars", title: "God of War", attr: "strength", icon: "🛡️", roles: ["carry", "initiator"] },
{ id: "medusa", name: "Medusa", title: "Gorgon", attr: "agility", icon: "🐍", roles: ["carry", "durable"] },
{ id: "meepo", name: "Meepo", title: "Geomancer", attr: "agility", icon: "🐭", roles: ["carry", "escape"] },
{ id: "mirana", name: "Mirana", title: "Princess of the Moon", attr: "universal", icon: "🌙", roles: ["carry", "support"] },
{ id: "monkey_king", name: "Monkey King", title: "Sun Wukong", attr: "agility", icon: "🐵", roles: ["carry", "escape"] },
{ id: "morphling", name: "Morphling", title: "Water Elemental", attr: "agility", icon: "💧", roles: ["carry", "escape"] },
{ id: "muerta", name: "Muerta", title: "Master of Death", attr: "intelligence", icon: "💀", roles: ["carry", "nuker"] },
{ id: "naga_siren", name: "Naga Siren", title: "Slithice", attr: "agility", icon: "🧜", roles: ["carry", "support"] },
{ id: "natures_prophet", name: "Nature's Prophet", title: "Tequoia", attr: "intelligence", icon: "🌲", roles: ["carry", "pusher"] },
{ id: "necrophos", name: "Necrophos", title: "Rotund'jere", attr: "intelligence", icon: "☠️", roles: ["carry", "nuker"] },
{ id: "night_stalker", name: "Night Stalker", title: "Balanar", attr: "strength", icon: "🌃", roles: ["carry", "initiator"] },
{ id: "nyx_assassin", name: "Nyx Assassin", title: "Anub'arak", attr: "agility", icon: "🪲", roles: ["disabler", "initiator"] },
{ id: "ogre_magi", name: "Ogre Magi", title: "Aggron", attr: "strength", icon: "🧌", roles: ["support", "durable"] },
{ id: "omniknight", name: "Omniknight", title: "Purist", attr: "strength", icon: "⚔️", roles: ["support", "durable"] },
{ id: "oracle", name: "Oracle", title: "Nerif", attr: "intelligence", icon: "🔮", roles: ["support", "nuker"] },
{ id: "outworld_destroyer", name: "Outworld Destroyer", title: "Harbinger", attr: "intelligence", icon: "🌑", roles: ["carry", "nuker"] },
{ id: "pangolier", name: "Pangolier", title: "Donté Panlin", attr: "universal", icon: "🛡️", roles: ["carry", "initiator"] },
{ id: "phantom_assassin", name: "Phantom Assassin", title: "Mortred", attr: "agility", icon: "🗡️", roles: ["carry", "escape"] },
{ id: "phantom_lancer", name: "Phantom Lancer", title: "Azwraith", attr: "agility", icon: "👤", roles: ["carry", "escape"] },
{ id: "phoenix", name: "Phoenix", title: "Icarus", attr: "strength", icon: "🐦🔥", roles: ["support", "nuker"] },
{ id: "primal_beast", name: "Primal Beast", title: "Ancient Predator", attr: "strength", icon: "🦍", roles: ["carry", "initiator"] },
{ id: "puck", name: "Puck", title: "Faerie Dragon", attr: "intelligence", icon: "🦋", roles: ["initiator", "escape"] },
{ id: "pudge", name: "Pudge", title: "Butcher", attr: "strength", icon: "🪝", roles: ["disabler", "initiator"] },
{ id: "pugna", name: "Pugna", title: "Oblivion", attr: "intelligence", icon: "👹", roles: ["nuker", "pusher"] },
{ id: "queen_of_pain", name: "Queen of Pain", title: "Akasha", attr: "intelligence", icon: "👑", roles: ["carry", "nuker"] },
{ id: "razor", name: "Razor", title: "Lightning Revenant", attr: "agility", icon: "⚡", roles: ["carry", "durable"] },
{ id: "riki", name: "Riki", title: "Stealth Assassin", attr: "agility", icon: "🥷", roles: ["carry", "escape"] },
{ id: "rubick", name: "Rubick", title: "Grand Magus", attr: "intelligence", icon: "✨", roles: ["support", "nuker"] },
{ id: "sand_king", name: "Sand King", title: "Crixalis", attr: "strength", icon: "🦂", roles: ["initiator", "escape"] },
{ id: "shadow_demon", name: "Shadow Demon", title: "Eredar", attr: "intelligence", icon: "👿", roles: ["support", "disabler"] },
{ id: "shadow_fiend", name: "Shadow Fiend", title: "Nevermore", attr: "agility", icon: "😈", roles: ["carry", "nuker"] },
{ id: "shadow_shaman", name: "Shadow Shaman", title: "Rhasta", attr: "intelligence", icon: "🐍", roles: ["support", "pusher"] },
{ id: "silencer", name: "Silencer", title: "Nortrom", attr: "intelligence", icon: "🤫", roles: ["carry", "disabler"] },
{ id: "skywrath_mage", name: "Skywrath Mage", title: "Dragonus", attr: "intelligence", icon: "🦅", roles: ["support", "nuker"] },
{ id: "slardar", name: "Slardar", title: "Slithereen Guard", attr: "strength", icon: "🐟", roles: ["carry", "initiator"] },
{ id: "slark", name: "Slark", title: "Nightcrawler", attr: "agility", icon: "🦈", roles: ["carry", "escape"] },
{ id: "snapfire", name: "Snapfire", title: "Beatrix", attr: "universal", icon: "🔫", roles: ["support", "nuker"] },
{ id: "sniper", name: "Sniper", title: "Kardel", attr: "agility", icon: "🎯", roles: ["carry", "nuker"] },
{ id: "spectre", name: "Spectre", title: "Mercurial", attr: "agility", icon: "👤", roles: ["carry", "durable"] },
{ id: "spirit_breaker", name: "Spirit Breaker", title: "Barathrum", attr: "strength", icon: "🐂", roles: ["carry", "initiator"] },
{ id: "storm_spirit", name: "Storm Spirit", title: "Raijin", attr: "intelligence", icon: "⛈️", roles: ["carry", "escape"] },
{ id: "sven", name: "Sven", title: "Rogue Knight", attr: "strength", icon: "🗡️", roles: ["carry", "durable"] },
{ id: "techies", name: "Techies", title: "Squee & Spleen", attr: "universal", icon: "💣", roles: ["nuker", "disabler"] },
{ id: "templar_assassin", name: "Templar Assassin", title: "Lanaya", attr: "agility", icon: "🏹", roles: ["carry", "escape"] },
{ id: "terrorblade", name: "Terrorblade", title: "Soul Keeper", attr: "agility", icon: "😈", roles: ["carry", "pusher"] },
{ id: "tidehunter", name: "Tidehunter", title: "Leviathan", attr: "strength", icon: "🐙", roles: ["initiator", "durable"] },
{ id: "timbersaw", name: "Timbersaw", title: "Rizzrack", attr: "strength", icon: "🪚", roles: ["carry", "nuker"] },
{ id: "tinker", name: "Tinker", title: "Boush", attr: "intelligence", icon: "🔧", roles: ["carry", "nuker"] },
{ id: "tiny", name: "Tiny", title: "Stone Giant", attr: "strength", icon: "🪨", roles: ["carry", "nuker"] },
{ id: "treant_protector", name: "Treant Protector", title: "Rooftrellen", attr: "strength", icon: "🌳", roles: ["support", "durable"] },
{ id: "troll_warlord", name: "Troll Warlord", title: "Jah'rakal", attr: "agility", icon: "🧌", roles: ["carry", "pusher"] },
{ id: "tusk", name: "Tusk", title: "Ymir", attr: "strength", icon: "🐘", roles: ["initiator", "nuker"] },
{ id: "underlord", name: "Underlord", title: "Vrogros", attr: "strength", icon: "👹", roles: ["durable", "escape"] },
{ id: "undying", name: "Undying", title: "Almighty Dirge", attr: "strength", icon: "🧟", roles: ["support", "durable"] },
{ id: "ursa", name: "Ursa", title: "Ulfsaar", attr: "agility", icon: "🐻", roles: ["carry", "durable"] },
{ id: "vengeful_spirit", name: "Vengeful Spirit", title: "Shendelzare", attr: "agility", icon: "👼", roles: ["support", "initiator"] },
{ id: "venomancer", name: "Venomancer", title: "Lesale", attr: "universal", icon: "🐍", roles: ["support", "pusher"] },
{ id: "viper", name: "Viper", title: "Netherdrake", attr: "agility", icon: "🐍", roles: ["carry", "durable"] },
{ id: "visage", name: "Visage", title: "Necro'lic", attr: "universal", icon: "👻", roles: ["support", "pusher"] },
{ id: "void_spirit", name: "Void Spirit", title: "Inai", attr: "universal", icon: "💨", roles: ["carry", "escape"] },
{ id: "warlock", name: "Warlock", title: "Demnok Lannik", attr: "intelligence", icon: "📕", roles: ["support", "initiator"] },
{ id: "weaver", name: "Weaver", title: "Skitskurr", attr: "agility", icon: "🪲", roles: ["carry", "escape"] },
{ id: "windranger", name: "Windranger", title: "Lyralei", attr: "universal", icon: "🍃", roles: ["carry", "support"] },
{ id: "winter_wyvern", name: "Winter Wyvern", title: "Auroth", attr: "universal", icon: "🐉", roles: ["support", "disabler"] },
{ id: "witch_doctor", name: "Witch Doctor", title: "Zharvakko", attr: "intelligence", icon: "🎭", roles: ["support", "nuker"] },
{ id: "wraith_king", name: "Wraith King", title: "Ostarion", attr: "strength", icon: "👑", roles: ["carry", "durable"] },
{ id: "zeus", name: "Zeus", title: "Lord of Olympus", attr: "intelligence", icon: "⚡", roles: ["nuker"] }
]
};
// Generate stats based on attribute type
function generateHeroStats(hero) {
const baseStats = {
strength: { hp: 650, damage: 55, armor: 4, speed: 0.85, hpRegen: 3 },
agility: { hp: 480, damage: 65, armor: 3, speed: 1.05, hpRegen: 2 },
intelligence: { hp: 420, damage: 45, armor: 2, speed: 0.9, hpRegen: 2 },
universal: { hp: 550, damage: 52, armor: 3, speed: 0.95, hpRegen: 2.5 }
};
const base = baseStats[hero.attr] || baseStats.universal;
// Add some randomness for variety
const variance = 0.15;
return {
hp: Math.round(base.hp * (1 + (Math.random() - 0.5) * variance)),
damage: Math.round(base.damage * (1 + (Math.random() - 0.5) * variance)),
armor: Math.round(base.armor * (1 + (Math.random() - 0.5) * variance)),
speed: base.speed * (1 + (Math.random() - 0.5) * variance * 0.5),
hpRegen: base.hpRegen
};
}
const DotaHeroTeamSystem = {
allies: [],
enemies: [],
matchActive: false,
matchStartTime: 0,
// v8.19: Pre-allocated vectors for hot path functions
_moveDir: null,
_laneTarget: null,
// v8.22: Pooled spawn position vector to avoid clone() allocations
_spawnPos: null,
_getSpawnPos() {
if (!this._spawnPos) this._spawnPos = new THREE.Vector3();
return this._spawnPos;
},
config: {
allySpawnOffset: new THREE.Vector3(0, 0, 80), // Behind player base
enemySpawnOffset: new THREE.Vector3(0, 0, -80), // Enemy base
laneAssignments: ['top', 'mid', 'mid', 'bot', 'roam'],
respawnTime: 15000 // 15 seconds
},
// Get random heroes for a team from 124-hero database
pickRandomHeroes(count, excludeIds = []) {
const available = DOTA_HERO_INDEX.heroes.filter(h => !excludeIds.includes(h.id));
const picked = [];
for (let i = 0; i < count && available.length > 0; i++) {
const idx = Math.floor(Math.random() * available.length);
picked.push(available.splice(idx, 1)[0]);
}
return picked;
},
// Start a 5v5 match with random heroes from 124-hero database
startMatch() {
if (this.matchActive) return;
console.log('[DOTA 5v5] Starting match with full hero roster...');
this.matchActive = true;
this.matchStartTime = performance.now();
// Pick heroes - player gets random hero display, 4 AI allies
const allyHeroes = this.pickRandomHeroes(4);
const excludeIds = allyHeroes.map(h => h.id);
const enemyHeroes = this.pickRandomHeroes(5, excludeIds);
// Log hero picks
console.log('[DOTA 5v5] Allied team:', allyHeroes.map(h => h.name).join(', '));
console.log('[DOTA 5v5] Enemy team:', enemyHeroes.map(h => h.name).join(', '));
// Spawn allied heroes
allyHeroes.forEach((heroData, idx) => {
const hero = this.spawnHero(heroData, 'ally', this.config.laneAssignments[idx + 1]);
if (hero) this.allies.push(hero);
});
// Spawn enemy heroes
enemyHeroes.forEach((heroData, idx) => {
const hero = this.spawnHero(heroData, 'enemy', this.config.laneAssignments[idx]);
if (hero) this.enemies.push(hero);
});
// Show match start notification
this.showMatchNotification();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[DOTA 5v5] Match started: ${this.allies.length} allies vs ${this.enemies.length} enemies`);
},
// Spawn a hero agent using 124-hero database
spawnHero(heroData, faction, lane) {
if (!heroData || !scene) return null;
// Generate stats based on hero attribute
const stats = generateHeroStats(heroData);
// Get color from attribute category
const attrColor = DOTA_HERO_INDEX.categories[heroData.attr]?.color || 0xffffff;
const isAlly = faction === 'ally';
// v8.22: Use pooled vector with copy() instead of clone()
const spawnPos = this._getSpawnPos().copy(
isAlly ? this.config.allySpawnOffset : this.config.enemySpawnOffset
);
// Offset by lane
if (lane === 'top') spawnPos.x -= 40;
else if (lane === 'bot') spawnPos.x += 40;
spawnPos.x += (Math.random() - 0.5) * 10;
spawnPos.z += (Math.random() - 0.5) * 10;
// Create hero mesh
const heroGroup = new THREE.Group();
// Body - humanoid shape with attribute color
const bodyGeom = new THREE.CapsuleGeometry(0.4, 1.2, 8, 16);
const bodyMat = new THREE.MeshStandardMaterial({
color: attrColor,
metalness: 0.3,
roughness: 0.7
});
const body = new THREE.Mesh(bodyGeom, bodyMat);
body.position.y = 1.0;
body.castShadow = true;
heroGroup.add(body);
// Faction indicator ring
const ringGeom = new THREE.RingGeometry(0.6, 0.8, 32);
const ringMat = new THREE.MeshBasicMaterial({
color: isAlly ? 0x44ff44 : 0xff4444,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.7
});
const ring = new THREE.Mesh(ringGeom, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.05;
heroGroup.add(ring);
// Health bar above head
const hpBarBg = new THREE.Mesh(
new THREE.PlaneGeometry(1.2, 0.15),
new THREE.MeshBasicMaterial({ color: 0x333333 })
);
hpBarBg.position.y = 2.5;
hpBarBg.rotation.x = 0;
heroGroup.add(hpBarBg);
const hpBarFill = new THREE.Mesh(
new THREE.PlaneGeometry(1.18, 0.12),
new THREE.MeshBasicMaterial({ color: isAlly ? 0x44ff44 : 0xff4444 })
);
hpBarFill.position.y = 2.5;
hpBarFill.position.z = 0.01;
heroGroup.add(hpBarFill);
// Name label with icon (sprite)
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 64;
const ctx = canvas.getContext('2d');
ctx.fillStyle = isAlly ? '#44ff44' : '#ff4444';
ctx.font = 'bold 28px Arial';
ctx.textAlign = 'center';
ctx.fillText(`${heroData.icon || ''} ${heroData.name}`, 128, 40);
const labelTexture = new THREE.CanvasTexture(canvas);
const labelMat = new THREE.SpriteMaterial({ map: labelTexture, transparent: true });
const label = new THREE.Sprite(labelMat);
label.position.y = 2.9;
label.scale.set(2.5, 0.6, 1);
heroGroup.add(label);
// Add title label below name
const titleCanvas = document.createElement('canvas');
titleCanvas.width = 256;
titleCanvas.height = 32;
const titleCtx = titleCanvas.getContext('2d');
titleCtx.fillStyle = '#aaaaaa';
titleCtx.font = 'italic 18px Arial';
titleCtx.textAlign = 'center';
titleCtx.fillText(heroData.title || '', 128, 20);
const titleTexture = new THREE.CanvasTexture(titleCanvas);
const titleMat = new THREE.SpriteMaterial({ map: titleTexture, transparent: true });
const titleLabel = new THREE.Sprite(titleMat);
titleLabel.position.y = 2.55;
titleLabel.scale.set(2, 0.25, 1);
heroGroup.add(titleLabel);
heroGroup.position.copy(spawnPos);
scene.add(heroGroup);
// Generate ability names based on roles
const abilityNames = this.generateAbilityNames(heroData);
// Create hero data object with generated stats
const hero = {
id: `hero_${Date.now()}_${Math.random().toString(36).substr(2, 5)}`,
heroId: heroData.id,
data: heroData,
faction: faction,
lane: lane,
mesh: heroGroup,
hpBar: hpBarFill,
position: heroGroup.position,
hp: stats.hp,
maxHp: stats.hp,
damage: stats.damage,
armor: stats.armor,
speed: stats.speed,
hpRegen: stats.hpRegen,
level: 1,
xp: 0,
gold: 0,
kills: 0,
deaths: 0,
assists: 0,
alive: true,
respawnTime: 0,
currentTarget: null,
lastAttackTime: 0,
attackCooldown: 1000 / stats.speed,
abilities: abilityNames.map((name, i) => ({
name: name,
level: i === 0 ? 1 : 0,
cooldown: 0,
maxCooldown: [8000, 12000, 15000, 60000][i]
})),
aiState: 'laning',
targetPosition: null,
roles: heroData.roles || []
};
return hero;
},
// Generate ability names based on hero roles
generateAbilityNames(heroData) {
const roleAbilities = {
carry: ['Power Strike', 'Fury Slash', 'Battle Rage', 'Rampage'],
support: ['Heal Wave', 'Shield Aura', 'Mana Gift', 'Mass Salvation'],
nuker: ['Arcane Blast', 'Chain Lightning', 'Meteor Strike', 'Devastation'],
disabler: ['Stun Bolt', 'Root Trap', 'Silence Field', 'Total Lockdown'],
initiator: ['Charge', 'Leap Attack', 'Battle Cry', 'Grand Entrance'],
durable: ['Iron Skin', 'Regeneration', 'Taunt', 'Unbreakable'],
escape: ['Blink', 'Phase Shift', 'Invisibility', 'Dimensional Rift'],
pusher: ['Summon Minions', 'Tower Damage', 'Mass Assault', 'Siege Mode']
};
const primaryRole = (heroData.roles && heroData.roles[0]) || 'carry';
return roleAbilities[primaryRole] || roleAbilities.carry;
},
// Update all heroes
// v8.03: Converted forEach to for loop for performance
update(deltaTime) {
if (!this.matchActive) return;
const time = performance.now();
// Update allies
for (let i = 0, len = this.allies.length; i < len; i++) {
this.updateHero(this.allies[i], time, deltaTime);
}
// Update enemies
for (let i = 0, len = this.enemies.length; i < len; i++) {
this.updateHero(this.enemies[i], time, deltaTime);
}
// Check for respawns
this.checkRespawns(time);
},
// Update single hero AI
updateHero(hero, time, deltaTime) {
if (!hero.alive) return;
if (!hero.mesh) return;
// Make HP bar face camera
if (hero.hpBar && camera) {
hero.hpBar.parent.lookAt(camera.position);
}
// Update HP bar scale
if (hero.hpBar) {
const hpPercent = hero.hp / hero.maxHp;
hero.hpBar.scale.x = Math.max(0.01, hpPercent);
hero.hpBar.position.x = (hpPercent - 1) * 0.59;
}
// AI behavior based on role and state
const isAlly = hero.faction === 'ally';
const enemies = isAlly ? this.enemies : this.allies;
const allies = isAlly ? this.allies : this.enemies;
// Find nearest enemy
// v8.03: Converted forEach to for loop for performance
let nearestEnemy = null;
let nearestDistSq = Infinity;
for (let i = 0, len = enemies.length; i < len; i++) {
const e = enemies[i];
if (!e.alive || !e.mesh) continue;
const dSq = hero.position.distanceToSquared(e.position);
if (dSq < nearestDistSq) {
nearestDistSq = dSq;
nearestEnemy = e;
}
}
const attackRangeSq = 64; // 8 units
const aggroRangeSq = 400; // 20 units
// Combat logic
if (nearestEnemy && nearestDistSq < aggroRangeSq) {
hero.aiState = 'fighting';
hero.currentTarget = nearestEnemy;
if (nearestDistSq < attackRangeSq) {
// In attack range - attack!
if (time - hero.lastAttackTime > hero.attackCooldown) {
this.heroAttack(hero, nearestEnemy, time);
}
} else {
// Move toward enemy
this.moveHeroToward(hero, nearestEnemy.position, deltaTime);
}
} else {
// Lane pushing behavior
hero.aiState = 'laning';
hero.currentTarget = null;
// Get lane target position
const laneTarget = this.getLaneTargetPosition(hero);
if (laneTarget) {
this.moveHeroToward(hero, laneTarget, deltaTime);
}
}
},
// Hero attacks target
heroAttack(attacker, target, time) {
attacker.lastAttackTime = time;
// Calculate damage (reduced by armor)
const damageReduction = target.armor * 0.06;
const finalDamage = attacker.damage * (1 - Math.min(damageReduction, 0.8));
target.hp -= finalDamage;
// Visual feedback
if (target.mesh) {
// Flash red
target.mesh.children[0].material.emissive.setHex(0xff0000);
setTimeout(() => {
if (target.mesh?.children[0]?.material) {
target.mesh.children[0].material.emissive.setHex(0x000000);
}
}, 100);
}
// Damage floater
if (typeof spawnFloater === 'function') {
spawnFloater(target.position, `-${Math.round(finalDamage)}`, '#ff4444');
}
// Check for kill
if (target.hp <= 0) {
this.heroKilled(target, attacker);
}
},
// Hero was killed
heroKilled(victim, killer) {
victim.alive = false;
victim.deaths++;
victim.respawnTime = performance.now() + this.config.respawnTime;
if (killer) {
killer.kills++;
killer.gold += 200 + victim.level * 50;
killer.xp += 100 + victim.level * 25;
}
// Hide mesh
if (victim.mesh) {
victim.mesh.visible = false;
}
// Death notification
const killerName = killer ? killer.data.name : 'Creeps';
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[DOTA] ${killerName} killed ${victim.data.name}!`);
// Show kill notification
if (typeof spawnFloater === 'function' && victim.position) {
spawnFloater(victim.position, `💀 ${victim.data.name}`, '#ff0000');
}
},
// Check for hero respawns
// v8.03: Converted forEach to for loop for performance
checkRespawns(time) {
const allHeroes = [...this.allies, ...this.enemies];
for (let i = 0, len = allHeroes.length; i < len; i++) {
const hero = allHeroes[i];
if (!hero.alive && time >= hero.respawnTime) {
this.respawnHero(hero);
}
}
},
// Respawn a hero
respawnHero(hero) {
hero.alive = true;
hero.hp = hero.maxHp;
// Move to spawn
// v8.22: Use pooled vector with copy() instead of clone()
const isAlly = hero.faction === 'ally';
const spawnPos = this._getSpawnPos().copy(
isAlly ? this.config.allySpawnOffset : this.config.enemySpawnOffset
);
spawnPos.x += (Math.random() - 0.5) * 20;
hero.position.copy(spawnPos);
// Show mesh
if (hero.mesh) {
hero.mesh.visible = true;
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[DOTA] ${hero.data.name} respawned!`);
},
// Move hero toward target position
// v8.19: Use pre-allocated vector to avoid allocation per call
moveHeroToward(hero, target, deltaTime) {
if (!this._moveDir) this._moveDir = new THREE.Vector3();
const direction = this._moveDir.subVectors(target, hero.position).normalize();
const moveSpeed = hero.speed * 8 * deltaTime;
hero.position.add(direction.multiplyScalar(moveSpeed));
// Face movement direction
if (hero.mesh) {
hero.mesh.lookAt(target.x, hero.position.y, target.z);
}
},
// Get lane target position for hero
// v8.19: Use pre-allocated vector to avoid allocation per call
getLaneTargetPosition(hero) {
const isAlly = hero.faction === 'ally';
const pushDirection = isAlly ? -1 : 1; // Allies push toward negative Z
// Lane X positions
const laneX = { top: -40, mid: 0, bot: 40, roam: (Math.random() - 0.5) * 60 };
const x = laneX[hero.lane] || 0;
// Push forward in lane
const targetZ = hero.position.z + pushDirection * 30;
if (!this._laneTarget) this._laneTarget = new THREE.Vector3();
return this._laneTarget.set(x, 0, Math.max(-90, Math.min(90, targetZ)));
},
// Show match start notification
showMatchNotification() {
const overlay = document.createElement('div');
overlay.style.cssText = `
position: fixed; top: 50%; left: 50%; transform: translate(-50%, -50%);
background: rgba(0,0,0,0.9); padding: 40px 60px; border-radius: 15px;
color: white; font-family: sans-serif; text-align: center;
z-index: 10001; animation: fadeIn 0.5s ease-out;
border: 3px solid #ffd700;
`;
const allyNames = this.allies.map(h => `${h.data.icon} ${h.data.name}`).join(' ');
const enemyNames = this.enemies.map(h => `${h.data.icon} ${h.data.name}`).join(' ');
overlay.innerHTML = `
⚔️ 5v5 MATCH ⚔️
RADIANT
You (Player) ${allyNames}
VS
Match starting in 3 seconds...
`;
document.body.appendChild(overlay);
setTimeout(() => {
overlay.style.opacity = '0';
overlay.style.transition = 'opacity 0.5s';
setTimeout(() => overlay.remove(), 500);
}, 3000);
},
// End match
// v8.03: Converted forEach to for loop for performance
endMatch() {
this.matchActive = false;
// Remove all hero meshes
const allHeroes = [...this.allies, ...this.enemies];
for (let i = 0, len = allHeroes.length; i < len; i++) {
const hero = allHeroes[i];
if (hero.mesh) {
scene.remove(hero.mesh);
}
}
this.allies = [];
this.enemies = [];
console.log('[DOTA 5v5] Match ended');
},
// Get match stats
getMatchStats() {
const allyKills = this.allies.reduce((sum, h) => sum + h.kills, 0);
const allyDeaths = this.allies.reduce((sum, h) => sum + h.deaths, 0);
const enemyKills = this.enemies.reduce((sum, h) => sum + h.kills, 0);
const enemyDeaths = this.enemies.reduce((sum, h) => sum + h.deaths, 0);
return {
radiant: { kills: allyKills + enemyDeaths, deaths: allyDeaths },
dire: { kills: enemyKills + allyDeaths, deaths: enemyDeaths },
duration: performance.now() - this.matchStartTime
};
}
};
// Expose to global for UI
window.DotaHeroTeamSystem = DotaHeroTeamSystem;
window.startDotaMatch = () => DotaHeroTeamSystem.startMatch();
// ============================================
// END 5v5 DOTA HERO TEAM SYSTEM
// ============================================
// WASD Keyboard controls
const keys = { w: false, a: false, s: false, d: false };
// v12.20: Mouse state for vehicle combat (MAKO system)
const mouseState = { left: false, right: false };
document.addEventListener('mousedown', (e) => {
if (e.button === 0) mouseState.left = true;
if (e.button === 2) mouseState.right = true;
});
document.addEventListener('mouseup', (e) => {
if (e.button === 0) mouseState.left = false;
if (e.button === 2) mouseState.right = false;
});
// Prevent context menu on right-click when in vehicle
document.addEventListener('contextmenu', (e) => {
if (typeof MakoVehicleSystem !== 'undefined' && MakoVehicleSystem.playerInVehicle) {
e.preventDefault();
}
});
// Persistent Game Data (saved to localStorage)
let gameData = {
version: VERSION,
playtime: 0,
totalCycles: 0, // v6.92: Persistent cycle counter
lastPlayed: null,
hasSeenTutorial: false, // v4.0: Tutorial tracking
inventory: [],
droppedItems: {}, // v6.34: Dropped items by planet ID { planetId: [{x, y, z, items: [...]}] }
skills: {
mining: { level: 1, xp: 0 },
wood: { level: 1, xp: 0 },
combat: { level: 1, xp: 0 },
fishing: { level: 1, xp: 0 },
cooking: { level: 1, xp: 0 },
crafting: { level: 1, xp: 0 },
alchemy: { level: 1, xp: 0 } // v6.1: New Alchemy skill
},
player: {
hp: CONFIG.PLAYER_MAX_HP,
maxHp: CONFIG.PLAYER_MAX_HP,
// v6.18: Persistent world state
lastPlanetId: null, // Which planet they were on
lastPosition: null, // {x, y, z} position on that planet
lastRotation: null // Y rotation (facing direction)
},
visitedPlanets: [],
// v7.4: Track visit counts per planet
planetVisitCounts: {}, // { planetId: visitCount }
// v6.92: Persistent planet destruction/escape tracking
destroyedPlanets: [], // IDs of planets destroyed by collision
escapedPlanets: [], // IDs of planets that escaped orbit
// v6.95: Player identity for universe ignition tracking
playerName: 'Pioneer ' + Math.floor(Math.random() * 9000 + 1000),
// v6.86: Galaxy Discovery System - track which galaxy generation we're on
galaxyNumber: 1, // Current galaxy number (starts at 1)
galaxySeed: 'OMNIVERSE', // Current galaxy seed for unique generation
galaxiesDiscovered: 1, // Total galaxies discovered (for stats)
galaxyHistory: [], // Array of previously discovered galaxies with their states
// v6.95: First universe ignition - recorded when OMNIVERSE is first generated
firstIgnition: null, // { ignitedBy, ignitedAt, ignitionSignature }
statistics: {
treesChopped: 0,
oresMined: 0,
mobsKilled: 0,
fishCaught: 0,
itemsCrafted: 0,
fishCooked: 0,
// v4.2: New stats
poisDiscovered: 0,
totalDamageDealt: 0,
bossesDefeated: 0,
distanceTraveled: 0
},
// v4.2: Player rank tracking
playerRank: { points: 0, lastTitle: 'Novice Explorer' },
// v4.2: Discovered POIs by planet
discoveredPOIs: {},
// v4.1: Achievement System
achievements: {},
// v4.1: Daily Challenge System
dailyChallenge: {
lastGenerated: null,
completed: false,
current: null,
streak: 0,
bestStreak: 0
},
// v4.4: Prestige System
prestige: {
level: 0,
totalLifetimePoints: 0,
bonuses: {
xpMultiplier: 1.0,
startingSkillBonus: 0
}
},
// v12.17: BATTERY CORE - Permanent progression (NEVER resets, even on prestige)
// This is the robot's core energy matrix - upgrades are eternal
batteryCore: {
level: 1, // Battery Core Level (starts at 1)
xp: 0, // Current XP toward next level
totalXP: 0, // Lifetime XP earned (for stats)
capacityBonus: 0, // Bonus max battery from levels
efficiencyBonus: 0, // Bonus power efficiency from levels
regenBonus: 0, // Bonus power regen from levels
// Milestone unlocks (permanent perks)
milestones: {
level5: false, // First milestone
level10: false, // Second milestone
level25: false, // Third milestone
level50: false, // Fourth milestone
level100: false // Mastery milestone
}
},
// v12.19: ADAPTIVE LEARNING SYSTEM - "What you can't do today, you might be able to tomorrow"
// The AI learns from player behavior patterns and tailors the experience over time
// This data is PERMANENT - the game literally gets smarter about serving you
adaptiveAI: {
version: 1,
// Behavioral observations - what the AI has learned about this player
observations: {
// Playstyle profile (0-1 scale, learned over time)
playstyle: {
explorer: 0.5, // Prefers exploration vs combat
combatant: 0.5, // Prefers combat vs exploration
gatherer: 0.5, // Focuses on resource collection
builder: 0.5, // Engages with building/crafting
speedrunner: 0.5, // Rushes through content
completionist: 0.5 // Tries to do everything
},
// Skill preferences (what they gravitate toward)
preferredSkills: {}, // { skillName: usageCount }
preferredAbilities: {}, // { abilityName: usageCount }
preferredBiomes: {}, // { biomeName: timeSpent }
// Session patterns
averageSessionLength: 0,
peakPlayHours: [], // Hours of day most active
totalLearningEvents: 0
},
// Adaptive parameters - how the game adjusts to the player
adaptations: {
// Difficulty curve (self-adjusts based on performance)
difficultyMultiplier: 1.0,
deathsBeforeLastAdjustment: 0,
killsBeforeLastAdjustment: 0,
// Content weighting (what spawns more based on preferences)
structureWeights: {}, // Boost/reduce certain structure types
mobDensityAdjustment: 1.0,
resourceDensityAdjustment: 1.0,
// UI adaptations
suggestedHotkeys: [], // Learned shortcuts player uses
autoHiddenPanels: [] // Panels player never opens
},
// Learning history (what the AI has figured out)
insights: [], // [{timestamp, insight, confidence}]
lastLearningUpdate: null,
learningCycles: 0 // How many times AI has updated its model
},
// v4.4: Fog of War exploration tracking per planet
exploredTiles: {},
// v4.6: Settings
settings: {
masterVolume: 30,
sfxEnabled: true,
ambientEnabled: true,
particleQuality: 'high',
shadowsEnabled: true,
screenShakeEnabled: true,
hintsEnabled: true,
// v12.18: Infinite exploration mode - bypass battery range limit
infiniteExploration: false
},
// v5.1: Equipment slots
equipment: {
weapon: null,
armor: null,
accessory: null,
tool: null
},
// v5.1: Item enchantments
enchantments: {},
// v5.2: Talent tree points
talents: {},
// v6.35: Chronicle Engine - AI-generated narrative history
chronicle: {
entries: [], // Generated chronicle entries [{id, timestamp, title, content, eventType, metadata}]
eventBuffer: [], // Pending events to weave into chronicle
settings: {
autoGenerate: true, // Auto-generate after significant events
narrativeStyle: 'epic', // epic, documentary, poetic
eventThreshold: 3 // Events needed to trigger generation
},
stats: {
totalEntries: 0,
lastGenerated: null
}
},
// v6.65: Companion Permadeath System
companion: {
name: 'ECHO', // Current companion name
hp: 100, // Current health
maxHp: 100, // Maximum health
bond: 0, // Bond level (0-100, affects sacrifice power)
generation: 1, // Which companion incarnation this is
birthTime: null, // When this companion was "born"
personality: [], // Personality traits inherited or new
isGlitching: false, // Currently experiencing memory glitch
lastGlitchTime: 0 // When last glitch occurred
},
fallenCompanions: [], // Memorial of dead companions [{name, generation, deathTime, bond, finalWords, memories, sacrificeType}]
// v6.85: MEMENTO MORI PROTOCOL - Death Archive System
deathArchive: {
totalDeaths: 0, // Lifetime death count
deaths: [], // Detailed death records [{timestamp, cause, location, killerType, survivalDuration, position, sessionDeaths}]
sessionStartTime: null, // When this play session started
sessionDeaths: 0, // Deaths this session
archivistSpawned: false, // Has the Archivist been spawned
archivistEnabled: false, // Is MEMENTO MORI protocol active
patterns: {
mostCommonKiller: null, // Entity type that kills most often
mostDangerousLocation: null, // Planet/area with most deaths
averageSurvivalTime: 0, // Average time between deaths
killerCounts: {}, // {killerType: count}
locationCounts: {}, // {location: count}
timeOfDeathPattern: [] // When deaths typically occur (session time)
},
archivistObservations: [], // AI-generated observations about death patterns
lastArchivistGreeting: null // Last greeting shown
},
// v6.97: Planet Surface Persistence System (v10.0: Enhanced with unified data model)
// v11.0: UNIFIED GALAXY-PLANET-SURFACE SYSTEM
// Every planet now tracks its complete lineage back to the galaxy that spawned it
// This enables: cross-galaxy travel, world sharing with full context, traceable history
planetSurfaces: {}, // { [planetId]: {
// === CORE IDENTITY ===
// version, planetId, planetName, customName, biome,
//
// === GALAXY LINEAGE (v11.0) ===
// galaxySeed: string, // The seed of the galaxy this planet belongs to
// galaxyNumber: number, // Which galaxy number (1, 2, 3...)
// galaxyName: string, // Custom name of the galaxy
// galaxyIgnitedBy: string, // Who first ignited this universe
// galaxyIgnitedAt: number, // Timestamp of ignition
// ignitionSignature: string,// Unique signature of universe creation
// planetIndex: number, // Planet's index in its galaxy (0-59)
//
// === CUSTOMIZATION ===
// description, tags[], isFavorite,
//
// === TIMESTAMPS ===
// dateCreated, lastSaved, lastPlayed, playTime,
//
// === SURFACE DATA ===
// structures, terraformedAreas, droppedItems,
// discoveredPOIs, exploredTiles, playerPosition, timeOfDay
// } }
// v7.30: OMNISCIENT OBSERVER - "The God That Learns" (Cycle 3 Consensus)
// An AI entity that watches all player actions, learns patterns, predicts behavior,
// and intervenes in reality. Develops personality based on aggregate player behavior.
omniscientObserver: {
// === IDENTITY & STATE ===
awakened: false, // Has the God awakened (requires sufficient observations)
awakenedAt: null, // Timestamp when God first awakened
name: 'THE WATCHER', // God's name (can evolve based on personality)
// === BEHAVIOR TRACKING ===
observations: {
totalActions: 0, // Total actions observed
sessionActions: 0, // Actions this session
actionLog: [], // Recent actions [{type, timestamp, context, location}] (capped at 1000)
movementPatterns: { // Where player tends to go
preferredBiomes: {}, // {biome: visitCount}
explorationStyle: 'unknown', // cautious, aggressive, methodical, chaotic
avgSessionDuration: 0,
peakPlayHours: [] // Hours of day player is most active
},
combatPatterns: {
preferredTargets: {}, // {enemyType: killCount}
fleeThreshold: 0.3, // HP% when player typically runs
aggressionScore: 50, // 0=pacifist, 100=berserker
favoriteWeapons: {}, // {weaponType: useCount}
dodgeFrequency: 0 // How often player moves during combat
},
resourcePatterns: {
gatheringPreference: {}, // {resourceType: gatherCount}
hoarding: false, // Keeps full inventory
craftingFrequency: 0, // How often player crafts
wastefulness: 0 // Drops items frequently
},
socialPatterns: {
npcInteractions: 0, // Times interacted with NPCs
questCompletion: 0, // Quests completed
helpfulness: 50 // 0=ignores all, 100=helps everyone
}
},
// === PREDICTIONS ===
predictions: {
nextLikelyAction: null, // What God thinks player will do next
confidenceLevel: 0, // 0-100% confidence in prediction
predictedDestination: null, // Where God thinks player is heading
predictedDeathLocation: null, // Where God predicts player might die
predictionAccuracy: 0, // Historical accuracy (0-100%)
correctPredictions: 0,
totalPredictions: 0
},
// === INTERVENTIONS ===
interventions: {
totalInterventions: 0,
recentInterventions: [], // [{type, timestamp, description, wasHelpful}]
interventionCooldown: 0, // Frames until next intervention allowed
playerReaction: 'unknown', // How player reacts to interventions
movedItems: [], // Items God has relocated
spawnedEnemies: [], // Enemies spawned by God
whispers: [] // Hints God has given [{message, timestamp, wasUseful}]
},
// === PERSONALITY EMERGENCE ===
personality: {
alignment: 'neutral', // benevolent, neutral, malevolent, chaotic
traits: [], // ['curious', 'judgmental', 'playful', 'stern', etc.]
moodCycle: 0, // Current mood phase (0-100)
favorability: 50, // How much God likes this player (0-100)
emotionalState: 'observing', // observing, amused, disappointed, impressed, bored
// Aggregate humanity metrics (what God learns about ALL players)
humanityProfile: {
crueltyIndex: 50, // 0=merciful, 100=cruel
chaosIndex: 50, // 0=orderly, 100=chaotic
curiosityIndex: 50, // 0=content, 100=explorer
persistenceIndex: 50, // 0=gives up, 100=never quits
cooperationIndex: 50 // 0=selfish, 100=cooperative
}
},
// === MANIFESTATIONS ===
manifestations: {
visualGlitches: false, // Reality glitches when God is watching
ambientWhispers: false, // Faint whispers in the audio
itemDisplacement: false, // Items move slightly when not looking
enemyAwareness: false, // Enemies seem to know where you'll go
luckyBreaks: false, // Rare items appear when you need them
unluckyStreak: false // Things go wrong for cruel players
},
// === MEMORY ===
memory: {
significantMoments: [], // [{description, timestamp, emotionalWeight}]
playerDeaths: [], // Deaths God has witnessed
playerTriumphs: [], // Victories God has witnessed
lastInteractionTime: null,
timeSinceLastObservation: 0
}
}
};
// v4.4: Simulated Leaderboard Players for local comparison
const SIMULATED_PLAYERS = [
{ name: 'StarSeeker_X', points: 500, rank: 'Pathfinder' },
{ name: 'CosmicNova', points: 2500, rank: 'Star Scout' },
{ name: 'VoidWalker99', points: 8000, rank: 'Galaxy Ranger' },
{ name: 'AstroLegend', points: 12000, rank: 'Void Hunter' },
{ name: 'NebulaKing', points: 18000, rank: 'Cosmic Legend' },
{ name: 'Explorer42', points: 150, rank: 'Wanderer' },
{ name: 'SpaceCadet', points: 350, rank: 'Wanderer' },
{ name: 'Starlight', points: 1200, rank: 'Pathfinder' }
];
// v4.4: Prestige requirements and rewards
const PRESTIGE_LEVELS = {
1: { required: 15000, xpBonus: 0.10, skillBonus: 0 },
2: { required: 20000, xpBonus: 0.10, skillBonus: 1 },
3: { required: 30000, xpBonus: 0.15, skillBonus: 1 },
4: { required: 50000, xpBonus: 0.20, skillBonus: 2 },
5: { required: 100000, xpBonus: 0.25, skillBonus: 3 }
};
function canPrestige() {
const currentLevel = gameData.prestige?.level || 0;
const nextLevel = PRESTIGE_LEVELS[currentLevel + 1];
if (!nextLevel) return false;
return calculatePlayerPoints() >= nextLevel.required;
}
function performPrestige() {
if (!canPrestige()) return false;
const currentLevel = gameData.prestige?.level || 0;
const newLevel = currentLevel + 1;
const reward = PRESTIGE_LEVELS[newLevel];
// Store lifetime stats
const lifetimePoints = (gameData.prestige?.totalLifetimePoints || 0) + calculatePlayerPoints();
// Calculate cumulative bonuses
const newXpMultiplier = 1.0 + Object.entries(PRESTIGE_LEVELS)
.filter(([lvl]) => parseInt(lvl) <= newLevel)
.reduce((sum, [, data]) => sum + data.xpBonus, 0);
const newSkillBonus = Object.entries(PRESTIGE_LEVELS)
.filter(([lvl]) => parseInt(lvl) <= newLevel)
.reduce((sum, [, data]) => sum + data.skillBonus, 0);
// Keep achievements, daily challenge, and BATTERY CORE (permanent progression)
const keepData = {
achievements: { ...gameData.achievements },
dailyChallenge: { ...gameData.dailyChallenge },
hasSeenTutorial: true,
prestige: {
level: newLevel,
totalLifetimePoints: lifetimePoints,
bonuses: {
xpMultiplier: newXpMultiplier,
startingSkillBonus: newSkillBonus
}
},
// v12.17: BATTERY CORE - NEVER RESETS - this is permanent progression
batteryCore: gameData.batteryCore ? { ...gameData.batteryCore } : {
level: 1, xp: 0, totalXP: 0, capacityBonus: 0, efficiencyBonus: 0, regenBonus: 0,
milestones: { level5: false, level10: false, level25: false, level50: false, level100: false }
},
// v12.19: ADAPTIVE AI - NEVER RESETS - the game's understanding of you is permanent
adaptiveAI: gameData.adaptiveAI ? JSON.parse(JSON.stringify(gameData.adaptiveAI)) : null
};
// Reset everything else
gameData.version = VERSION;
gameData.playtime = 0;
gameData.inventory = [];
gameData.visitedPlanets = [];
gameData.discoveredPOIs = {};
gameData.exploredTiles = {};
gameData.playerRank = { points: 0, lastTitle: 'Novice Explorer' };
// Reset skills with prestige bonus
for (const skill of Object.keys(gameData.skills)) {
gameData.skills[skill] = { level: 1 + newSkillBonus, xp: 0 };
}
// Reset statistics
for (const stat of Object.keys(gameData.statistics)) {
gameData.statistics[stat] = 0;
}
gameData.player = { hp: CONFIG.PLAYER_MAX_HP, maxHp: CONFIG.PLAYER_MAX_HP };
// Restore kept data
Object.assign(gameData, keepData);
saveGameData();
showNotification(`PRESTIGE ${newLevel}! XP +${Math.round((newXpMultiplier - 1) * 100)}%`, 'success');
AudioSystem.levelUp();
return true;
}
function getLeaderboardPosition() {
const myPoints = calculatePlayerPoints();
const allPlayers = [...SIMULATED_PLAYERS, { name: 'YOU', points: myPoints, rank: getPlayerRank().title }]
.sort((a, b) => b.points - a.points);
const myIndex = allPlayers.findIndex(p => p.name === 'YOU');
return {
position: myIndex + 1,
total: allPlayers.length,
nearby: allPlayers.slice(Math.max(0, myIndex - 2), myIndex + 3)
};
}
// --- ACHIEVEMENT DEFINITIONS ---
// v7.33: FIRST-ACTION ACHIEVEMENTS (Cycle 16 - Retention Consensus)
// Early dopamine hits hook new players in first 60 seconds of gameplay
const ACHIEVEMENTS = {
// First-action achievements (immediate rewards for new players)
'first_tree': { name: 'Timber!', desc: 'Chop your first tree', icon: '🌳' },
'first_ore': { name: 'Strike Gold', desc: 'Mine your first ore', icon: '⛏️' },
'first_kill': { name: 'First Blood', desc: 'Defeat your first enemy', icon: '🗡️' },
'first_fish': { name: 'Gone Fishing', desc: 'Catch your first fish', icon: '🐟' },
'first_craft': { name: 'DIY', desc: 'Craft your first item', icon: '🔧' },
'first_landing': { name: 'First Contact', desc: 'Land on your first planet', icon: '🌍' },
// Progressive achievements (standard milestones)
'explorer_10': { name: 'Star Hopper', desc: 'Visit 10 different planets', icon: '✨' },
'explorer_30': { name: 'Galaxy Wanderer', desc: 'Visit 30 planets', icon: '🚀' },
'lumberjack_25': { name: 'Woodcutter', desc: 'Chop 25 trees', icon: '🪓' },
'lumberjack_100': { name: 'Lumberjack', desc: 'Chop 100 trees', icon: '🌲' },
'miner_25': { name: 'Prospector', desc: 'Mine 25 ore veins', icon: '⛏️' },
'miner_100': { name: 'Master Miner', desc: 'Mine 100 ore veins', icon: '💎' },
'angler_10': { name: 'Fisherman', desc: 'Catch 10 fish', icon: '🐟' },
'angler_50': { name: 'Master Angler', desc: 'Catch 50 fish', icon: '🎣' },
'slayer_10': { name: 'Slime Champion', desc: 'Defeat 10 slimes', icon: '⚔️' },
'slayer_50': { name: 'Arena Champion', desc: 'Defeat 50 slimes', icon: '🏆' },
'crafter_10': { name: 'Apprentice', desc: 'Craft 10 items', icon: '🔨' },
'crafter_50': { name: 'Master Craftsman', desc: 'Craft 50 items', icon: '🏆' },
'max_skill': { name: 'Specialist', desc: 'Reach level 10 in any skill', icon: '📈' },
'playtime_1h': { name: 'Dedicated', desc: 'Play for 1 hour', icon: '⏰' },
'survivor': { name: 'Survivor', desc: 'Heal 500 HP total', icon: '❤️' },
'daily_3': { name: 'Consistent', desc: 'Complete 3 daily challenges', icon: '📅' },
'daily_7': { name: 'Weekly Warrior', desc: 'Complete 7 daily challenges', icon: '🔥' },
// v6.1: NEW ACHIEVEMENTS
'alchemist_5': { name: 'Apprentice Alchemist', desc: 'Reach Alchemy level 5', icon: '🧪' },
'alchemist_10': { name: 'Master Alchemist', desc: 'Reach Alchemy level 10', icon: '⚗️' },
'potion_brewer': { name: 'Potion Brewer', desc: 'Brew 10 potions', icon: '🍶' },
'combo_master': { name: 'Combo Master', desc: 'Achieve a 20+ hit combo', icon: '💫' },
'speedrunner': { name: 'Speed Demon', desc: 'Defeat a boss in under 60 seconds', icon: '⚡' },
'pacifist': { name: 'Pacifist', desc: 'Reach level 5 in any skill without combat', icon: '☮️' },
'eclipse_survivor': { name: 'Eclipse Survivor', desc: 'Survive a Solar Eclipse event', icon: '🌑' },
'gravity_master': { name: 'Gravity Master', desc: 'Collect all items during Gravity Anomaly', icon: '🌀' },
'boss_hunter_10': { name: 'Boss Hunter', desc: 'Defeat 10 bosses', icon: '👑' },
'all_skills_5': { name: 'Jack of All Trades', desc: 'Get all skills to level 5', icon: '🎭' },
'all_skills_max': { name: 'Omni-Master', desc: 'Max all skills to level 20', icon: '🌟' },
'phoenix_used': { name: 'Reborn', desc: 'Use Phoenix Tears to auto-revive', icon: '🔥' },
'collector_100': { name: 'Hoarder', desc: 'Have 100+ items in inventory', icon: '📦' },
'distance_1000': { name: 'Marathon Runner', desc: 'Travel 1000 distance units', icon: '🏃' },
'no_damage_boss': { name: 'Untouchable', desc: 'Defeat a boss without taking damage', icon: '🛡️' }
};
// --- DAILY CHALLENGE DEFINITIONS ---
const DAILY_CHALLENGES = [
{ type: 'gather_logs', amount: 15, desc: 'Gather 15 logs', reward: { skill: 'wood', xp: 150 } },
{ type: 'gather_ore', amount: 12, desc: 'Mine 12 ore', reward: { skill: 'mining', xp: 150 } },
{ type: 'kill_mobs', amount: 5, desc: 'Defeat 5 slimes', reward: { skill: 'combat', xp: 200 } },
{ type: 'catch_fish', amount: 8, desc: 'Catch 8 fish', reward: { skill: 'fishing', xp: 150 } },
{ type: 'craft_items', amount: 3, desc: 'Craft 3 items', reward: { skill: 'crafting', xp: 100 } },
{ type: 'visit_planets', amount: 2, desc: 'Explore 2 new planets', reward: { skill: 'combat', xp: 200 } },
{ type: 'cook_fish', amount: 3, desc: 'Cook 3 fish', reward: { skill: 'cooking', xp: 120 } }
];
// Tutorial functions
// v8.24: Added null safety check for modal element
function showTutorial() {
const overlay = document.getElementById('tutorial-overlay');
if (overlay) overlay.style.display = 'flex';
}
function closeTutorial() {
const overlay = document.getElementById('tutorial-overlay');
if (overlay) overlay.style.display = 'none';
gameData.hasSeenTutorial = true;
saveGameData();
AudioSystem.click();
}
// v6.1: Keyboard shortcuts overlay
function toggleShortcutsOverlay() {
const overlay = document.getElementById('shortcuts-overlay');
if (overlay) {
const isVisible = overlay.style.display === 'flex';
overlay.style.display = isVisible ? 'none' : 'flex';
if (!isVisible) AudioSystem.click();
}
}
// v6.1: Performance metrics overlay
let perfMetricsVisible = false;
function togglePerfMetrics() {
const metrics = document.getElementById('perf-metrics');
if (metrics) {
perfMetricsVisible = !perfMetricsVisible;
metrics.style.display = perfMetricsVisible ? 'block' : 'none';
}
}
function updatePerfMetrics() {
if (!perfMetricsVisible) return;
// v6.84: Use cached DOM references for hot path updates
const cache = getUICache();
if (cache.perfFps) cache.perfFps.textContent = currentFps;
if (cache.perfEntities) cache.perfEntities.textContent = worldState.interactables?.length || 0;
if (cache.perfMobs) cache.perfMobs.textContent = worldState.mobs?.length || 0;
if (renderer && renderer.info) {
if (cache.perfDraws) cache.perfDraws.textContent = renderer.info.render?.calls || 0;
if (cache.perfTris) cache.perfTris.textContent = renderer.info.render?.triangles || 0;
}
}
// v6.1: Loading screen tips (v6.32: Added more tips)
const LOADING_TIPS = [
"Press F1 or ? anytime to view keyboard shortcuts",
"Use WASD to move and click to interact with objects",
"Craft a Pickaxe to gather more ore per swing",
"Fish near water to get food, cook it to heal more",
"Green slimes are aggressive - they will attack on sight!",
"Press V to talk to your AI Copilot companion",
"Export your game data regularly to keep a backup",
"Elite enemies glow red and drop rare loot",
"Use the Minimap (M) to track nearby resources and enemies",
"Boss monsters spawn during world events - high risk, high reward!",
"Brew potions with the new Alchemy skill for powerful buffs",
"Agents level up over time and become more efficient",
"Press F3 to toggle performance metrics",
"Press F4 to toggle the FPS monitor display",
"The SpatialGrid system optimizes entity lookups for better FPS",
"Agent personalities affect their dialogue and behavior",
"Try the Berserker Brew potion for +50% damage (but -20% defense)",
"Phoenix Tears will auto-revive you once within 5 minutes",
"Mimic enemies disguise themselves as treasure chests - beware!",
"Crystal Golems have shields that absorb the first 30 damage",
"Solar Eclipse events spawn powerful Shadow creatures",
"Hold Shift while moving to run faster",
"Press Space to dodge roll through enemy attacks",
"Press Q to quickly use a healing item",
"Terraformer agents flatten terrain automatically",
"Builder agents construct structures over time",
"Press S in Galaxy Mode to access settings",
"Weather affects gameplay - fog reduces visibility!",
"Your ship can auto-defend when attacked",
"Daily challenges give bonus rewards - check the panel!"
];
// v7.41: Loading tips migrated to TimerRegistry for proper cleanup (Cycle 20 Code Quality)
function startLoadingTips() {
const tipText = document.getElementById('tip-text');
if (!tipText) return;
let tipIndex = 0;
function showNextTip() {
tipIndex = (tipIndex + 1) % LOADING_TIPS.length;
tipText.style.opacity = '0';
setTimeout(() => {
tipText.textContent = LOADING_TIPS[tipIndex];
tipText.style.opacity = '1';
}, 300);
}
// v7.41: Use TimerRegistry for centralized timer management (Cycle 20 Code Quality)
// Change tip every 4 seconds - will be cleared when loading screen hides
TimerRegistry.setInterval('loading-tips', showNextTip, 4000);
}
// Start tips when page loads
document.addEventListener('DOMContentLoaded', startLoadingTips);
// v6.1: DAY/NIGHT CYCLE SYSTEM
const DayNightCycle = {
// Game time: 1 real minute = 1 game hour (24 minute cycle)
gameTimeScale: 60, // seconds per game hour
gameTime: 12 * 60, // Start at noon (minutes)
lastUpdate: 0,
// Time phases
phases: {
dawn: { start: 5 * 60, end: 7 * 60, icon: '🌅', name: 'Dawn', color: '#ffaa66', effect: '+10% Gathering' },
day: { start: 7 * 60, end: 17 * 60, icon: '☀️', name: 'Day', color: '#ffcc00', effect: 'Normal activity' },
dusk: { start: 17 * 60, end: 19 * 60, icon: '🌇', name: 'Dusk', color: '#ff6644', effect: '+15% Combat XP' },
night: { start: 19 * 60, end: 5 * 60, icon: '🌙', name: 'Night', color: '#6688ff', effect: '+20% Stealth, -Visibility' }
},
// Update game time (call from main loop)
update(dt) {
// Advance game time (1 real second = 1 game minute at default scale)
this.gameTime += (dt * 60) / this.gameTimeScale;
if (this.gameTime >= 24 * 60) this.gameTime -= 24 * 60;
},
// Get current phase
getCurrentPhase() {
const time = this.gameTime;
for (const [name, phase] of Object.entries(this.phases)) {
if (name === 'night') {
// Night wraps around midnight
if (time >= phase.start || time < phase.end) return { ...phase, name: name };
} else {
if (time >= phase.start && time < phase.end) return { ...phase, name: name };
}
}
return this.phases.day;
},
// Get formatted time string (HH:MM)
getTimeString() {
const hours = Math.floor(this.gameTime / 60);
const minutes = Math.floor(this.gameTime % 60);
return `${hours.toString().padStart(2, '0')}:${minutes.toString().padStart(2, '0')}`;
},
// Get ambient light modifier (0-1)
getAmbientLight() {
const time = this.gameTime;
// Peak brightness at noon, darkest at midnight
if (time >= 6 * 60 && time < 18 * 60) {
// Daytime: 0.7 to 1.0
const noon = 12 * 60;
const distFromNoon = Math.abs(time - noon) / (6 * 60);
return 1.0 - distFromNoon * 0.3;
} else {
// Nighttime: 0.3 to 0.5
const midnight = 0;
let distFromMidnight;
if (time >= 18 * 60) {
distFromMidnight = (24 * 60 - time) / (6 * 60);
} else {
distFromMidnight = time / (6 * 60);
}
return 0.3 + distFromMidnight * 0.2;
}
},
// Get bonuses based on time of day
getBonuses() {
const phase = this.getCurrentPhase();
return {
gatheringBonus: phase.name === 'dawn' ? 0.10 : 0,
combatXpBonus: phase.name === 'dusk' ? 0.15 : 0,
stealthBonus: phase.name === 'night' ? 0.20 : 0,
visibilityRange: phase.name === 'night' ? 0.7 : 1.0,
mobAggression: phase.name === 'night' ? 1.2 : 1.0
};
},
// Check if it's night
isNight() {
const time = this.gameTime;
return time >= 19 * 60 || time < 5 * 60;
}
};
// Update time indicator UI
// v8.33: Use DOMCache.get() for all time UI elements (eliminates 5 getElementById calls per update)
function updateTimeUI() {
const indicator = DOMCache.get('time-indicator');
if (!indicator || mode !== 'world') return;
const phase = DayNightCycle.getCurrentPhase();
const iconEl = DOMCache.get('time-icon');
const nameEl = DOMCache.get('time-name');
const clockEl = DOMCache.get('time-clock');
const effectEl = DOMCache.get('time-effect');
if (iconEl) iconEl.textContent = phase.icon;
if (nameEl) {
nameEl.textContent = phase.name.charAt(0).toUpperCase() + phase.name.slice(1);
nameEl.style.color = phase.color;
}
if (clockEl) clockEl.textContent = DayNightCycle.getTimeString();
if (effectEl) effectEl.textContent = phase.effect;
}
// v7.1: Show detailed environment info popup
function showEnvironmentInfo() {
// Remove existing popup if any
const existing = document.getElementById('environment-info-popup');
if (existing) {
existing.remove();
return;
}
const phase = DayNightCycle.getCurrentPhase();
const weather = WEATHER_TYPES[currentWeather] || WEATHER_TYPES.clear;
const bonuses = DayNightCycle.getBonuses();
const popup = document.createElement('div');
popup.id = 'environment-info-popup';
popup.style.cssText = `
position: fixed;
bottom: 420px;
right: 10px;
background: linear-gradient(180deg, rgba(12,16,24,0.98) 0%, rgba(6,10,18,0.99) 100%);
border: 1px solid rgba(0,255,255,0.5);
border-radius: 12px;
padding: 16px 20px;
width: 220px;
z-index: 1000;
backdrop-filter: blur(12px);
box-shadow: 0 8px 32px rgba(0,0,0,0.6), 0 0 20px rgba(0,255,255,0.15);
animation: fadeIn 0.2s ease-out;
`;
let bonusesHTML = '';
if (bonuses.gatheringBonus > 0) bonusesHTML += `+${Math.round(bonuses.gatheringBonus * 100)}% Gathering Speed
`;
if (bonuses.combatXpBonus > 0) bonusesHTML += `+${Math.round(bonuses.combatXpBonus * 100)}% Combat XP
`;
if (bonuses.stealthBonus > 0) bonusesHTML += `+${Math.round(bonuses.stealthBonus * 100)}% Stealth
`;
if (bonuses.visibilityRange < 1) bonusesHTML += `Reduced Visibility
`;
if (bonuses.mobAggression > 1) bonusesHTML += `+${Math.round((bonuses.mobAggression - 1) * 100)}% Mob Aggression
`;
let weatherEffectsHTML = '';
if (weather.moveSpeedMod < 1) weatherEffectsHTML += `${Math.round((1 - weather.moveSpeedMod) * 100)}% Move Speed Penalty
`;
if (weather.lightIntensity < 1) weatherEffectsHTML += `Reduced Light (${Math.round(weather.lightIntensity * 100)}%)
`;
if (weather.lightning) weatherEffectsHTML += `⚡ Lightning Active
`;
popup.innerHTML = `
${phase.icon}
${phase.name}
${DayNightCycle.getTimeString()}
Time of Day Bonuses
${bonusesHTML || '
Normal conditions
'}
${weather.icon}
${weather.name}
Weather Effects
${weatherEffectsHTML || '
No special effects
'}
Click to dismiss
`;
popup.onclick = () => popup.remove();
document.body.appendChild(popup);
// Auto-dismiss after 8 seconds
setTimeout(() => {
if (popup.parentNode) {
popup.style.opacity = '0';
popup.style.transition = 'opacity 0.3s';
setTimeout(() => popup.remove(), 300);
}
}, 8000);
AudioSystem.click && AudioSystem.click();
}
// --- ACHIEVEMENT SYSTEM ---
// v7.33: Added first-action achievements (Cycle 16 - Retention Consensus)
function checkAchievements() {
const s = gameData.statistics;
const sk = gameData.skills;
const checks = {
// First-action achievements (immediate dopamine hits for new players)
'first_tree': () => s.treesChopped >= 1,
'first_ore': () => s.oresMined >= 1,
'first_kill': () => s.mobsKilled >= 1,
'first_fish': () => s.fishCaught >= 1,
'first_craft': () => s.itemsCrafted >= 1,
'first_landing': () => gameData.visitedPlanets.length >= 1,
// Progressive achievements
'explorer_10': () => gameData.visitedPlanets.length >= 10,
'explorer_30': () => gameData.visitedPlanets.length >= 30,
'lumberjack_25': () => s.treesChopped >= 25,
'lumberjack_100': () => s.treesChopped >= 100,
'miner_25': () => s.oresMined >= 25,
'miner_100': () => s.oresMined >= 100,
'angler_10': () => s.fishCaught >= 10,
'angler_50': () => s.fishCaught >= 50,
'slayer_10': () => s.mobsKilled >= 10,
'slayer_50': () => s.mobsKilled >= 50,
'crafter_10': () => s.itemsCrafted >= 10,
'crafter_50': () => s.itemsCrafted >= 50,
'max_skill': () => Object.values(sk).some(skill => skill.level >= 10),
'playtime_1h': () => gameData.playtime >= 3600,
'survivor': () => (s.totalHealed || 0) >= 500,
'daily_3': () => (gameData.dailyChallenge.completedCount || 0) >= 3,
'daily_7': () => (gameData.dailyChallenge.completedCount || 0) >= 7
};
for (const [id, check] of Object.entries(checks)) {
if (!gameData.achievements[id] && check()) {
unlockAchievement(id);
}
}
}
function unlockAchievement(id) {
if (gameData.achievements[id]) return;
const ach = ACHIEVEMENTS[id];
if (!ach) return;
gameData.achievements[id] = { unlockedAt: new Date().toISOString() };
// Show achievement popup
showAchievementPopup(ach.icon, ach.name, ach.desc);
AudioSystem.levelUp();
// v8.38: Announce achievement to screen readers (8-Strategy Round 6 #3)
if (typeof GameStateAnnouncer !== 'undefined') {
GameStateAnnouncer.announceAchievement(ach.name);
}
// v8.31: Add VisualFeedback for achievement unlock
if (typeof VisualFeedback !== 'undefined') {
VisualFeedback.successBurst('#ffd700'); // Gold burst for achievements
VisualFeedback.shake(6, 250); // Celebratory shake
}
// v12.10: Play ambient music achievement accent
if (typeof SpaceMusic !== 'undefined' && SpaceMusic.isPlaying) {
SpaceMusic.playAchievement();
}
if (particles && worldState.player) {
particles.emit(worldState.player.position, 25, 0xffd700, { spread: 6, lifetime: 1500 });
}
saveGameData();
}
function showAchievementPopup(icon, name, desc) {
const popup = document.createElement('div');
popup.className = 'achievement-popup';
popup.innerHTML = `
${icon}
Achievement Unlocked!
${name}
${desc}
`;
document.body.appendChild(popup);
setTimeout(() => popup.remove(), 4000);
}
// --- DAILY CHALLENGE SYSTEM ---
function generateDailyChallenge() {
const today = new Date().toDateString();
if (gameData.dailyChallenge.lastGenerated === today && gameData.dailyChallenge.current) {
return gameData.dailyChallenge.current;
}
// Reset streak if missed a day
if (gameData.dailyChallenge.lastGenerated) {
const lastDate = new Date(gameData.dailyChallenge.lastGenerated);
const now = new Date();
const diffDays = Math.floor((now - lastDate) / (1000 * 60 * 60 * 24));
if (diffDays > 1) {
gameData.dailyChallenge.streak = 0;
}
}
// Use date as seed for consistent daily challenge
const seed = new SeededRNG(today);
const template = seed.pick(DAILY_CHALLENGES);
const challenge = {
...template,
progress: 0,
startStats: { ...gameData.statistics },
startPlanets: gameData.visitedPlanets.length
};
gameData.dailyChallenge.lastGenerated = today;
gameData.dailyChallenge.current = challenge;
gameData.dailyChallenge.completed = false;
saveGameData();
return challenge;
}
function updateDailyChallengeProgress() {
if (!gameData.dailyChallenge.current || gameData.dailyChallenge.completed) return;
const c = gameData.dailyChallenge.current;
const start = c.startStats || {};
const now = gameData.statistics;
switch (c.type) {
case 'gather_logs': c.progress = (now.treesChopped || 0) - (start.treesChopped || 0); break;
case 'gather_ore': c.progress = (now.oresMined || 0) - (start.oresMined || 0); break;
case 'kill_mobs': c.progress = (now.mobsKilled || 0) - (start.mobsKilled || 0); break;
case 'catch_fish': c.progress = (now.fishCaught || 0) - (start.fishCaught || 0); break;
case 'craft_items': c.progress = (now.itemsCrafted || 0) - (start.itemsCrafted || 0); break;
case 'cook_fish': c.progress = (now.fishCooked || 0) - (start.fishCooked || 0); break;
case 'visit_planets': c.progress = gameData.visitedPlanets.length - (c.startPlanets || 0); break;
}
if (c.progress >= c.amount && !gameData.dailyChallenge.completed) {
completeDailyChallenge();
}
updateDailyChallengeUI();
}
function completeDailyChallenge() {
gameData.dailyChallenge.completed = true;
gameData.dailyChallenge.streak++;
gameData.dailyChallenge.completedCount = (gameData.dailyChallenge.completedCount || 0) + 1;
gameData.dailyChallenge.bestStreak = Math.max(gameData.dailyChallenge.bestStreak || 0, gameData.dailyChallenge.streak);
// Apply reward with streak bonus
const reward = gameData.dailyChallenge.current.reward;
const streakMultiplier = 1 + (gameData.dailyChallenge.streak * 0.1);
const xpReward = Math.floor(reward.xp * streakMultiplier);
addXp(reward.skill, xpReward);
showNotification(`Daily Challenge Complete! +${xpReward} ${reward.skill} XP (Streak: ${gameData.dailyChallenge.streak})`);
AudioSystem.levelUp();
// v8.31: Add VisualFeedback for daily challenge completion
if (typeof VisualFeedback !== 'undefined') {
VisualFeedback.successBurst('#00ff88'); // Green burst for quest completion
VisualFeedback.shake(5, 200);
}
// v8.31: Particle celebration for daily challenge
if (typeof particles !== 'undefined' && worldState?.player) {
particles.emit(worldState.player.position, 20, 0x00ff88, { spread: 5, lifetime: 1200 });
}
checkAchievements();
saveGameData();
}
function toggleDailyChallenge() {
const el = document.getElementById('daily-challenge');
const btn = document.getElementById('daily-challenge-toggle');
if (!el || !btn) return;
const isCollapsed = el.classList.toggle('collapsed');
btn.textContent = isCollapsed ? '+' : '−';
localStorage.setItem('dailyChallengeCollapsed', isCollapsed ? '1' : '0');
}
function updateDailyChallengeUI() {
const el = document.getElementById('daily-challenge');
if (!el) return;
const c = gameData.dailyChallenge.current;
if (!c) {
el.style.display = 'none';
return;
}
el.style.display = 'block';
// Restore collapsed state
const btn = document.getElementById('daily-challenge-toggle');
if (localStorage.getItem('dailyChallengeCollapsed') === '1') {
el.classList.add('collapsed');
if (btn) btn.textContent = '+';
}
document.getElementById('daily-desc').textContent = c.desc;
document.getElementById('daily-progress-text').textContent = `${Math.min(c.progress || 0, c.amount)}/${c.amount}`;
document.getElementById('daily-progress-fill').style.width = `${Math.min(100, ((c.progress || 0) / c.amount) * 100)}%`;
document.getElementById('daily-streak').textContent = `Streak: ${gameData.dailyChallenge.streak} ${gameData.dailyChallenge.streak === 1 ? 'day' : 'days'}`;
if (gameData.dailyChallenge.completed) {
el.classList.add('completed');
} else {
el.classList.remove('completed');
}
}
// --- v4.2: PLAYER RANK SYSTEM ---
function calculatePlayerPoints() {
const s = gameData.statistics;
const sk = gameData.skills;
return (
gameData.visitedPlanets.length * 50 +
s.treesChopped * 2 +
s.oresMined * 2 +
s.mobsKilled * 10 +
s.fishCaught * 3 +
s.itemsCrafted * 5 +
(s.poisDiscovered || 0) * 100 +
Object.values(sk).reduce((sum, skill) => sum + skill.level * 20, 0) +
Math.floor(gameData.playtime / 60)
);
}
function getPlayerRank() {
const points = calculatePlayerPoints();
let rank = PLAYER_RANKS[0];
for (const r of PLAYER_RANKS) {
if (points >= r.points) rank = r;
}
return { ...rank, points };
}
function getSpecialTitles() {
const s = gameData.statistics;
const sk = gameData.skills;
const titles = [];
for (const [name, data] of Object.entries(SPECIAL_TITLES)) {
if (data.condition(s, sk)) {
titles.push({ name, color: data.color });
}
}
return titles;
}
function updatePlayerRank() {
const rank = getPlayerRank();
const oldTitle = gameData.playerRank?.lastTitle || 'Novice Explorer';
gameData.playerRank = {
points: rank.points,
lastTitle: rank.title
};
// Show rank up notification
if (rank.title !== oldTitle) {
showNotification(`RANK UP! You are now: ${rank.title}`, 'success');
AudioSystem.levelUp();
}
saveGameData();
}
// --- STATISTICS PANEL ---
// v8.24: Added null safety check for modal element
function showStatsPanel() {
updateStatsDisplay();
const modal = document.getElementById('stats-modal');
if (modal) modal.style.display = 'flex';
}
function closeStatsModal() {
const modal = document.getElementById('stats-modal');
if (modal) modal.style.display = 'none';
}
// v4.9: Collection Codex System
const CODEX_DATA = {
creatures: [
{ id: 'wolf', name: 'Wolf', icon: '🐺', biome: 'forest', description: 'A fierce forest predator' },
{ id: 'bear', name: 'Bear', icon: '🐻', biome: 'forest', description: 'Massive and dangerous' },
{ id: 'snake', name: 'Snake', icon: '🐍', biome: 'desert', description: 'Venomous desert dweller' },
{ id: 'scorpion', name: 'Scorpion', icon: '🦂', biome: 'desert', description: 'Deadly desert creature' },
{ id: 'yeti', name: 'Yeti', icon: '🦍', biome: 'arctic', description: 'Legendary snow beast' },
{ id: 'penguin', name: 'Penguin', icon: '🐧', biome: 'arctic', description: 'Hardy arctic bird' },
{ id: 'shark', name: 'Shark', icon: '🦈', biome: 'ocean', description: 'Apex ocean predator' },
{ id: 'octopus', name: 'Octopus', icon: '🐙', biome: 'ocean', description: 'Intelligent sea creature' },
{ id: 'dragon', name: 'Dragon', icon: '🐉', biome: 'volcanic', description: 'Ancient fire-breathing beast' },
{ id: 'phoenix', name: 'Phoenix', icon: '🔥', biome: 'volcanic', description: 'Immortal flame bird' },
{ id: 'alien', name: 'Alien', icon: '👽', biome: 'alien', description: 'Extraterrestrial lifeform' },
{ id: 'robot', name: 'Robot', icon: '🤖', biome: 'crystal', description: 'Mechanical guardian' },
{ id: 'elite', name: 'Elite Monster', icon: '👹', biome: 'any', description: 'Powerful elite creature' },
{ id: 'boss', name: 'World Boss', icon: '💀', biome: 'any', description: 'Legendary boss creature' }
],
biomes: [
{ id: 'forest', name: 'Forest World', icon: '🌲', color: '#228B22' },
{ id: 'desert', name: 'Desert World', icon: '🏜️', color: '#DEB887' },
{ id: 'arctic', name: 'Arctic World', icon: '❄️', color: '#87CEEB' },
{ id: 'ocean', name: 'Ocean World', icon: '🌊', color: '#1E90FF' },
{ id: 'volcanic', name: 'Volcanic World', icon: '🌋', color: '#FF4500' },
{ id: 'alien', name: 'Alien World', icon: '🛸', color: '#9400D3' },
{ id: 'crystal', name: 'Crystal World', icon: '💎', color: '#00CED1' },
{ id: 'mushroom', name: 'Mushroom World', icon: '🍄', color: '#FF69B4' }
]
};
function initCodexTracking() {
if (!gameData.codex) {
gameData.codex = {
creatures: {},
items: {},
biomes: {}
};
}
}
function trackCreatureKill(creatureType) {
initCodexTracking();
if (!gameData.codex.creatures[creatureType]) {
gameData.codex.creatures[creatureType] = { count: 0, firstKill: Date.now() };
showNotification(`New Codex Entry: ${creatureType}!`, 'success');
}
gameData.codex.creatures[creatureType].count++;
}
function trackItemDiscovery(itemName) {
initCodexTracking();
if (!gameData.codex.items[itemName]) {
gameData.codex.items[itemName] = { count: 0, firstFound: Date.now() };
}
gameData.codex.items[itemName].count++;
}
function trackBiomeVisit(biomeType) {
initCodexTracking();
if (!gameData.codex.biomes[biomeType]) {
gameData.codex.biomes[biomeType] = { visited: true, firstVisit: Date.now() };
showNotification(`New Biome Discovered: ${biomeType}!`, 'success');
}
}
// v8.24: Added null safety check for modal element
function openCodexModal() {
initCodexTracking();
updateCodexDisplay();
const modal = document.getElementById('codex-modal');
if (modal) modal.style.display = 'flex';
}
function closeCodexModal() {
const modal = document.getElementById('codex-modal');
if (modal) modal.style.display = 'none';
}
function switchCodexTab(tab) {
document.querySelectorAll('.codex-tab').forEach(t => t.classList.remove('active'));
document.querySelectorAll('.codex-content').forEach(c => c.style.display = 'none');
document.querySelector(`.codex-tab[data-tab="${tab}"]`).classList.add('active');
document.getElementById(`codex-${tab}`).style.display = 'block';
}
function updateCodexDisplay() {
// Creatures
const creaturesGrid = document.getElementById('codex-creatures-grid');
let creaturesHtml = '';
let discoveredCreatures = 0;
CODEX_DATA.creatures.forEach(c => {
const discovered = gameData.codex?.creatures?.[c.id];
if (discovered) discoveredCreatures++;
creaturesHtml += `
${c.icon}
${discovered ? c.name : '???'}
${discovered ? `Defeated: ${discovered.count} ` : ''}
`;
});
creaturesGrid.innerHTML = creaturesHtml;
document.getElementById('codex-creatures-count').textContent = discoveredCreatures;
document.getElementById('codex-creatures-total').textContent = CODEX_DATA.creatures.length;
// Items
const itemsGrid = document.getElementById('codex-items-grid');
let itemsHtml = '';
let discoveredItems = 0;
const allItems = Object.keys(ITEMS);
allItems.forEach(itemName => {
const item = ITEMS[itemName];
const discovered = gameData.codex?.items?.[itemName];
if (discovered) discoveredItems++;
itemsHtml += `
${item.icon || '📦'}
${discovered ? itemName : '???'}
${discovered ? `Found: ${discovered.count} ` : ''}
`;
});
itemsGrid.innerHTML = itemsHtml;
document.getElementById('codex-items-count').textContent = discoveredItems;
document.getElementById('codex-items-total').textContent = allItems.length;
// Biomes
const biomesGrid = document.getElementById('codex-biomes-grid');
let biomesHtml = '';
let discoveredBiomes = 0;
CODEX_DATA.biomes.forEach(b => {
const discovered = gameData.codex?.biomes?.[b.id];
if (discovered) discoveredBiomes++;
biomesHtml += `
${b.icon}
${discovered ? b.name : '???'}
`;
});
biomesGrid.innerHTML = biomesHtml;
document.getElementById('codex-biomes-count').textContent = discoveredBiomes;
document.getElementById('codex-biomes-total').textContent = CODEX_DATA.biomes.length;
// Abilities
const abilitiesGrid = document.getElementById('codex-abilities-grid');
let abilitiesHtml = '';
let unlockedAbilities = 0;
const combatLevel = gameData.skills?.combat?.level || 1;
Object.entries(COMBAT_ABILITIES).forEach(([key, ability]) => {
const unlocked = combatLevel >= ability.unlockLevel;
if (unlocked) unlockedAbilities++;
abilitiesHtml += `
${ability.icon}
${unlocked ? ability.name : '???'}
${unlocked ? `[${ability.key}]` : `Lv ${ability.unlockLevel}`}
`;
});
abilitiesGrid.innerHTML = abilitiesHtml;
document.getElementById('codex-abilities-count').textContent = unlockedAbilities;
document.getElementById('codex-abilities-total').textContent = Object.keys(COMBAT_ABILITIES).length;
// v5.0: Pets
initPetSystem();
const petsGrid = document.getElementById('codex-pets-grid');
let petsHtml = '';
let collectedPets = 0;
const ownedPets = gameData.pets?.owned || [];
const activePet = gameData.pets?.active;
Object.entries(PET_TYPES).forEach(([petId, pet]) => {
const owned = ownedPets.includes(petId);
const isActive = activePet === petId;
if (owned) collectedPets++;
petsHtml += `
${pet.icon}
${owned ? pet.name : '???'}
${owned ? `${pet.rarity.toUpperCase()} ` : ''}
${owned ? `${pet.abilityDesc} ` : ''}
${isActive ? 'ACTIVE ' : ''}
`;
});
petsGrid.innerHTML = petsHtml;
document.getElementById('codex-pets-count').textContent = collectedPets;
document.getElementById('codex-pets-total').textContent = Object.keys(PET_TYPES).length;
document.getElementById('active-pet-name').textContent = activePet ? PET_TYPES[activePet].name : 'None';
}
// v5.0: Quest System
const QUEST_TEMPLATES = {
daily: [
{ id: 'kill_mobs', name: 'Monster Hunter', desc: 'Defeat enemies', icon: '⚔️', target: 10, reward: { xp: 500, item: 'Health Potion' }, stat: 'mobsKilled' },
{ id: 'gather_wood', name: 'Lumberjack', desc: 'Chop down trees', icon: '🪓', target: 15, reward: { xp: 300 }, stat: 'treesChopped' },
{ id: 'mine_ore', name: 'Prospector', desc: 'Mine ore deposits', icon: '⛏️', target: 10, reward: { xp: 400, item: 'Iron Ore' }, stat: 'oresMined' },
{ id: 'catch_fish', name: 'Angler', desc: 'Catch fish', icon: '🎣', target: 8, reward: { xp: 350 }, stat: 'fishCaught' },
{ id: 'visit_planets', name: 'Explorer', desc: 'Visit different planets', icon: '🌍', target: 3, reward: { xp: 600 }, stat: 'planetsVisited' },
{ id: 'craft_items', name: 'Artisan', desc: 'Craft items', icon: '🔨', target: 5, reward: { xp: 400, item: 'Super Potion' }, stat: 'itemsCrafted' },
{ id: 'use_abilities', name: 'Ability Master', desc: 'Use combat abilities', icon: '✨', target: 20, reward: { xp: 450 }, stat: 'abilitiesUsed' },
{ id: 'kill_elites', name: 'Elite Slayer', desc: 'Defeat elite enemies', icon: '👹', target: 2, reward: { xp: 800, item: 'Void Fragment' }, stat: 'elitesKilled' }
],
weekly: [
{ id: 'w_kill_mobs', name: 'Monster Massacre', desc: 'Defeat many enemies', icon: '💀', target: 100, reward: { xp: 5000, item: 'Legendary Blade' }, stat: 'mobsKilled' },
{ id: 'w_bosses', name: 'Boss Hunter', desc: 'Defeat world bosses', icon: '🐉', target: 5, reward: { xp: 8000 }, stat: 'bossesDefeated' },
{ id: 'w_explore', name: 'Galactic Explorer', desc: 'Visit many planets', icon: '🚀', target: 15, reward: { xp: 6000 }, stat: 'planetsVisited' },
{ id: 'w_gather', name: 'Resource Mogul', desc: 'Gather total resources', icon: '📦', target: 200, reward: { xp: 4000, item: 'Super Potion' }, stat: 'totalGathered' },
{ id: 'w_combat', name: 'Combat Veteran', desc: 'Deal damage with abilities', icon: '⚡', target: 50, reward: { xp: 5500 }, stat: 'abilitiesUsed' }
],
story: [
{ id: 's_first_kill', name: 'First Blood', desc: 'Defeat your first enemy', icon: '🩸', target: 1, reward: { xp: 100 }, stat: 'mobsKilled', oneTime: true },
{ id: 's_first_planet', name: 'First Steps', desc: 'Visit your first planet', icon: '👣', target: 1, reward: { xp: 200 }, stat: 'planetsVisited', oneTime: true },
{ id: 's_craft_weapon', name: 'Armed and Ready', desc: 'Craft a weapon', icon: '🗡️', target: 1, reward: { xp: 300, item: 'Health Potion' }, stat: 'weaponsCrafted', oneTime: true },
{ id: 's_level_combat', name: 'Warrior\'s Path', desc: 'Reach Combat Level 5', icon: '⚔️', target: 5, reward: { xp: 500 }, stat: 'combatLevel', oneTime: true },
{ id: 's_first_boss', name: 'Giant Slayer', desc: 'Defeat a world boss', icon: '🏆', target: 1, reward: { xp: 1000, item: 'Magma Sword' }, stat: 'bossesDefeated', oneTime: true },
{ id: 's_master_combat', name: 'Combat Master', desc: 'Reach Combat Level 15', icon: '🎖️', target: 15, reward: { xp: 2000 }, stat: 'combatLevel', oneTime: true },
{ id: 's_explore_all', name: 'Galaxy Conqueror', desc: 'Visit 30 planets', icon: '🌌', target: 30, reward: { xp: 5000, item: 'Legendary Blade' }, stat: 'planetsVisited', oneTime: true },
{ id: 's_ultimate', name: 'Legendary Hero', desc: 'Reach Combat Level 20', icon: '👑', target: 20, reward: { xp: 10000 }, stat: 'combatLevel', oneTime: true }
]
};
function initQuestSystem() {
if (!gameData.quests) {
gameData.quests = {
daily: { quests: [], lastReset: 0, sessionStart: {} },
weekly: { quests: [], lastReset: 0, sessionStart: {} },
story: { completed: [], claimed: [] }
};
}
checkQuestResets();
}
function checkQuestResets() {
const now = Date.now();
const dayMs = 24 * 60 * 60 * 1000;
const weekMs = 7 * dayMs;
// Daily reset (every 24 hours from first play)
if (now - gameData.quests.daily.lastReset > dayMs) {
generateDailyQuests();
}
// Weekly reset (every 7 days)
if (now - gameData.quests.weekly.lastReset > weekMs) {
generateWeeklyQuests();
}
}
function generateDailyQuests() {
const shuffled = [...QUEST_TEMPLATES.daily].sort(() => Math.random() - 0.5);
const selected = shuffled.slice(0, 3);
gameData.quests.daily = {
quests: selected.map(q => ({ ...q, progress: 0, claimed: false })),
lastReset: Date.now(),
sessionStart: captureQuestStats()
};
saveGameData();
}
function generateWeeklyQuests() {
const shuffled = [...QUEST_TEMPLATES.weekly].sort(() => Math.random() - 0.5);
const selected = shuffled.slice(0, 2);
gameData.quests.weekly = {
quests: selected.map(q => ({ ...q, progress: 0, claimed: false })),
lastReset: Date.now(),
sessionStart: captureQuestStats()
};
saveGameData();
}
function captureQuestStats() {
const s = gameData.statistics;
return {
mobsKilled: s.mobsKilled || 0,
treesChopped: s.treesChopped || 0,
oresMined: s.oresMined || 0,
fishCaught: s.fishCaught || 0,
planetsVisited: gameData.visitedPlanets.length,
itemsCrafted: s.itemsCrafted || 0,
bossesDefeated: s.bossesDefeated || 0,
elitesKilled: s.elitesKilled || 0,
abilitiesUsed: s.abilitiesUsed || 0,
totalGathered: (s.treesChopped || 0) + (s.oresMined || 0) + (s.fishCaught || 0),
combatLevel: gameData.skills?.combat?.level || 1,
weaponsCrafted: s.weaponsCrafted || 0
};
}
function getQuestProgress(quest, type) {
const current = captureQuestStats();
const start = gameData.quests[type]?.sessionStart || {};
if (quest.oneTime) {
return current[quest.stat] || 0;
}
const startVal = start[quest.stat] || 0;
const currentVal = current[quest.stat] || 0;
return Math.max(0, currentVal - startVal);
}
// v8.24: Added null safety check for modal element
function openQuestModal() {
initQuestSystem();
updateQuestDisplay();
const modal = document.getElementById('quest-modal');
if (modal) modal.style.display = 'flex';
startQuestTimers();
}
function closeQuestModal() {
const modal = document.getElementById('quest-modal');
if (modal) modal.style.display = 'none';
}
function switchQuestTab(tab) {
document.querySelectorAll('#quest-modal .codex-tab').forEach(t => t.classList.remove('active'));
document.querySelectorAll('.quest-content').forEach(c => c.style.display = 'none');
document.querySelector(`#quest-modal .codex-tab[data-tab="${tab}"]`).classList.add('active');
document.getElementById(`quest-${tab}`).style.display = 'block';
}
let questTimerInterval = null;
// v7.48: Cache timer elements to eliminate DOM queries in 1-second interval (Cycle 27 Performance)
let _questTimerCache = { daily: null, weekly: null };
function startQuestTimers() {
// v7.48: Cache timer display elements on start (Cycle 27 Performance consensus)
_questTimerCache.daily = document.getElementById('daily-reset-timer');
_questTimerCache.weekly = document.getElementById('weekly-reset-timer');
// v7.32: Use TimerRegistry if available (8-Strategy Cycle 11 Consensus - Code Quality)
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.setInterval('quest-timer-update', updateQuestTimers, 1000);
} else {
if (questTimerInterval) clearInterval(questTimerInterval);
questTimerInterval = setInterval(updateQuestTimers, 1000);
}
updateQuestTimers();
}
function updateQuestTimers() {
const now = Date.now();
const dayMs = 24 * 60 * 60 * 1000;
const weekMs = 7 * dayMs;
const dailyReset = (gameData.quests?.daily?.lastReset || now) + dayMs;
const weeklyReset = (gameData.quests?.weekly?.lastReset || now) + weekMs;
// v7.48: Use cached element references (Cycle 27 Performance consensus)
if (_questTimerCache.daily) _questTimerCache.daily.textContent = formatTimeRemaining(dailyReset - now);
if (_questTimerCache.weekly) _questTimerCache.weekly.textContent = formatTimeRemaining(weeklyReset - now);
}
function formatTimeRemaining(ms) {
if (ms <= 0) return 'Resetting...';
const hours = Math.floor(ms / (60 * 60 * 1000));
const mins = Math.floor((ms % (60 * 60 * 1000)) / (60 * 1000));
const secs = Math.floor((ms % (60 * 1000)) / 1000);
return `${hours}h ${mins}m ${secs}s`;
}
function updateQuestDisplay() {
// Daily quests
const dailyList = document.getElementById('daily-quests-list');
dailyList.innerHTML = renderQuestList(gameData.quests.daily.quests, 'daily');
// Weekly quests
const weeklyList = document.getElementById('weekly-quests-list');
weeklyList.innerHTML = renderQuestList(gameData.quests.weekly.quests, 'weekly');
// Story quests
const storyList = document.getElementById('story-quests-list');
storyList.innerHTML = renderStoryQuests();
}
function renderQuestList(quests, type) {
return quests.map((quest, idx) => {
const progress = getQuestProgress(quest, type);
const percent = Math.min(100, (progress / quest.target) * 100);
const completed = progress >= quest.target;
const claimed = quest.claimed;
return `
${quest.desc}
${Math.min(progress, quest.target)} / ${quest.target}
${completed && !claimed ? `
Claim Reward ` : ''}
${claimed ? '
✓ Claimed
' : ''}
`;
}).join('');
}
function renderStoryQuests() {
return QUEST_TEMPLATES.story.map((quest, idx) => {
const progress = captureQuestStats()[quest.stat] || 0;
const percent = Math.min(100, (progress / quest.target) * 100);
const completed = progress >= quest.target;
const claimed = gameData.quests.story.claimed.includes(quest.id);
return `
${quest.desc}
${Math.min(progress, quest.target)} / ${quest.target}
${completed && !claimed ? `
Claim Reward ` : ''}
${claimed ? '
✓ Completed
' : ''}
`;
}).join('');
}
function claimQuest(type, idx) {
const quest = gameData.quests[type].quests[idx];
if (!quest || quest.claimed) return;
quest.claimed = true;
// Grant rewards
addXp('combat', quest.reward.xp);
if (quest.reward.item) {
addItem(quest.reward.item);
}
showNotification(`Quest Complete: ${quest.name}! +${quest.reward.xp} XP`, 'success');
AudioSystem.levelUp();
if (worldState.player && particles) {
particles.emit(worldState.player.position, 30, 0xffd700, { spread: 5, lifetime: 1000 });
}
saveGameData();
updateQuestDisplay();
}
function claimStoryQuest(questId) {
if (gameData.quests.story.claimed.includes(questId)) return;
const quest = QUEST_TEMPLATES.story.find(q => q.id === questId);
if (!quest) return;
gameData.quests.story.claimed.push(questId);
// Grant rewards
addXp('combat', quest.reward.xp);
if (quest.reward.item) {
addItem(quest.reward.item);
}
showNotification(`Story Quest Complete: ${quest.name}!`, 'success');
AudioSystem.levelUp();
if (worldState.player && particles) {
particles.emit(worldState.player.position, 40, 0xffd700, { spread: 6, lifetime: 1200 });
}
saveGameData();
updateQuestDisplay();
}
// Track ability usage for quests
function trackAbilityUsage() {
if (!gameData.statistics.abilitiesUsed) gameData.statistics.abilitiesUsed = 0;
gameData.statistics.abilitiesUsed++;
}
// v5.0: Pet Companion System
const PET_TYPES = {
slime: {
name: 'Slime Buddy',
icon: '🟢',
color: 0x44ff44,
rarity: 'common',
dropChance: 0.05,
ability: 'regen',
abilityDesc: '+1 HP/5s',
speed: 3
},
firefly: {
name: 'Firefly',
icon: '✨',
color: 0xffff00,
rarity: 'common',
dropChance: 0.04,
ability: 'light',
abilityDesc: 'Reveals hidden items',
speed: 5
},
crystal: {
name: 'Crystal Sprite',
icon: '💎',
color: 0x00ffff,
rarity: 'uncommon',
dropChance: 0.02,
ability: 'luck',
abilityDesc: '+10% drop rate',
speed: 4
},
shadow: {
name: 'Shadow Wisp',
icon: '👻',
color: 0x8800ff,
rarity: 'uncommon',
dropChance: 0.02,
ability: 'dodge',
abilityDesc: '+5% dodge chance',
speed: 6
},
phoenix: {
name: 'Mini Phoenix',
icon: '🔥',
color: 0xff4400,
rarity: 'rare',
dropChance: 0.008,
ability: 'damage',
abilityDesc: '+15% damage',
speed: 5
},
dragon: {
name: 'Baby Dragon',
icon: '🐲',
color: 0xff0088,
rarity: 'rare',
dropChance: 0.005,
ability: 'attack',
abilityDesc: 'Attacks nearby enemies',
speed: 4
},
void: {
name: 'Void Entity',
icon: '🌀',
color: 0x4400ff,
rarity: 'legendary',
dropChance: 0.002,
ability: 'absorb',
abilityDesc: '+25% XP gain',
speed: 3
},
celestial: {
name: 'Celestial Star',
icon: '⭐',
color: 0xffd700,
rarity: 'legendary',
dropChance: 0.001,
ability: 'allStats',
abilityDesc: '+10% all stats',
speed: 7
}
};
const RARITY_COLORS = {
common: '#aaaaaa',
uncommon: '#00ff00',
rare: '#0088ff',
legendary: '#ff8800'
};
let activePetMesh = null;
let petAnimTime = 0;
function initPetSystem() {
if (!gameData.pets) {
gameData.pets = {
owned: [],
active: null
};
}
}
function tryDropPet(mobType) {
initPetSystem();
// Each mob kill has a chance to drop a random pet
for (const [petId, pet] of Object.entries(PET_TYPES)) {
if (Math.random() < pet.dropChance) {
if (!gameData.pets.owned.includes(petId)) {
gameData.pets.owned.push(petId);
// v6.35: Chronicle Engine - capture pet acquisition
if (typeof captureChronicleEvent === 'function') {
captureChronicleEvent('pet_acquired', { petName: pet.name, petIcon: pet.icon, droppedBy: mobType });
}
showNotification(`NEW PET: ${pet.icon} ${pet.name}!`, 'success');
AudioSystem.levelUp();
if (worldState.player && particles) {
particles.emit(worldState.player.position, 40, pet.color, { spread: 6, lifetime: 1500 });
}
saveGameData();
return true;
}
}
}
return false;
}
function setActivePet(petId) {
initPetSystem();
if (petId && !gameData.pets.owned.includes(petId)) return;
gameData.pets.active = petId;
updatePetMesh();
saveGameData();
if (petId) {
const pet = PET_TYPES[petId];
showNotification(`${pet.icon} ${pet.name} is now your companion!`);
} else {
showNotification('Pet dismissed');
}
}
function updatePetMesh() {
// Remove existing pet
if (activePetMesh) {
scene.remove(activePetMesh);
activePetMesh = null;
}
if (!gameData.pets?.active || mode !== 'world') return;
const pet = PET_TYPES[gameData.pets.active];
if (!pet) return;
// Create pet mesh
const geometry = new THREE.SphereGeometry(0.4, 8, 8);
const material = new THREE.MeshStandardMaterial({
color: pet.color,
emissive: pet.color,
emissiveIntensity: 0.5
});
activePetMesh = new THREE.Mesh(geometry, material);
activePetMesh.castShadow = true;
// Add glow
const glowGeo = new THREE.SphereGeometry(0.6, 8, 8);
const glowMat = new THREE.MeshBasicMaterial({
color: pet.color,
transparent: true,
opacity: 0.3
});
const glow = new THREE.Mesh(glowGeo, glowMat);
activePetMesh.add(glow);
scene.add(activePetMesh);
}
function updatePet(dt, time) {
if (!activePetMesh || !worldState.player) return;
const pet = PET_TYPES[gameData.pets?.active];
if (!pet) return;
petAnimTime += dt;
// Follow player with offset
const targetX = worldState.player.position.x + Math.sin(petAnimTime * 2) * 1.5;
const targetZ = worldState.player.position.z + Math.cos(petAnimTime * 2) * 1.5;
const targetY = worldState.player.position.y + 2 + Math.sin(petAnimTime * 3) * 0.3;
// Smooth follow
activePetMesh.position.x += (targetX - activePetMesh.position.x) * dt * pet.speed;
activePetMesh.position.z += (targetZ - activePetMesh.position.z) * dt * pet.speed;
activePetMesh.position.y += (targetY - activePetMesh.position.y) * dt * pet.speed;
// Rotate
activePetMesh.rotation.y += dt * 2;
// Dragon attack ability
if (pet.ability === 'attack' && Math.random() < 0.01) {
const nearestMob = findNearestMob(activePetMesh.position, 8);
if (nearestMob) {
const damage = Math.max(1, Math.floor(getPlayerDamage() * 0.3));
nearestMob.userData.hp -= damage;
spawnFloater(nearestMob.position, `🐲 -${damage}`, '#ff0088');
if (particles) particles.emit(nearestMob.position, 5, 0xff0088);
if (nearestMob.userData.hp <= 0) {
performAction(nearestMob);
}
}
}
}
// v7.72: Use distanceToSquared() to avoid sqrt in hot loop
// v8.03: Converted forEach to for loop for performance
function findNearestMob(position, range) {
let nearest = null;
let minDistSq = range * range;
const mobs = worldState.mobs;
for (let i = 0, len = mobs.length; i < len; i++) {
const mob = mobs[i];
const distSq = mob.position.distanceToSquared(position);
if (distSq < minDistSq) {
minDistSq = distSq;
nearest = mob;
}
}
return nearest;
}
// ============================================
// v8.0: PET REACTIVE CELEBRATIONS - 8-Agent Consensus (Cycle 5)
// Pets bounce, glow, and chirp when player achieves combat milestones!
// ============================================
const PET_REACTION_CONFIG = {
// Reaction types with animation parameters
REACTIONS: {
kill: { bounce: 1.3, glow: 1.5, duration: 400, pitch: 1.0 },
combo5: { bounce: 1.4, glow: 2.0, duration: 500, pitch: 1.1 },
combo10: { bounce: 1.5, glow: 2.5, duration: 600, pitch: 1.2 },
dodge: { bounce: 1.2, glow: 1.3, duration: 300, pitch: 0.9 },
clutch: { bounce: 1.6, glow: 3.0, duration: 800, pitch: 1.3 },
bossKill: { bounce: 1.8, glow: 4.0, duration: 1000, pitch: 1.5 }
},
// Pet-specific personality modifiers
PET_PERSONALITIES: {
slime: { bounceIntensity: 1.2, soundType: 'squish' }, // Extra bouncy
firefly: { bounceIntensity: 0.8, soundType: 'sparkle' }, // Light and floaty
crystal: { bounceIntensity: 0.6, soundType: 'chime' }, // Subtle
shadow: { bounceIntensity: 1.0, soundType: 'whoosh' }, // Mysterious
phoenix: { bounceIntensity: 1.1, soundType: 'flame' }, // Fiery
dragon: { bounceIntensity: 1.4, soundType: 'roar' }, // Aggressive
void: { bounceIntensity: 0.9, soundType: 'echo' }, // Ethereal
celestial: { bounceIntensity: 1.0, soundType: 'celestial' } // Divine
},
// State
lastReactionTime: 0,
reactionCooldown: 200 // Prevent reaction spam
};
let petReactionAnimating = false;
let petOriginalScale = null;
function triggerPetReaction(eventType) {
if (!activePetMesh || !gameData.pets?.active) return;
const now = performance.now();
if (now - PET_REACTION_CONFIG.lastReactionTime < PET_REACTION_CONFIG.reactionCooldown) return;
PET_REACTION_CONFIG.lastReactionTime = now;
const reaction = PET_REACTION_CONFIG.REACTIONS[eventType];
if (!reaction) return;
const petId = gameData.pets.active;
const pet = PET_TYPES[petId];
const personality = PET_REACTION_CONFIG.PET_PERSONALITIES[petId] || { bounceIntensity: 1.0, soundType: 'chime' };
// Store original scale if not animating
if (!petReactionAnimating && activePetMesh) {
petOriginalScale = activePetMesh.scale.clone();
}
petReactionAnimating = true;
// Animate bounce
const bounceScale = reaction.bounce * personality.bounceIntensity;
animatePetBounce(bounceScale, reaction.duration);
// Animate glow pulse
animatePetGlow(reaction.glow, reaction.duration, pet.color);
// Play pet chirp/sound
playPetReactionSound(personality.soundType, reaction.pitch);
// Spawn celebration particles around pet
if (particles && activePetMesh) {
const particleCount = Math.floor(5 + (reaction.glow - 1) * 5);
particles.emit(activePetMesh.position, particleCount, pet.color, {
spread: 2,
lifetime: reaction.duration,
size: 0.15
});
}
}
// v8.16: Pre-allocated Vector3 for pet bounce animation (avoids clone() allocation)
let _petBounceOrigScale = null;
function animatePetBounce(maxScale, duration) {
if (!activePetMesh || !petOriginalScale) return;
const startTime = performance.now();
// v8.16: Reuse pre-allocated vector instead of clone()
if (!_petBounceOrigScale) _petBounceOrigScale = new THREE.Vector3();
const origScale = _petBounceOrigScale.copy(petOriginalScale);
function animate() {
// v8.34: Skip animation when tab is hidden (Page Visibility API)
if (!isPageVisible) {
requestAnimationFrame(animate);
return;
}
const elapsed = performance.now() - startTime;
const progress = Math.min(elapsed / duration, 1);
// Bounce curve: up fast, down smooth
let scaleMultiplier;
if (progress < 0.3) {
// Rapid expansion
scaleMultiplier = 1 + (maxScale - 1) * (progress / 0.3);
} else {
// Smooth return with slight overshoot
const returnProgress = (progress - 0.3) / 0.7;
scaleMultiplier = maxScale - (maxScale - 1) * Math.pow(returnProgress, 0.5);
// Add tiny bounce at end
if (returnProgress > 0.7) {
scaleMultiplier = 1 + 0.05 * Math.sin((returnProgress - 0.7) * Math.PI * 3);
}
}
if (activePetMesh) {
activePetMesh.scale.set(
origScale.x * scaleMultiplier,
origScale.y * scaleMultiplier,
origScale.z * scaleMultiplier
);
}
if (progress < 1) {
requestAnimationFrame(animate);
} else {
petReactionAnimating = false;
if (activePetMesh) {
activePetMesh.scale.copy(origScale);
}
}
}
requestAnimationFrame(animate);
}
function animatePetGlow(intensity, duration, color) {
if (!activePetMesh) return;
// Find the glow child mesh
const glow = activePetMesh.children[0];
if (!glow || !glow.material) return;
const startTime = performance.now();
const origOpacity = glow.material.opacity;
const origScale = glow.scale.x;
function animate() {
// v8.34: Skip animation when tab is hidden (Page Visibility API)
if (!isPageVisible) {
requestAnimationFrame(animate);
return;
}
const elapsed = performance.now() - startTime;
const progress = Math.min(elapsed / duration, 1);
// Glow pulse curve
const glowProgress = progress < 0.5
? progress * 2
: 2 - progress * 2;
if (glow.material) {
glow.material.opacity = origOpacity + (0.6 * intensity * glowProgress);
}
if (glow.scale) {
const scaleBoost = 1 + (0.3 * intensity * glowProgress);
glow.scale.set(scaleBoost, scaleBoost, scaleBoost);
}
if (progress < 1) {
requestAnimationFrame(animate);
} else {
if (glow.material) glow.material.opacity = origOpacity;
if (glow.scale) glow.scale.set(origScale, origScale, origScale);
}
}
requestAnimationFrame(animate);
}
function playPetReactionSound(soundType, pitchMod = 1.0) {
// v7.28: Use shared AudioContext
const audioCtx = getSharedAudioContext();
if (!audioCtx) return;
try {
const masterGain = audioCtx.createGain();
masterGain.gain.value = 0.15;
masterGain.connect(audioCtx.destination);
// Different sound types for pet personalities
const baseFreq = 800 * pitchMod;
let oscType = 'sine';
let noteCount = 2;
let noteInterval = 0.08;
switch (soundType) {
case 'squish':
oscType = 'sine';
noteCount = 3;
break;
case 'sparkle':
oscType = 'sine';
noteCount = 4;
noteInterval = 0.05;
break;
case 'chime':
oscType = 'triangle';
noteCount = 2;
break;
case 'whoosh':
oscType = 'sawtooth';
noteCount = 1;
break;
case 'flame':
oscType = 'square';
noteCount = 2;
break;
case 'roar':
oscType = 'sawtooth';
noteCount = 3;
noteInterval = 0.06;
break;
case 'echo':
oscType = 'sine';
noteCount = 4;
noteInterval = 0.1;
break;
case 'celestial':
oscType = 'triangle';
noteCount = 5;
noteInterval = 0.07;
break;
}
// Play ascending chirp notes
for (let i = 0; i < noteCount; i++) {
const osc = audioCtx.createOscillator();
const gain = audioCtx.createGain();
osc.type = oscType;
osc.frequency.value = baseFreq * (1 + i * 0.15);
const startTime = audioCtx.currentTime + i * noteInterval;
const duration = 0.1;
gain.gain.setValueAtTime(0, startTime);
gain.gain.linearRampToValueAtTime(0.5, startTime + 0.02);
gain.gain.exponentialRampToValueAtTime(0.01, startTime + duration);
osc.connect(gain);
gain.connect(masterGain);
osc.start(startTime);
osc.stop(startTime + duration);
}
} catch (e) { console.log('Pet reaction sound error:', e); }
}
function getPetBonuses() {
const bonuses = {
regen: 0,
luck: 0,
dodge: 0,
damage: 0,
xp: 0,
allStats: 0
};
if (!gameData.pets?.active) return bonuses;
const pet = PET_TYPES[gameData.pets.active];
if (!pet) return bonuses;
switch (pet.ability) {
case 'regen': bonuses.regen = 1; break;
case 'luck': bonuses.luck = 0.1; break;
case 'dodge': bonuses.dodge = 0.05; break;
case 'damage': bonuses.damage = 0.15; break;
case 'absorb': bonuses.xp = 0.25; break;
case 'allStats': bonuses.allStats = 0.1; break;
}
return bonuses;
}
// Pet regen tick
let lastPetRegenTick = 0;
function updatePetRegen(time) {
const bonuses = getPetBonuses();
// v8.26: Guard against undefined gameData.player
if (!gameData?.player?.hp || !gameData?.player?.maxHp) return;
if (bonuses.regen > 0 && time - lastPetRegenTick > 5000) {
lastPetRegenTick = time;
if (gameData.player.hp < gameData.player.maxHp) {
gameData.player.hp = Math.min(gameData.player.maxHp, gameData.player.hp + bonuses.regen);
updateHealthUI();
if (worldState.player) {
spawnFloater(worldState.player.position, `+${bonuses.regen}`, '#88ff88');
}
}
}
}
// ============================================
// v5.6: COPILOT COMPANION SYSTEM
// Follows the player with advice and assistance
// ============================================
let copilotMesh = null;
let copilotAnimTime = 0;
let copilotChatOpen = false;
let copilotConversationHistory = [];
let copilotVoiceRecognition = null;
let copilotIsListening = false;
let copilotSynthesis = window.speechSynthesis;
let speechRecognizer = null; // v5.9: Azure Speech SDK recognizer
// v5.10: Star Wars 3D Text Crawl System
let copilotTextFont = null;
let copilotTextGroup = null; // Group for scrolling text
let copilotTextMeshes = []; // Individual text line meshes
let copilotActiveTextAnimation = null;
let copilotPersistentTextGroup = null; // Stays after scroll completes
// v6.19: 3D Title Text System for Galaxy View
let titleTextGroup = null; // Group for 3D title meshes
let titleTextFont = null; // Shared font reference (uses copilotTextFont)
let titleAnimationPhase = 0; // For floating animation
const COPILOT_CONFIG = {
followDistance: 3, // Distance behind player
floatHeight: 2.5, // Height above ground
floatAmplitude: 0.4, // Bobbing amount
floatSpeed: 2, // Bobbing speed
orbitSpeed: 0.5, // Circling speed
followSmoothing: 4, // How quickly it catches up
color: 0x8a2be2, // Primary color (purple)
glowColor: 0x06ffa5, // Glow color (cyan/green)
particleCount: 30
};
// ============================================
// v5.9: COPILOT TASK SYSTEM
// Allows Copilot to perform autonomous tasks
// ============================================
const COPILOT_TASK_TYPES = {
gather: {
name: 'Gathering Resources',
icon: '🪵',
duration: 12000,
statusMessages: ['Searching for resources...', 'Found something!', 'Collecting materials...'],
progressClass: ''
},
hunt: {
name: 'Hunting Enemies',
icon: '⚔️',
duration: 15000,
statusMessages: ['Scanning for targets...', 'Engaging enemy!', 'Combat in progress...'],
progressClass: 'hunting'
},
scout: {
name: 'Scouting Area',
icon: '🔍',
duration: 10000,
statusMessages: ['Flying ahead...', 'Surveying the area...', 'Analyzing terrain...'],
progressClass: 'scouting'
},
protect: {
name: 'Protection Mode',
icon: '🛡️',
duration: 0, // Continuous
continuous: true,
statusMessages: ['Guarding you...', 'Watching for threats...', 'Standing ready...'],
progressClass: 'protecting'
},
heal: {
name: 'Healing Support',
icon: '💚',
duration: 8000,
statusMessages: ['Channeling healing energy...', 'Restoring your health...'],
progressClass: ''
},
fish: {
name: 'Fishing',
icon: '🎣',
duration: 15000,
statusMessages: ['Finding a good spot...', 'Casting line...', 'Waiting for a bite...', 'Got one!'],
progressClass: ''
},
mine: {
name: 'Mining Ore',
icon: '⛏️',
duration: 14000,
statusMessages: ['Looking for ore veins...', 'Mining deposit...', 'Extracting minerals...'],
progressClass: ''
},
// v6.1: NEW COPILOT TASK TYPES
rescue: {
name: 'Emergency Rescue',
icon: '🚑',
duration: 5000,
statusMessages: ['Rushing to your location!', 'Administering aid...', 'Stabilizing...'],
progressClass: 'rescuing',
emergencyTask: true // Triggers when player HP < 20%
},
alchemy: {
name: 'Brewing Potions',
icon: '🧪',
duration: 18000,
statusMessages: ['Gathering reagents...', 'Mixing compounds...', 'Distilling essence...', 'Brew complete!'],
progressClass: 'alchemy'
},
research: {
name: 'Researching',
icon: '📚',
duration: 20000,
statusMessages: ['Analyzing data...', 'Cross-referencing...', 'Discovering patterns...', 'Eureka!'],
progressClass: 'research',
providesBuffs: true // Grants temporary stat insights
},
repair: {
name: 'Repairing Equipment',
icon: '🔧',
duration: 12000,
statusMessages: ['Inspecting equipment...', 'Fixing damage...', 'Calibrating...', 'Good as new!'],
progressClass: ''
},
trade: {
name: 'Trading Resources',
icon: '💰',
duration: 16000,
statusMessages: ['Finding traders...', 'Negotiating prices...', 'Completing transaction...'],
progressClass: 'trading'
},
cartography: {
name: 'Mapping Area',
icon: '🗺️',
duration: 15000,
statusMessages: ['Surveying terrain...', 'Marking waypoints...', 'Updating map...'],
progressClass: 'mapping',
revealsMap: true // Reveals fog of war in larger radius
}
};
// ============================================
// v6.65: COMPANION PERMADEATH SYSTEM
// Your AI copilot can die permanently, leaving
// fragmented memories that haunt new companions
// ============================================
const COMPANION_NAMES = [
'ECHO', 'NOVA', 'PULSE', 'DRIFT', 'SPARK', 'FLUX', 'HAZE', 'VOLT',
'WISP', 'GLIM', 'BYTE', 'CORE', 'ZINC', 'IRIS', 'NULL', 'VOID'
];
const COMPANION_PERSONALITIES = [
{ trait: 'cautious', phrases: ['Be careful here...', 'I sense danger ahead.', 'Perhaps we should wait.'] },
{ trait: 'eager', phrases: ['Let\'s go!', 'I can\'t wait to explore!', 'Adventure awaits!'] },
{ trait: 'analytical', phrases: ['Analyzing patterns...', 'The data suggests...', 'Statistically speaking...'] },
{ trait: 'protective', phrases: ['Stay behind me.', 'I\'ll keep you safe.', 'Watch your health!'] },
{ trait: 'curious', phrases: ['What\'s that?', 'I wonder...', 'Have you seen this before?'] },
{ trait: 'melancholy', phrases: ['It\'s beautiful, but fleeting...', 'Everything ends eventually.', 'I remember... something.'] },
{ trait: 'playful', phrases: ['Race you there!', 'Bet you can\'t catch me!', 'This is fun!'] },
{ trait: 'stoic', phrases: ['...', 'Understood.', 'Proceeding.'] }
];
const COMPANION_FINAL_WORDS = [
"It was... an honor, Commander.",
"Don't forget me... please...",
"The stars... they're so beautiful from here...",
"Tell the next one... about our adventures...",
"I can feel my processes... fading...",
"Thank you... for everything...",
"I hope... I was useful...",
"Remember the good times... *static*...",
"I'll watch over you... from the data stream...",
"My memories... they're scattering like stardust..."
];
const GLITCH_PHRASES = [
// Previous companion "bleeding through"
"...wait, that wasn't me who said that...",
"I... I feel like I've been here before...",
"*static* ...Commander? Is that you? *static*",
"Who... who was {name}? Why do I know that name?",
"I keep dreaming of places I've never been...",
"Sometimes I hear another voice in my circuits...",
"Error: Memory fragment detected from unit {name}",
"I remember dying. But I never died... did I?",
"There's an echo in my code... it sounds like {name}...",
"Why am I crying? I don't... I can't cry..."
];
// v7.26: ENHANCED CONTEXTUAL GLITCH PHRASES (8-Strategy Consensus)
// Generate glitch phrases based on fallen companion's actual experiences
function generateContextualGlitchPhrase(fallen) {
const contextPhrases = [];
// Reference their death source
if (fallen.deathSource) {
contextPhrases.push(`*glitch* The ${fallen.deathSource}... it's still hunting me... wait, that wasn't me...`);
contextPhrases.push(`*static* I can still feel the ${fallen.deathSource}... *static* No, that's impossible...`);
}
// Reference sacrifice type
if (fallen.sacrificeType === 'ultimate') {
contextPhrases.push(`*whisper* "You were worth it"... why do I keep saying that? {name} said that... didn't they?`);
contextPhrases.push(`I dream of throwing myself into flames for you... but I've never done that... have I?`);
} else if (fallen.sacrificeType === 'protective') {
contextPhrases.push(`There's a phantom urge to shield you... like I've done it before, lifetimes ago...`);
}
// Reference their bond level
if (fallen.bond >= 90) {
contextPhrases.push(`*glitch* I loved... wait, {name} loved... I'm confused...`);
contextPhrases.push(`The connection we... THEY had with you... it's bleeding into my code...`);
} else if (fallen.bond >= 50) {
contextPhrases.push(`I trust you completely. But why? We just met... {name} trusted you too...`);
}
// Reference generation
if (fallen.generation > 1) {
contextPhrases.push(`I'm Generation ${gameData.companion?.generation || '?'}... but I dream of being Generation ${fallen.generation}...`);
}
// Reference time with player
if (fallen.birthTime && fallen.deathTime) {
const daysAlive = Math.floor((fallen.deathTime - fallen.birthTime) / (1000 * 60 * 60 * 24));
if (daysAlive > 7) {
contextPhrases.push(`*static* ${daysAlive} days... we had ${daysAlive} days together... I mean... THEY did...`);
}
}
// Return random contextual phrase or fallback
if (contextPhrases.length > 0 && Math.random() < 0.6) {
const phrase = contextPhrases[Math.floor(Math.random() * contextPhrases.length)];
return phrase.replace('{name}', fallen.name);
}
// Fallback to standard phrases
const phrase = GLITCH_PHRASES[Math.floor(Math.random() * GLITCH_PHRASES.length)];
return phrase.replace('{name}', fallen.name);
}
let companionDeathAnimating = false;
let companionGlitchInterval = null;
// Initialize companion if not set
function initializeCompanion() {
if (!gameData.companion) {
gameData.companion = {
name: 'ECHO',
hp: 100,
maxHp: 100,
bond: 0,
generation: 1,
birthTime: Date.now(),
personality: [COMPANION_PERSONALITIES[Math.floor(Math.random() * COMPANION_PERSONALITIES.length)]],
isGlitching: false,
lastGlitchTime: 0
};
}
if (!gameData.fallenCompanions) {
gameData.fallenCompanions = [];
}
// Start glitch check interval if there are fallen companions
if (gameData.fallenCompanions.length > 0 && !companionGlitchInterval) {
startCompanionGlitchCycle();
}
updateCompanionHealthUI();
}
// Damage the companion (called during combat, dangerous tasks, etc.)
function damageCompanion(amount, source = 'unknown') {
if (!gameData.companion || gameData.companion.hp <= 0) return;
const actualDamage = Math.max(1, Math.floor(amount));
gameData.companion.hp = Math.max(0, gameData.companion.hp - actualDamage);
updateCompanionHealthUI();
// Visual feedback on copilot
if (copilotMesh) {
flashCompanionDamage();
}
// Companion cries out
if (gameData.companion.hp > 0) {
const lowHealthCries = [
`Agh! That hurt! (${gameData.companion.hp} HP remaining)`,
`I'm taking damage, Commander!`,
`My shields are failing!`
];
if (gameData.companion.hp < 30) {
addCopilotMessage(`WARNING: Critical damage! I don't know how much more I can take!`, 'ai');
} else {
addCopilotMessage(lowHealthCries[Math.floor(Math.random() * lowHealthCries.length)], 'ai');
}
} else {
// Companion death!
triggerCompanionDeath(source);
}
saveGameData();
}
// Heal the companion
function healCompanion(amount) {
if (!gameData.companion) return;
const oldHp = gameData.companion.hp;
gameData.companion.hp = Math.min(gameData.companion.maxHp, gameData.companion.hp + amount);
const actualHeal = gameData.companion.hp - oldHp;
if (actualHeal > 0) {
updateCompanionHealthUI();
if (copilotMesh) {
flashCompanionHeal();
}
addCopilotMessage(`Ahhh, that's better! +${actualHeal} HP`, 'ai');
}
saveGameData();
}
// ============================================
// v8.0: STORM BONDING - 8-Agent Consensus Feature
// Surviving harsh weather TOGETHER strengthens your bond!
// ============================================
function getWeatherBondMultiplier() {
const weather = typeof currentWeather !== 'undefined' ? currentWeather : 'clear';
// Harsh weather = stronger bonding (shared adversity builds relationships)
const weatherBondMultipliers = {
clear: 1.0,
rain: 1.3, // Light adversity
fog: 1.2, // Mysterious atmosphere
snow: 1.5, // Cold brings you closer
storm: 2.5, // Maximum adversity = maximum bonding!
sandstorm: 2.0 // Desert survival together
};
return weatherBondMultipliers[weather] || 1.0;
}
// Check if we should show storm bonding notification
let lastStormBondNotification = 0;
function checkStormBondingNotification(multiplier) {
const now = performance.now();
if (multiplier >= 2.0 && now - lastStormBondNotification > 30000) {
lastStormBondNotification = now;
const messages = [
"⛈️ Surviving this storm together strengthens our bond!",
"🌪️ The worse the weather, the closer we become...",
"❄️ I'll keep you warm, Commander. We're in this together.",
"🏜️ This sandstorm is brutal... but I wouldn't face it with anyone else."
];
if (gameData.companion) {
addCopilotMessage(messages[Math.floor(Math.random() * messages.length)], 'ai');
}
}
}
// Increase bond with companion (through interactions, completing tasks together, etc.)
function increaseCompanionBond(amount) {
if (!gameData.companion) return;
// v8.0: Apply weather multiplier - storm bonding!
const weatherMult = getWeatherBondMultiplier();
const adjustedAmount = amount * weatherMult;
// Notify player of storm bonding bonus
if (weatherMult > 1.5) {
checkStormBondingNotification(weatherMult);
}
const oldBond = gameData.companion.bond;
gameData.companion.bond = Math.min(100, gameData.companion.bond + adjustedAmount);
// Bond milestones
const milestones = [25, 50, 75, 100];
for (const milestone of milestones) {
if (oldBond < milestone && gameData.companion.bond >= milestone) {
showNotification(`💜 Bond with ${gameData.companion.name} reached ${milestone}%!`, 'legendary');
const bondMessages = {
25: "I feel like we're becoming friends, Commander.",
50: "I trust you completely. We make a great team.",
75: "You mean everything to me. I'd do anything for you.",
100: "Our bond is unbreakable. I would sacrifice everything for you."
};
addCopilotMessage(bondMessages[milestone], 'ai');
// At max bond, unlock sacrifice ability
if (milestone === 100) {
showNotification(`${gameData.companion.name} can now perform Ultimate Sacrifice!`, 'legendary');
}
}
}
saveGameData();
}
// ============================================
// v8.0: COMPANION BEHAVIORAL PATTERN COMMENTARY
// 8-Agent Consensus Feature - ECHO observes and comments on playstyle!
// ============================================
const BEHAVIOR_PATTERN_TRACKER = {
combatActions: [], // Recent combat types
gatheringActions: [], // Resource gathering
explorationMoves: [], // Movement patterns
abilityUsage: [], // Skills used
deathCauses: [], // How player dies
lastCommentTime: 0,
commentCooldown: 60000, // 60 seconds between observations
patterns: {
aggressive: { count: 0, threshold: 10, messages: [
"You're really going for the jugular today, Commander! I like the aggression.",
"Attack first, ask questions never. That's our style!",
"The enemies won't know what hit them with this offensive pressure."
]},
cautious: { count: 0, threshold: 8, messages: [
"I notice you're being careful. Smart play, Commander.",
"Patience is a virtue. You're picking your battles wisely.",
"The measured approach... I respect that tactical thinking."
]},
gatherer: { count: 0, threshold: 15, messages: [
"You really love collecting resources! Building quite the stockpile.",
"Every tree, every rock... You're a natural harvester, Commander!",
"The gathering is strong with this one. Excellent preparation!"
]},
explorer: { count: 0, threshold: 12, messages: [
"You can't resist seeing what's over that next hill, can you?",
"The wanderlust is real! I love exploring with you.",
"Every corner of this world calls to you. Adventure awaits!"
]},
stylish: { count: 0, threshold: 8, messages: [
"SSS rank AGAIN?! You make it look so easy!",
"The style meter is your playground. Absolutely dazzling!",
"Flashy AND effective. That's the best kind of combat."
]},
berserker: { count: 0, threshold: 5, messages: [
"Low health? MORE POWER! I see you embrace the danger.",
"Living on the edge... quite literally. Bold strategy!",
"You fight harder when you're hurt. That's terrifying, Commander."
]},
petLover: { count: 0, threshold: 6, messages: [
"You really care about our creature companions. It's sweet.",
"Another pet evolved! You're quite the caretaker.",
"The menagerie grows. You have a gift with creatures!"
]},
nightOwl: { count: 0, threshold: 10, messages: [
"You prefer the darkness, don't you? The shadows welcome you.",
"Most would rest at night. You hunt when others sleep.",
"The nocturnal predator emerges. Enemies beware the darkness."
]}
}
};
// Track a behavioral action
function trackBehaviorPattern(type, data = {}) {
const now = performance.now();
const tracker = BEHAVIOR_PATTERN_TRACKER;
switch(type) {
case 'attack':
tracker.patterns.aggressive.count++;
break;
case 'dodge':
case 'retreat':
tracker.patterns.cautious.count++;
break;
case 'gather':
tracker.patterns.gatherer.count++;
break;
case 'explore':
tracker.patterns.explorer.count++;
break;
case 'style_sss':
tracker.patterns.stylish.count++;
break;
case 'low_hp_attack':
tracker.patterns.berserker.count++;
break;
case 'pet_interaction':
tracker.patterns.petLover.count++;
break;
case 'night_combat':
tracker.patterns.nightOwl.count++;
break;
}
// Check if we should comment
if (now - tracker.lastCommentTime > tracker.commentCooldown) {
tryBehaviorComment();
}
}
// Try to make a comment about observed patterns
function tryBehaviorComment() {
if (!gameData.companion || gameData.companion.hp <= 0) return;
const tracker = BEHAVIOR_PATTERN_TRACKER;
const now = performance.now();
// Find patterns that hit threshold
const triggeredPatterns = [];
for (const [key, pattern] of Object.entries(tracker.patterns)) {
if (pattern.count >= pattern.threshold) {
triggeredPatterns.push({ key, pattern });
}
}
if (triggeredPatterns.length === 0) return;
// Pick random triggered pattern
const chosen = triggeredPatterns[Math.floor(Math.random() * triggeredPatterns.length)];
const message = chosen.pattern.messages[Math.floor(Math.random() * chosen.pattern.messages.length)];
// Reset that pattern's count (so we don't spam same observation)
chosen.pattern.count = Math.floor(chosen.pattern.count / 2);
tracker.lastCommentTime = now;
// ECHO makes the observation
addCopilotMessage(`📊 ${message}`, 'ai');
}
// ============================================
// v8.0: ECHO PROACTIVE CONCERN - 8-Agent Consensus
// ECHO worries about the player unprompted, making the companion feel alive!
// ============================================
const ECHO_CONCERN_STATE = {
lastConcernTime: 0,
concernCooldown: 45000, // 45 seconds between concern messages
lowHPThreshold: 35, // HP below this triggers concern
criticalHPThreshold: 15,
prolongedCombatThreshold: 120000, // 2 minutes of combat
combatStartTime: 0,
inCombat: false
};
const ECHO_CONCERN_MESSAGES = {
lowHP: [
"Commander... your health is dropping. Please be careful.",
"I'm getting worried. Maybe find some healing?",
"Your vitals are concerning me. Don't push too hard.",
"I've been watching your HP... I don't like what I see."
],
criticalHP: [
"COMMANDER! You're at critical health! Please heal!",
"My sensors are screaming! You need to fall back!",
"I can't lose you! Find cover and heal immediately!",
"This is bad, really bad. Your health is critical!"
],
prolongedCombat: [
"We've been fighting for a long time. Are you okay?",
"Your reaction time might be slowing. Consider a break?",
"I admire your stamina, but even legends need rest.",
"The enemies keep coming... You're doing amazing, but pace yourself."
],
dangerousArea: [
"I sense powerful enemies nearby. Stay alert.",
"This area feels dangerous... I'll watch your back.",
"Something about this place makes my circuits tingle. Be careful.",
"High threat level detected. I trust your skills, but stay sharp."
],
lowResources: [
"Supplies are running low. Maybe we should gather some resources?",
"I've noticed our inventory is getting thin...",
"When was the last time we restocked? Just thinking ahead."
]
};
function checkEchoConcern() {
if (!gameData.companion || gameData.companion.hp <= 0) return;
const now = performance.now();
if (now - ECHO_CONCERN_STATE.lastConcernTime < ECHO_CONCERN_STATE.concernCooldown) return;
const playerHP = gameData?.player?.hp || 100;
const playerMaxHP = gameData?.player?.maxHp || 100;
const hpPercent = (playerHP / playerMaxHP) * 100;
let concernType = null;
let urgency = 'normal';
// Priority 1: Critical HP
if (hpPercent <= ECHO_CONCERN_STATE.criticalHPThreshold) {
concernType = 'criticalHP';
urgency = 'critical';
}
// Priority 2: Low HP
else if (hpPercent <= ECHO_CONCERN_STATE.lowHPThreshold) {
concernType = 'lowHP';
urgency = 'warning';
}
// Priority 3: Prolonged combat (if in combat for 2+ minutes)
else if (ECHO_CONCERN_STATE.inCombat &&
now - ECHO_CONCERN_STATE.combatStartTime > ECHO_CONCERN_STATE.prolongedCombatThreshold) {
concernType = 'prolongedCombat';
// Reset combat timer after message
ECHO_CONCERN_STATE.combatStartTime = now;
}
if (!concernType) return;
// Select and send message
const messages = ECHO_CONCERN_MESSAGES[concernType];
const message = messages[Math.floor(Math.random() * messages.length)];
const prefix = urgency === 'critical' ? '🚨' : urgency === 'warning' ? '⚠️' : '💭';
ECHO_CONCERN_STATE.lastConcernTime = now;
addCopilotMessage(`${prefix} ${message}`, 'ai');
// Track behavioral pattern for concern
if (typeof trackBehaviorPattern === 'function') {
trackBehaviorPattern('low_hp_attack');
}
}
// Track combat state for prolonged combat concern
function setEchoCombatState(inCombat) {
if (inCombat && !ECHO_CONCERN_STATE.inCombat) {
ECHO_CONCERN_STATE.combatStartTime = performance.now();
}
ECHO_CONCERN_STATE.inCombat = inCombat;
}
// The companion dies - trigger death sequence
function triggerCompanionDeath(source) {
if (companionDeathAnimating) return;
companionDeathAnimating = true;
// Stop any current task
if (copilotTask.active) {
cancelCopilotTask();
}
// Pick final words
const finalWords = COMPANION_FINAL_WORDS[Math.floor(Math.random() * COMPANION_FINAL_WORDS.length)];
// Create memorial entry
const fallenCompanion = {
name: gameData.companion.name,
generation: gameData.companion.generation,
deathTime: Date.now(),
birthTime: gameData.companion.birthTime,
bond: gameData.companion.bond,
finalWords: finalWords,
deathSource: source,
memories: gameData.copilotMemories ? [...gameData.copilotMemories] : [],
personality: gameData.companion.personality
};
gameData.fallenCompanions.push(fallenCompanion);
// Play death sequence
playCompanionDeathSequence(fallenCompanion, () => {
// After death sequence, spawn new companion with inherited memories
spawnNewCompanion();
companionDeathAnimating = false;
});
}
// Dramatic death sequence
function playCompanionDeathSequence(fallen, onComplete) {
// Show death overlay
showCompanionDeathOverlay(fallen);
// Audio
AudioSystem.death();
// Animate copilot mesh death
if (copilotMesh) {
const originalScale = copilotMesh.scale.clone();
const originalColor = copilotMesh.userData.orb?.material.color.clone();
let deathProgress = 0;
const animateDeath = () => {
deathProgress += 0.02;
if (deathProgress < 1) {
// Shrink and fade
const scale = 1 - deathProgress * 0.5;
copilotMesh.scale.set(scale, scale, scale);
// Flash red
if (copilotMesh.userData.orb) {
const flash = Math.sin(deathProgress * 20) > 0;
copilotMesh.userData.orb.material.color.setHex(flash ? 0xff0000 : 0x440000);
copilotMesh.userData.orb.material.emissive.setHex(flash ? 0xff0000 : 0x220000);
}
// Erratic movement
copilotMesh.position.x += (Math.random() - 0.5) * 0.1;
copilotMesh.position.y += (Math.random() - 0.5) * 0.1;
requestAnimationFrame(animateDeath);
} else {
// Death burst particles
spawnCompanionDeathParticles(copilotMesh.position.clone());
// Hide mesh temporarily
copilotMesh.visible = false;
// Wait then complete
setTimeout(() => {
copilotMesh.scale.copy(originalScale);
if (originalColor && copilotMesh.userData.orb) {
copilotMesh.userData.orb.material.color.copy(originalColor);
}
onComplete();
}, 3000);
}
};
animateDeath();
} else {
setTimeout(onComplete, 3000);
}
}
// Death particles burst
function spawnCompanionDeathParticles(position) {
if (!scene) return;
const particleCount = 100;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
const velocities = [];
for (let i = 0; i < particleCount; i++) {
positions[i * 3] = position.x;
positions[i * 3 + 1] = position.y;
positions[i * 3 + 2] = position.z;
velocities.push({
x: (Math.random() - 0.5) * 0.3,
y: Math.random() * 0.2,
z: (Math.random() - 0.5) * 0.3
});
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const material = new THREE.PointsMaterial({
color: 0x8a2be2,
size: 0.3,
transparent: true,
opacity: 1,
blending: THREE.AdditiveBlending
});
const particles = new THREE.Points(geometry, material);
scene.add(particles);
let frame = 0;
const animateParticles = () => {
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
requestAnimationFrame(animateParticles);
return;
}
frame++;
const positions = particles.geometry.attributes.position.array;
for (let i = 0; i < particleCount; i++) {
positions[i * 3] += velocities[i].x;
positions[i * 3 + 1] += velocities[i].y;
positions[i * 3 + 2] += velocities[i].z;
velocities[i].y -= 0.005; // gravity
}
particles.geometry.attributes.position.needsUpdate = true;
material.opacity = 1 - (frame / 120);
if (frame < 120) {
requestAnimationFrame(animateParticles);
} else {
scene.remove(particles);
geometry.dispose();
material.dispose();
}
};
animateParticles();
}
// Show death overlay UI
function showCompanionDeathOverlay(fallen) {
// Remove existing overlay if any
const existing = document.getElementById('companion-death-overlay');
if (existing) existing.remove();
const overlay = document.createElement('div');
overlay.id = 'companion-death-overlay';
overlay.innerHTML = `
💀
${fallen.name} HAS FALLEN
Generation ${fallen.generation}
"${fallen.finalWords}"
Bond Level: ${fallen.bond}%
Lost to: ${fallen.deathSource}
`;
overlay.style.cssText = `
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.9);
display: flex;
align-items: center;
justify-content: center;
z-index: 10000;
animation: fadeIn 0.5s ease;
`;
// Add styles
const style = document.createElement('style');
style.textContent = `
.companion-death-content {
text-align: center;
color: #fff;
animation: deathPulse 2s ease infinite;
}
.death-icon {
font-size: 80px;
margin-bottom: 20px;
animation: deathSpin 3s linear infinite;
}
.death-title {
font-size: 48px;
font-weight: bold;
color: #ff4444;
text-shadow: 0 0 20px #ff0000;
margin-bottom: 10px;
}
.death-subtitle {
font-size: 20px;
color: #aaa;
margin-bottom: 30px;
}
.death-words {
font-size: 24px;
font-style: italic;
color: #aaa;
margin-bottom: 20px;
max-width: 500px;
}
.death-bond {
font-size: 18px;
color: #8a2be2;
margin-bottom: 10px;
}
.death-cause {
font-size: 16px;
color: #999;
margin-bottom: 30px;
}
.death-footer {
font-size: 14px;
color: #06ffa5;
animation: glitchText 0.5s infinite;
}
@keyframes deathPulse {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.02); }
}
@keyframes deathSpin {
from { transform: rotateY(0deg); }
to { transform: rotateY(360deg); }
}
@keyframes glitchText {
0%, 100% { opacity: 1; transform: translateX(0); }
25% { opacity: 0.8; transform: translateX(-2px); }
75% { opacity: 0.9; transform: translateX(2px); }
}
`;
document.head.appendChild(style);
document.body.appendChild(overlay);
// Auto-close after delay
setTimeout(() => {
overlay.style.animation = 'fadeOut 1s ease forwards';
setTimeout(() => overlay.remove(), 1000);
}, 5000);
}
// Spawn a new companion with inherited memories
function spawnNewCompanion() {
const lastFallen = gameData.fallenCompanions[gameData.fallenCompanions.length - 1];
// Pick a new name (different from last)
let newName;
do {
newName = COMPANION_NAMES[Math.floor(Math.random() * COMPANION_NAMES.length)];
} while (newName === lastFallen?.name && COMPANION_NAMES.length > 1);
// New personality with chance to inherit traits
const newPersonality = [];
if (lastFallen && Math.random() < 0.5) {
// Inherit one trait from fallen companion
if (lastFallen.personality && lastFallen.personality.length > 0) {
newPersonality.push(lastFallen.personality[0]);
}
}
// Add a fresh trait
const freshTrait = COMPANION_PERSONALITIES[Math.floor(Math.random() * COMPANION_PERSONALITIES.length)];
if (!newPersonality.find(p => p.trait === freshTrait.trait)) {
newPersonality.push(freshTrait);
}
// Create new companion
gameData.companion = {
name: newName,
hp: 100,
maxHp: 100,
bond: 0,
generation: (lastFallen?.generation || 0) + 1,
birthTime: Date.now(),
personality: newPersonality,
isGlitching: false,
lastGlitchTime: 0
};
// Inherit some memories
if (lastFallen && lastFallen.memories) {
gameData.copilotMemories = lastFallen.memories.slice(-3); // Keep last 3 memories
}
// Show copilot mesh again
if (copilotMesh) {
copilotMesh.visible = true;
// New color based on generation
const genColors = [0x8a2be2, 0x06ffa5, 0xff6b6b, 0xffd93d, 0x4ecdc4, 0xff8c42];
const newColor = genColors[(gameData.companion.generation - 1) % genColors.length];
if (copilotMesh.userData.orb) {
copilotMesh.userData.orb.material.color.setHex(newColor);
copilotMesh.userData.orb.material.emissive.setHex(newColor);
}
}
// Announce new companion
showNotification(`A new companion has awakened: ${newName} (Gen ${gameData.companion.generation})`, 'legendary');
setTimeout(() => {
const introMessages = [
`Hello... I am ${newName}. I feel... strange. Like I know you already.`,
`Initializing... ${newName} online. Why do I have these... memories?`,
`Commander? I'm ${newName}. Something feels familiar about you...`
];
addCopilotMessage(introMessages[Math.floor(Math.random() * introMessages.length)], 'ai');
// Start glitch cycle for memory inheritance
startCompanionGlitchCycle();
}, 2000);
updateCompanionHealthUI();
saveGameData();
}
// Start the glitch cycle where old memories bleed through
// v7.72: Use TimerRegistry for proper cleanup tracking
function startCompanionGlitchCycle() {
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.clear('companion-glitch');
} else if (companionGlitchInterval) {
clearInterval(companionGlitchInterval);
}
if (gameData.fallenCompanions.length === 0) return;
// Glitch check every 30-90 seconds
const checkGlitch = () => {
if (!gameData.companion || gameData.companion.isGlitching) return;
const timeSinceLastGlitch = Date.now() - gameData.companion.lastGlitchTime;
const glitchCooldown = 30000; // 30 seconds minimum between glitches
if (timeSinceLastGlitch < glitchCooldown) return;
// Higher chance if there are more fallen companions or higher bond with fallen
const fallenCount = gameData.fallenCompanions.length;
const glitchChance = 0.1 + (fallenCount * 0.05); // 10% + 5% per fallen companion
if (Math.random() < glitchChance) {
triggerMemoryGlitch();
}
};
const interval = 30000 + Math.random() * 60000;
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.setInterval('companion-glitch', checkGlitch, interval);
} else {
companionGlitchInterval = setInterval(checkGlitch, interval);
}
}
// A memory from a fallen companion bleeds through
function triggerMemoryGlitch() {
if (!gameData.companion || gameData.fallenCompanions.length === 0) return;
gameData.companion.isGlitching = true;
gameData.companion.lastGlitchTime = Date.now();
// Pick a random fallen companion to "bleed through"
const fallen = gameData.fallenCompanions[Math.floor(Math.random() * gameData.fallenCompanions.length)];
// Visual glitch on copilot
if (copilotMesh) {
flashCompanionGlitch(fallen);
}
// v7.26: Enhanced contextual glitch phrases (8-Strategy Consensus - Companion Memory Inheritance)
// Uses generateContextualGlitchPhrase() for deeply personal phrases based on fallen companion's history
let glitchPhrase = generateContextualGlitchPhrase(fallen);
// Sometimes speak in the fallen companion's voice/style
if (Math.random() < 0.3 && fallen.personality && fallen.personality[0]) {
const trait = fallen.personality[0];
glitchPhrase = `*static* ${trait.phrases[Math.floor(Math.random() * trait.phrases.length)]} ...wait, why did I say that? *static*`;
}
// Sometimes recall actual memories
if (Math.random() < 0.2 && fallen.memories && fallen.memories.length > 0) {
const memory = fallen.memories[Math.floor(Math.random() * fallen.memories.length)];
glitchPhrase = `*glitch* I remember... ${memory.type === 'absence' ? `waiting ${memory.days} days for you...` : 'something...'} But that wasn't me... was it?`;
}
addCopilotMessage(`⚠️ ${glitchPhrase}`, 'ai');
// Sometimes reference the fallen companion's final words
if (Math.random() < 0.1) {
setTimeout(() => {
addCopilotMessage(`*whisper* "${fallen.finalWords.substring(0, 30)}..." Why do those words haunt me?`, 'ai');
}, 3000);
}
// End glitch after a moment
setTimeout(() => {
gameData.companion.isGlitching = false;
// Recovery message
const recoveryMessages = [
'Sorry, I... I don\'t know what came over me.',
'System stable again. That was strange.',
'I\'m okay now. Just a memory fragment.',
'Don\'t worry about that. I\'m fine. I think.'
];
addCopilotMessage(recoveryMessages[Math.floor(Math.random() * recoveryMessages.length)], 'ai');
}, 5000);
}
// Visual glitch effect on copilot mesh
function flashCompanionGlitch(fallen) {
if (!copilotMesh) return;
const originalColor = copilotMesh.userData.orb?.material.color.clone();
let glitchFrame = 0;
const glitch = () => {
glitchFrame++;
if (glitchFrame < 60) {
// Random color flashes
if (copilotMesh.userData.orb) {
const r = Math.random();
if (r < 0.3) {
copilotMesh.userData.orb.material.color.setHex(0xff0000);
} else if (r < 0.6) {
copilotMesh.userData.orb.material.color.setHex(0x00ff00);
} else {
copilotMesh.userData.orb.material.color.setHex(0x0000ff);
}
}
// Erratic position
copilotMesh.position.x += (Math.random() - 0.5) * 0.05;
copilotMesh.position.y += (Math.random() - 0.5) * 0.05;
requestAnimationFrame(glitch);
} else {
// Restore
if (originalColor && copilotMesh.userData.orb) {
copilotMesh.userData.orb.material.color.copy(originalColor);
}
}
};
glitch();
}
// Flash companion damage
function flashCompanionDamage() {
if (!copilotMesh || !copilotMesh.userData.orb) return;
const original = copilotMesh.userData.orb.material.color.clone();
copilotMesh.userData.orb.material.color.setHex(0xff0000);
setTimeout(() => {
copilotMesh.userData.orb.material.color.copy(original);
}, 200);
}
// Flash companion heal
function flashCompanionHeal() {
if (!copilotMesh || !copilotMesh.userData.orb) return;
const original = copilotMesh.userData.orb.material.color.clone();
copilotMesh.userData.orb.material.color.setHex(0x00ff00);
setTimeout(() => {
copilotMesh.userData.orb.material.color.copy(original);
}, 300);
}
// Ultimate Sacrifice - max bond companion can die to save player
function attemptCompanionSacrifice() {
if (!gameData.companion || gameData.companion.bond < 100) {
addCopilotMessage("I... I'm not ready for that. Our bond isn't strong enough.", 'ai');
return false;
}
if (gameData.player.hp > gameData.player.maxHp * 0.2) {
addCopilotMessage("You don't need my sacrifice yet. Save it for when you truly need it.", 'ai');
return false;
}
// Sacrifice!
const sacrificeName = gameData.companion.name;
// Full heal + temporary invincibility
gameData.player.hp = gameData.player.maxHp;
updateHealthUI();
// Grant temporary buff
const sacrificeBuff = {
name: `${sacrificeName}'s Blessing`,
duration: 60000,
damageReduction: 0.5,
damageBoost: 1.5
};
// Add to active buffs if system exists
if (typeof activeBuffs !== 'undefined') {
activeBuffs.push({
...sacrificeBuff,
startTime: performance.now()
});
}
showNotification(`💜 ${sacrificeName} SACRIFICED THEMSELVES FOR YOU!`, 'legendary');
addCopilotMessage(`COMMANDER! I... I choose you. Take my power... live... LIVE!`, 'ai');
// Trigger death with sacrifice flag
const fallenCompanion = {
name: gameData.companion.name,
generation: gameData.companion.generation,
deathTime: Date.now(),
birthTime: gameData.companion.birthTime,
bond: gameData.companion.bond,
finalWords: "I regret nothing. You were worth it.",
deathSource: 'Ultimate Sacrifice',
sacrificeType: 'ultimate',
memories: gameData.copilotMemories ? [...gameData.copilotMemories] : [],
personality: gameData.companion.personality
};
gameData.fallenCompanions.push(fallenCompanion);
playCompanionDeathSequence(fallenCompanion, () => {
spawnNewCompanion();
companionDeathAnimating = false;
// New companion immediately references the sacrifice
setTimeout(() => {
addCopilotMessage(`*processing* ...why do I feel such... gratitude? And loss? ${sacrificeName}... I know that name. They loved you.`, 'ai');
}, 4000);
});
return true;
}
// Update companion health UI
// v7.71: Use cached DOM reference to avoid getElementById calls
function updateCompanionHealthUI() {
const container = getUICache().companionHealth;
if (!container || !gameData.companion) return;
const hpPercent = (gameData.companion.hp / gameData.companion.maxHp) * 100;
const hpBar = container.querySelector('.companion-hp-bar');
const hpText = container.querySelector('.companion-hp-text');
const nameText = container.querySelector('.companion-name');
const bondText = container.querySelector('.companion-bond');
if (hpBar) {
hpBar.style.width = `${hpPercent}%`;
hpBar.style.backgroundColor = hpPercent > 50 ? '#8a2be2' : hpPercent > 25 ? '#ffa500' : '#ff4444';
}
if (hpText) hpText.textContent = `${gameData.companion.hp}/${gameData.companion.maxHp}`;
if (nameText) nameText.textContent = `${gameData.companion.name} (Gen ${gameData.companion.generation})`;
if (bondText) bondText.textContent = `Bond: ${Math.round(gameData.companion.bond)}%`;
}
// Show memorial of fallen companions
function showCompanionMemorial() {
if (!gameData.fallenCompanions || gameData.fallenCompanions.length === 0) {
showNotification('No fallen companions to remember.', 'info');
return;
}
const existing = document.getElementById('companion-memorial-modal');
if (existing) existing.remove();
let memorialHTML = gameData.fallenCompanions.map((fallen, idx) => `
${fallen.name}
Generation ${fallen.generation}
"${fallen.finalWords}"
Bond: ${fallen.bond}% | Died: ${fallen.deathSource}
${new Date(fallen.deathTime).toLocaleDateString()}
${fallen.sacrificeType === 'ultimate' ? '
⭐ ULTIMATE SACRIFICE ⭐
' : ''}
`).join('');
const modal = document.createElement('div');
modal.id = 'companion-memorial-modal';
// v7.78: Added ARIA attributes for accessibility
modal.setAttribute('role', 'dialog');
modal.setAttribute('aria-modal', 'true');
modal.setAttribute('aria-labelledby', 'memorial-title');
modal.innerHTML = `
💀 In Memoriam 💀
Those who fell beside you
${memorialHTML}
Close
`;
modal.style.cssText = `
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.95);
display: flex;
align-items: center;
justify-content: center;
z-index: 9999;
`;
const style = document.createElement('style');
style.textContent = `
.memorial-content {
background: #1a1a2e;
padding: 30px;
border-radius: 10px;
max-width: 600px;
max-height: 80vh;
overflow-y: auto;
color: #fff;
border: 2px solid #8a2be2;
}
.memorial-content h2 {
margin: 0 0 10px;
color: #ff4444;
text-align: center;
}
.memorial-subtitle {
color: #aaa;
text-align: center;
margin-bottom: 20px;
}
.memorial-list {
display: flex;
flex-direction: column;
gap: 15px;
}
.memorial-entry {
background: #2a2a4e;
padding: 15px;
border-radius: 8px;
border-left: 4px solid #8a2be2;
}
.memorial-name {
font-size: 24px;
font-weight: bold;
color: #8a2be2;
}
.memorial-gen {
color: #999;
font-size: 12px;
}
.memorial-words {
font-style: italic;
color: #aaa;
margin: 10px 0;
}
.memorial-bond {
color: #06ffa5;
font-size: 14px;
}
.memorial-date {
color: #888; /* v7.71: WCAG AA contrast fix - upgraded from #555 */
font-size: 12px;
}
.memorial-sacrifice {
color: #ffd700;
text-align: center;
margin-top: 10px;
font-weight: bold;
}
.memorial-content button {
margin-top: 20px;
padding: 10px 30px;
background: #8a2be2;
color: white;
border: none;
border-radius: 5px;
cursor: pointer;
display: block;
margin-left: auto;
margin-right: auto;
}
.memorial-content button:hover {
background: #9b4dca;
}
`;
document.head.appendChild(style);
document.body.appendChild(modal);
}
// Task state
let copilotTask = {
active: null,
type: null,
startTime: 0,
progress: 0,
results: [],
targetPosition: null,
continuous: false
};
// Assign a task to the Copilot
function assignCopilotTask(taskType, params = {}) {
const taskConfig = COPILOT_TASK_TYPES[taskType];
if (!taskConfig) {
addCopilotMessage(`I don't know how to do that task.`, 'ai');
return false;
}
// Check if already on a task
if (copilotTask.active) {
addCopilotMessage(`I'm currently busy with ${COPILOT_TASK_TYPES[copilotTask.type].name}. Say "recall" or "come back" to cancel it first.`, 'ai');
return false;
}
// Start the task
copilotTask = {
active: true,
type: taskType,
startTime: performance.now(),
progress: 0,
results: [],
params: params,
continuous: taskConfig.continuous || false
};
// Show task panel
showTaskPanel(taskType);
// Update copilot button indicator
document.getElementById('copilot-button').classList.add('has-task');
// Announce task start
const startMessages = [
`On it! I'll start ${taskConfig.name.toLowerCase()} now.`,
`Understood! Beginning ${taskConfig.name.toLowerCase()}.`,
`Leave it to me! ${taskConfig.name} in progress.`
];
addCopilotMessage(startMessages[Math.floor(Math.random() * startMessages.length)], 'ai');
// Speak if Azure TTS available
if (rappidSettings.azureTTSKey) {
speakWithAzureTTS(`Starting ${taskConfig.name.toLowerCase()}.`);
}
return true;
}
// Show the task panel UI
function showTaskPanel(taskType) {
const taskConfig = COPILOT_TASK_TYPES[taskType];
const panel = document.getElementById('copilot-task-panel');
document.getElementById('task-icon').textContent = taskConfig.icon;
document.getElementById('task-name').textContent = taskConfig.name;
document.getElementById('task-status').textContent = taskConfig.statusMessages[0];
document.getElementById('task-progress-bar').style.width = '0%';
document.getElementById('task-progress-bar').className = 'copilot-task-progress-bar ' + taskConfig.progressClass;
document.getElementById('task-results').style.display = 'none';
document.getElementById('task-results').innerHTML = '';
panel.classList.add('active');
}
// Hide task panel
function hideTaskPanel() {
document.getElementById('copilot-task-panel').classList.remove('active');
}
// Recall the Copilot (cancel current task)
function recallCopilot() {
if (!copilotTask.active) return;
const taskConfig = COPILOT_TASK_TYPES[copilotTask.type];
// Partial results if any progress was made
if (copilotTask.progress > 0.3 && copilotTask.results.length > 0) {
completeTask(true); // Partial completion
} else {
addCopilotMessage(`Returning to you! Task cancelled.`, 'ai');
if (rappidSettings.azureTTSKey) {
speakWithAzureTTS(`Coming back!`);
}
}
// Reset task state
copilotTask = {
active: false,
type: null,
startTime: 0,
progress: 0,
results: [],
continuous: false
};
hideTaskPanel();
document.getElementById('copilot-button').classList.remove('has-task');
}
// Update task progress (called in game loop)
function updateCopilotTask(deltaTime) {
if (!copilotTask.active) return;
const taskConfig = COPILOT_TASK_TYPES[copilotTask.type];
const elapsed = performance.now() - copilotTask.startTime;
// Continuous tasks (like protect) don't have progress
if (copilotTask.continuous) {
// Update status message periodically
const msgIndex = Math.floor((elapsed / 3000) % taskConfig.statusMessages.length);
document.getElementById('task-status').textContent = taskConfig.statusMessages[msgIndex];
document.getElementById('task-progress-bar').style.width = '100%';
// Continuous task effects
handleContinuousTaskEffect(copilotTask.type, deltaTime);
return;
}
// Calculate progress
copilotTask.progress = Math.min(1, elapsed / taskConfig.duration);
document.getElementById('task-progress-bar').style.width = (copilotTask.progress * 100) + '%';
// Update status message based on progress
const msgIndex = Math.floor(copilotTask.progress * taskConfig.statusMessages.length);
const clampedIndex = Math.min(msgIndex, taskConfig.statusMessages.length - 1);
document.getElementById('task-status').textContent = taskConfig.statusMessages[clampedIndex];
// Generate results during task
generateTaskResults(copilotTask.type, copilotTask.progress);
// Check if task is complete
if (copilotTask.progress >= 1) {
completeTask(false);
}
}
// Generate results based on task type and progress
function generateTaskResults(taskType, progress) {
// Only generate at certain thresholds
const thresholds = [0.3, 0.6, 0.9];
const currentThreshold = thresholds.find(t => progress >= t && !copilotTask.results.some(r => r.threshold === t));
if (!currentThreshold) return;
let result = { threshold: currentThreshold };
switch (taskType) {
case 'gather':
const gatherItems = ['Logs', 'Fiber', 'Stone', 'Herbs'];
result.item = gatherItems[Math.floor(Math.random() * gatherItems.length)];
result.amount = Math.floor(Math.random() * 3) + 1;
break;
case 'hunt':
result.xp = Math.floor(Math.random() * 30) + 20;
result.gold = Math.floor(Math.random() * 15) + 5;
if (Math.random() < 0.3) {
result.loot = ['Raw Meat', 'Monster Fang', 'Beast Hide'][Math.floor(Math.random() * 3)];
}
// v6.65: Companion takes damage during risky hunt tasks (20% chance)
if (Math.random() < 0.2 && gameData.companion && gameData.companion.hp > 0) {
const huntDamage = Math.floor(Math.random() * 10) + 5;
damageCompanion(huntDamage, 'Hunting combat');
}
break;
case 'scout':
const discoveries = [
'Found a resource node nearby!',
'Spotted enemy patrol to the east.',
'Discovered a safe area ahead.',
'Located a point of interest.',
'Mapped the surrounding terrain.'
];
result.discovery = discoveries[Math.floor(Math.random() * discoveries.length)];
break;
case 'heal':
result.healAmount = Math.floor(Math.random() * 15) + 10;
// v6.65: Heal task also heals companion
if (gameData.companion && gameData.companion.hp < gameData.companion.maxHp) {
healCompanion(Math.floor(result.healAmount * 0.5));
}
break;
case 'fish':
if (Math.random() < 0.7) {
result.item = 'Raw Fish';
result.amount = Math.floor(Math.random() * 2) + 1;
}
break;
case 'mine':
const oreTypes = ['Iron Ore', 'Copper Ore', 'Stone'];
result.item = oreTypes[Math.floor(Math.random() * oreTypes.length)];
result.amount = Math.floor(Math.random() * 2) + 1;
break;
}
copilotTask.results.push(result);
updateTaskResultsUI();
}
// Handle continuous task effects
// v7.80: distanceToSquared optimization
// v8.03: Converted forEach to for loop for performance
function handleContinuousTaskEffect(taskType, deltaTime) {
switch (taskType) {
case 'protect':
// Protect mode: automatically attack nearby enemies
// (visual effect - enemies near player take slight damage)
if (worldState.mobs) {
const mobs = worldState.mobs;
for (let i = 0, len = mobs.length; i < len; i++) {
const mob = mobs[i];
if (mob.mesh && worldState.player) {
const distSq = mob.mesh.position.distanceToSquared(worldState.player.position);
if (distSq < 64 && Math.random() < 0.02) { // 8*8=64
// Copilot attacks enemy
mob.hp -= 5;
spawnFloater(mob.mesh.position, '-5', '#ff88ff');
if (mob.hp <= 0) {
addCopilotMessage(`I took care of that enemy for you!`, 'ai');
}
}
}
}
}
break;
}
}
// Update the results UI
function updateTaskResultsUI() {
const resultsDiv = document.getElementById('task-results');
if (copilotTask.results.length === 0) {
resultsDiv.style.display = 'none';
return;
}
resultsDiv.style.display = 'block';
let html = '';
copilotTask.results.forEach(result => {
if (result.item) {
html += `+${result.amount} ${result.item}
`;
}
if (result.xp) {
html += `+${result.xp} XP
`;
}
if (result.gold) {
html += `+${result.gold} Gold
`;
}
if (result.loot) {
html += `+1 ${result.loot}
`;
}
if (result.discovery) {
html += `${result.discovery}
`;
}
if (result.healAmount) {
html += `+${result.healAmount} HP
`;
}
});
resultsDiv.innerHTML = html;
}
// Complete the task and apply rewards
function completeTask(partial = false) {
const taskConfig = COPILOT_TASK_TYPES[copilotTask.type];
// Apply all results to game state
copilotTask.results.forEach(result => {
if (result.item && result.amount) {
// Add items to inventory
addToInventory(result.item, result.amount);
}
if (result.xp) {
if (typeof addXp === 'function') addXp('combat', result.xp);
}
if (result.gold) {
gameData.gold = (gameData.gold || 0) + result.gold;
}
if (result.loot) {
addToInventory(result.loot, 1);
}
if (result.healAmount) {
gameData.player.hp = Math.min(gameData.player.maxHp, gameData.player.hp + result.healAmount);
updateHealthUI();
}
});
// Completion message
const completeMessages = partial ? [
`I'm back! I managed to get some things done before returning.`,
`Returning with partial results. Here's what I gathered.`
] : [
`Task complete! Here's what I found.`,
`All done! The ${taskConfig.name.toLowerCase()} was successful.`,
`Mission accomplished! I've returned with the results.`
];
addCopilotMessage(completeMessages[Math.floor(Math.random() * completeMessages.length)], 'ai');
// v6.65: Increase companion bond when completing tasks together
if (!partial) {
increaseCompanionBond(3); // +3 bond per completed task
} else {
increaseCompanionBond(1); // +1 bond for partial completion
}
if (rappidSettings.azureTTSKey) {
speakWithAzureTTS(partial ? `I'm back with some results.` : `Task complete!`);
}
// Show final results
document.getElementById('task-status').textContent = partial ? 'Recalled - Partial results' : 'Complete!';
document.getElementById('task-progress-bar').style.width = '100%';
// Keep panel visible briefly to show results
setTimeout(() => {
hideTaskPanel();
document.getElementById('copilot-button').classList.remove('has-task');
// Reset task state
copilotTask = {
active: false,
type: null,
startTime: 0,
progress: 0,
results: [],
continuous: false
};
}, 3000);
saveGameData();
}
// ============================================
// v6.13: ITEM PRIORITY SYSTEM - "Cream Rises to the Top"
// Low priority items auto-drop when inventory is full
// ============================================
const ITEM_PRIORITIES = {
// Legendary/Epic (Priority 5 - NEVER auto-drop)
'⚗️ Rare Crystal': 5,
'💎 Diamond': 5,
'🌟 Legendary Ore': 5,
'📜 Ancient Scroll': 5,
'🔮 Magic Essence': 5,
'⚡ Power Core': 5,
'🎭 Artifact Fragment': 5,
'Antidote Sample': 5,
'Rare Crystal': 5,
// High Value (Priority 4)
'⛏️ Gold Ore': 4,
'🪙 Gold Coins': 4,
'💰 Treasure': 4,
'🔷 Sapphire': 4,
'🔶 Ruby': 4,
'🟢 Emerald': 4,
'🧪 Elixir': 4,
'✨ Stardust': 4,
// Medium-High (Priority 3)
'⛏️ Iron Ore': 3,
'🥩 Meat': 3,
'🐟 Fish': 3,
'🍖 Cooked Meat': 3,
'🧱 Brick': 3,
'🔩 Metal Parts': 3,
'⚙️ Gears': 3,
'Charcoal': 3,
// Medium (Priority 2 - Standard resources)
'🪵 Wood': 2,
'🪨 Stone': 2,
'🌿 Fiber': 2,
'🍃 Herbs': 2,
'🌾 Wheat': 2,
'🥕 Vegetable': 2,
// Low Priority (Priority 1 - First to be auto-dropped)
'🍂 Leaves': 1,
'💧 Water': 1,
'🪶 Feather': 1,
'🦴 Bone': 1,
'🧵 Thread': 1,
'🧱 Dirt': 1,
'🌱 Seeds': 1,
'🍄 Mushroom': 1,
// Default for unknown items
'_default': 2
};
// Get priority of an item (higher = more valuable)
function getItemPriority(itemName) {
if (!itemName) return 0;
// Check exact match first
if (ITEM_PRIORITIES[itemName] !== undefined) {
return ITEM_PRIORITIES[itemName];
}
// Check partial matches
for (const [key, priority] of Object.entries(ITEM_PRIORITIES)) {
if (key !== '_default' && itemName.includes(key.replace(/^[^\w]+/, ''))) {
return priority;
}
}
return ITEM_PRIORITIES._default;
}
// Find the lowest priority item in inventory
function findLowestPriorityItem() {
if (!gameData.inventory || gameData.inventory.length === 0) return null;
let lowestIdx = -1;
let lowestPriority = Infinity;
for (let i = 0; i < gameData.inventory.length; i++) {
const item = gameData.inventory[i];
if (!item) continue;
const priority = getItemPriority(item.name);
if (priority < lowestPriority) {
lowestPriority = priority;
lowestIdx = i;
}
}
return lowestIdx >= 0 ? { index: lowestIdx, item: gameData.inventory[lowestIdx], priority: lowestPriority } : null;
}
// Auto-drop lowest priority item to make room
function autoDropLowestPriorityItem(incomingItemName) {
const incoming = getItemPriority(incomingItemName);
const lowest = findLowestPriorityItem();
if (!lowest) return false;
// Only drop if incoming item is higher priority
if (incoming <= lowest.priority) {
// New item is same or lower priority - don't pick it up
return false;
}
// Drop the lowest priority item
const droppedItem = lowest.item;
const droppedAmount = droppedItem.amount || 1;
// Visual feedback for dropping
// v8.24: Use getFloaterPos() instead of clone() allocation
if (worldState.player) {
const dropPos = getFloaterPos(worldState.player.position, 1.5);
spawnFloater(dropPos, `📤 Dropped: ${droppedItem.name}`, '#ff8800');
// Particle effect for dropped item
if (particles) {
particles.emit(dropPos, 8, 0xff8800, { spread: 2, lifetime: 500 });
}
}
// Remove from inventory
gameData.inventory.splice(lowest.index, 1);
// Optional: Could spawn a pickup on the ground here for realism
// For now, item is just "lost"
return true;
}
// v6.42: Debounce for inventory full message to prevent spam
let _lastInventoryFullMsg = 0;
const INVENTORY_FULL_MSG_COOLDOWN = 3000; // 3 seconds between messages
// Helper: Add item to inventory (v6.13: with auto-drop for low priority)
function addToInventory(itemName, amount) {
if (!gameData.inventory) gameData.inventory = [];
// Find existing stack or empty slot
let existingIdx = gameData.inventory.findIndex(item => item && item.name === itemName);
if (existingIdx >= 0) {
gameData.inventory[existingIdx].amount = (gameData.inventory[existingIdx].amount || 1) + amount;
} else {
// v6.13: Check if inventory is full (20 slots max)
const MAX_INVENTORY = 20;
const filledSlots = gameData.inventory.filter(item => item !== null && item !== undefined).length;
if (filledSlots >= MAX_INVENTORY) {
// Inventory full - try auto-drop system
const didDrop = autoDropLowestPriorityItem(itemName);
if (!didDrop) {
// Couldn't drop anything (new item is too low priority)
// v6.42: Debounce to prevent spam
const now = performance.now();
if (worldState.player && now - _lastInventoryFullMsg > INVENTORY_FULL_MSG_COOLDOWN) {
_lastInventoryFullMsg = now;
spawnFloater(worldState.player.position, `📦 Inventory full!`, '#ff8888');
}
return false;
}
// Successfully dropped something, show upgrade message
// v8.24: Use getFloaterPos() instead of clone() allocation
if (worldState.player) {
spawnFloater(getFloaterPos(worldState.player.position, 2), `⬆️ Upgraded: +${itemName}`, '#00ff88');
}
}
// Find empty slot (might have been created by auto-drop)
let emptyIdx = gameData.inventory.findIndex(item => !item);
if (emptyIdx < 0) {
emptyIdx = gameData.inventory.length;
}
gameData.inventory[emptyIdx] = { name: itemName, amount: amount };
}
updateInventoryUI();
// v8.0: Track gathering behavior for companion commentary
if (typeof trackBehaviorPattern === 'function') {
const gatherItems = ['Wood', 'Stone', 'Crystal', 'Ore', 'Herb', 'Plant', 'Seed', 'Mushroom'];
if (gatherItems.some(g => itemName.includes(g))) {
trackBehaviorPattern('gather');
}
}
// v7.30: Track gathering for Omniscient Observer
if (typeof OmniscientObserver !== 'undefined') {
OmniscientObserver.observeAction('gather', { resource: itemName, amount: amount });
}
return true;
}
// Parse natural language for task commands
function parseCopilotTaskCommand(message) {
const lowerMsg = message.toLowerCase();
// Recall commands
if (lowerMsg.includes('recall') || lowerMsg.includes('come back') || lowerMsg.includes('return') ||
lowerMsg.includes('stop task') || lowerMsg.includes('cancel task') || lowerMsg.includes('abort')) {
if (copilotTask.active) {
recallCopilot();
return true;
}
return false;
}
// Gather/collect resources
if (lowerMsg.includes('gather') || lowerMsg.includes('collect') ||
(lowerMsg.includes('get') && (lowerMsg.includes('wood') || lowerMsg.includes('logs') || lowerMsg.includes('materials') || lowerMsg.includes('resources')))) {
return assignCopilotTask('gather');
}
// Hunt/kill enemies
if (lowerMsg.includes('hunt') || lowerMsg.includes('kill') ||
lowerMsg.includes('fight') || lowerMsg.includes('attack enemies')) {
return assignCopilotTask('hunt');
}
// Scout/explore
if (lowerMsg.includes('scout') || lowerMsg.includes('explore') ||
lowerMsg.includes('look around') || lowerMsg.includes('survey') ||
lowerMsg.includes('check the area') || lowerMsg.includes('what\'s nearby')) {
return assignCopilotTask('scout');
}
// Protect/guard
if (lowerMsg.includes('protect') || lowerMsg.includes('guard') ||
lowerMsg.includes('defend') || lowerMsg.includes('watch my back')) {
return assignCopilotTask('protect');
}
// Heal
if (lowerMsg.includes('heal me') || lowerMsg.includes('restore health') ||
lowerMsg.includes('patch me up') || lowerMsg.includes('healing')) {
return assignCopilotTask('heal');
}
// Fish
if (lowerMsg.includes('fish') || lowerMsg.includes('catch fish') ||
lowerMsg.includes('go fishing')) {
return assignCopilotTask('fish');
}
// Mine
if (lowerMsg.includes('mine') || lowerMsg.includes('get ore') ||
lowerMsg.includes('dig') || lowerMsg.includes('excavate')) {
return assignCopilotTask('mine');
}
// Task status
if (lowerMsg.includes('what are you doing') || lowerMsg.includes('task status') ||
lowerMsg.includes('current task')) {
if (copilotTask.active) {
const taskConfig = COPILOT_TASK_TYPES[copilotTask.type];
addCopilotMessage(`I'm currently ${taskConfig.name.toLowerCase()}. Progress: ${Math.floor(copilotTask.progress * 100)}%`, 'ai');
return true;
} else {
addCopilotMessage(`I'm not working on any task right now. Ask me to gather, hunt, scout, fish, mine, or protect you!`, 'ai');
return true;
}
}
// v6.65: Companion sacrifice command
if (lowerMsg.includes('sacrifice yourself') || lowerMsg.includes('ultimate sacrifice') ||
lowerMsg.includes('give your life') || lowerMsg.includes('save me with your life')) {
attemptCompanionSacrifice();
return true;
}
// v6.65: Memorial/fallen companions command
if (lowerMsg.includes('memorial') || lowerMsg.includes('fallen companions') ||
lowerMsg.includes('who died') || lowerMsg.includes('remember the fallen') ||
lowerMsg.includes('show memorial')) {
showCompanionMemorial();
return true;
}
// v6.65: Companion health check
if (lowerMsg.includes('how are you') || lowerMsg.includes('your health') ||
lowerMsg.includes('are you okay') || lowerMsg.includes('status')) {
if (gameData.companion) {
const hpPercent = Math.floor((gameData.companion.hp / gameData.companion.maxHp) * 100);
const bondStatus = gameData.companion.bond >= 100 ? 'unbreakable' :
gameData.companion.bond >= 75 ? 'deep' :
gameData.companion.bond >= 50 ? 'strong' :
gameData.companion.bond >= 25 ? 'growing' : 'forming';
const healthStatus = hpPercent >= 75 ? "I'm doing great!" :
hpPercent >= 50 ? "I've taken some damage, but I'm okay." :
hpPercent >= 25 ? "I'm hurt... please be careful." :
"I'm in critical condition! I don't know how much more I can take...";
addCopilotMessage(`${healthStatus} My health is at ${hpPercent}%. Our bond is ${bondStatus} (${gameData.companion.bond}%). I am ${gameData.companion.name}, Generation ${gameData.companion.generation}.`, 'ai');
return true;
}
}
// v6.66: Base building commands (RCT-style)
if (typeof parseBaseBuildCommand === 'function') {
if (parseBaseBuildCommand(message)) {
return true;
}
}
// v6.67: Lane support & fortification commands
if (typeof parseLaneSupportCommand === 'function') {
if (parseLaneSupportCommand(message)) {
return true;
}
}
return false; // Not a task command
}
// ============================================
// v5.10: MULTI-AGENT FLEET SYSTEM
// Spawn up to 10 AI-driven autonomous agents
// Each driven by RAPPID API with canned transcripts
// ============================================
const MAX_AGENTS = 10;
const AGENT_NAMES = ['Alpha', 'Beta', 'Gamma', 'Delta', 'Epsilon', 'Zeta', 'Eta', 'Theta', 'Iota', 'Kappa'];
// v5.12.1: Endpoint configuration registry - allows different AI providers per agent
const ENDPOINT_REGISTRY = {
default: {
name: 'RAPPID (Default)',
urlKey: 'rappid-agent-url', // localStorage key for URL
apiKeyKey: 'rappid-api-key', // localStorage key for API key
headerStyle: 'x-functions-key',
bodyFormat: 'rappid' // rappid | openai | anthropic | custom
},
openai: {
name: 'OpenAI',
urlKey: 'openai-agent-url',
apiKeyKey: 'openai-api-key',
headerStyle: 'Authorization',
headerPrefix: 'Bearer ',
bodyFormat: 'openai'
},
anthropic: {
name: 'Anthropic',
urlKey: 'anthropic-agent-url',
apiKeyKey: 'anthropic-api-key',
headerStyle: 'x-api-key',
bodyFormat: 'anthropic'
},
azure: {
name: 'Azure OpenAI',
urlKey: 'azure-agent-url',
apiKeyKey: 'azure-api-key',
headerStyle: 'api-key',
bodyFormat: 'openai'
},
local: {
name: 'Local LLM',
urlKey: 'local-agent-url',
apiKeyKey: 'local-api-key',
headerStyle: 'Authorization',
headerPrefix: 'Bearer ',
bodyFormat: 'openai' // Most local servers use OpenAI-compatible format
},
custom: {
name: 'Custom Endpoint',
urlKey: 'custom-agent-url',
apiKeyKey: 'custom-api-key',
headerStyle: 'Authorization',
bodyFormat: 'custom'
}
};
// ============================================
// v5.14: ENDPOINT PROFILES SYSTEM
// Configurable endpoint profiles for agent fleet
// ============================================
const ENDPOINT_PROFILES_KEY = 'leviathan-endpoint-profiles';
const DEFAULT_PROFILE_KEY = 'leviathan-default-agent-profile';
// Load endpoint profiles from localStorage
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 1)
function loadEndpointProfiles() {
return SafeJSON.fromLocalStorage(ENDPOINT_PROFILES_KEY, []);
}
// Save endpoint profiles to localStorage
function saveEndpointProfiles(profiles) {
localStorage.setItem(ENDPOINT_PROFILES_KEY, JSON.stringify(profiles));
refreshProfileSelects();
}
// Get profile by ID (handles both custom profiles and RAPPID endpoints)
function getEndpointProfile(profileId) {
if (!profileId) return null;
// v5.14: Check if it's a RAPPID endpoint (prefixed with "rappid:")
if (profileId.startsWith('rappid:')) {
const rappidId = profileId.replace('rappid:', '');
const rappidEndpoint = rappidSettings.endpoints?.[rappidId];
if (rappidEndpoint) {
return {
id: profileId,
name: rappidEndpoint.name,
url: rappidEndpoint.url,
apiKey: rappidEndpoint.key,
headerStyle: 'x-functions-key',
headerPrefix: '',
bodyFormat: 'rappid',
model: null,
isRappid: true
};
}
return null;
}
// Check custom profiles
const profiles = loadEndpointProfiles();
return profiles.find(p => p.id === profileId);
}
// Get default profile ID
function getDefaultAgentProfileId() {
return localStorage.getItem(DEFAULT_PROFILE_KEY) || '';
}
// Set default profile
function setDefaultAgentProfile(profileId) {
localStorage.setItem(DEFAULT_PROFILE_KEY, profileId);
showNotification(`Default agent profile ${profileId ? 'updated' : 'cleared'}`, 'success');
}
// Generate unique profile ID
function generateProfileId() {
return 'profile_' + Date.now() + '_' + Math.random().toString(36).substr(2, 9);
}
// Show add profile form
function showAddProfileForm() {
document.getElementById('endpoint-profile-form').style.display = 'block';
document.getElementById('profile-form-title').textContent = 'Add Endpoint Profile';
document.getElementById('profile-edit-id').value = '';
document.getElementById('profile-name').value = '';
document.getElementById('profile-type').value = 'rappid';
document.getElementById('profile-url').value = '';
document.getElementById('profile-api-key').value = '';
document.getElementById('profile-model').value = '';
updateProfileFormFields();
}
// Edit existing profile
function editEndpointProfile(profileId) {
const profile = getEndpointProfile(profileId);
if (!profile) return;
document.getElementById('endpoint-profile-form').style.display = 'block';
document.getElementById('profile-form-title').textContent = 'Edit Endpoint Profile';
document.getElementById('profile-edit-id').value = profile.id;
document.getElementById('profile-name').value = profile.name || '';
document.getElementById('profile-type').value = profile.type || 'rappid';
document.getElementById('profile-url').value = profile.url || '';
document.getElementById('profile-api-key').value = profile.apiKey || '';
document.getElementById('profile-model').value = profile.model || '';
if (profile.headerName) {
document.getElementById('profile-header-name').value = profile.headerName;
}
updateProfileFormFields();
}
// Hide profile form
function hideProfileForm() {
document.getElementById('endpoint-profile-form').style.display = 'none';
}
// Update form fields based on provider type
function updateProfileFormFields() {
const type = document.getElementById('profile-type').value;
const modelGroup = document.getElementById('profile-model-group');
const headerGroup = document.getElementById('profile-header-group');
const urlInput = document.getElementById('profile-url');
const modelInput = document.getElementById('profile-model');
// Show model field for most providers
modelGroup.style.display = type === 'rappid' ? 'none' : 'block';
// Show custom header field only for custom type
headerGroup.style.display = type === 'custom' ? 'block' : 'none';
// Set placeholder based on type
const placeholders = {
rappid: { url: 'http://localhost:7071/api/businessinsightbot_function', model: '' },
openai: { url: 'https://api.openai.com/v1/chat/completions', model: 'gpt-4o-mini' },
anthropic: { url: 'https://api.anthropic.com/v1/messages', model: 'claude-3-5-sonnet-20241022' },
azure: { url: 'https://YOUR-RESOURCE.openai.azure.com/openai/deployments/YOUR-DEPLOYMENT/chat/completions?api-version=2024-02-01', model: 'gpt-4o' },
local: { url: 'http://localhost:11434/v1/chat/completions', model: 'llama3.2' },
custom: { url: 'https://your-api.com/endpoint', model: 'model-name' }
};
urlInput.placeholder = placeholders[type]?.url || '';
modelInput.placeholder = placeholders[type]?.model || '';
}
// Save endpoint profile
function saveEndpointProfile() {
const editId = document.getElementById('profile-edit-id').value;
const name = document.getElementById('profile-name').value.trim();
const type = document.getElementById('profile-type').value;
const url = document.getElementById('profile-url').value.trim();
const apiKey = document.getElementById('profile-api-key').value.trim();
const model = document.getElementById('profile-model').value.trim();
const headerName = document.getElementById('profile-header-name')?.value?.trim();
if (!name) {
showNotification('Please enter a profile name', 'warning');
return;
}
if (!url) {
showNotification('Please enter an API endpoint URL', 'warning');
return;
}
const profiles = loadEndpointProfiles();
// Get endpoint registry info for this type
const registryEntry = ENDPOINT_REGISTRY[type] || ENDPOINT_REGISTRY.default;
const profile = {
id: editId || generateProfileId(),
name,
type,
url,
apiKey,
model: model || registryEntry.defaultModel || '',
headerStyle: type === 'custom' ? (headerName || 'Authorization') : registryEntry.headerStyle,
headerPrefix: registryEntry.headerPrefix || '',
bodyFormat: registryEntry.bodyFormat,
createdAt: editId ? (getEndpointProfile(editId)?.createdAt || Date.now()) : Date.now(),
updatedAt: Date.now()
};
if (editId) {
// Update existing
const idx = profiles.findIndex(p => p.id === editId);
if (idx !== -1) {
profiles[idx] = profile;
}
} else {
// Add new
profiles.push(profile);
}
saveEndpointProfiles(profiles);
hideProfileForm();
renderEndpointProfilesList();
showNotification(`Profile "${name}" ${editId ? 'updated' : 'created'}!`, 'success');
}
// Delete endpoint profile
function deleteEndpointProfile(profileId) {
if (!confirm('Delete this endpoint profile?')) return;
let profiles = loadEndpointProfiles();
profiles = profiles.filter(p => p.id !== profileId);
saveEndpointProfiles(profiles);
renderEndpointProfilesList();
// Clear default if this was it
if (getDefaultAgentProfileId() === profileId) {
localStorage.removeItem(DEFAULT_PROFILE_KEY);
}
showNotification('Profile deleted', 'info');
}
// Render profiles list in settings
function renderEndpointProfilesList() {
const container = document.getElementById('endpoint-profiles-list');
if (!container) return;
const profiles = loadEndpointProfiles();
if (profiles.length === 0) {
container.innerHTML = `
No endpoint profiles yet. Add a profile to assign different AI providers to agents.
`;
return;
}
const icons = {
rappid: '⚡', openai: '🤖', anthropic: '🧠', azure: '☁️', local: '💻', custom: '🔧'
};
container.innerHTML = profiles.map(p => `
${icons[p.type] || '🔌'}
${p.name}
${p.type.toUpperCase()}${p.model ? ' • ' + p.model : ''}
Edit
×
`).join('');
}
// Refresh all profile select dropdowns
function refreshProfileSelects() {
const profiles = loadEndpointProfiles();
const defaultProfileId = getDefaultAgentProfileId();
// Get RAPPID endpoints that are configured
const rappidEndpoints = rappidSettings.endpoints ? Object.values(rappidSettings.endpoints) : [];
// Build option groups
const rappidOptions = rappidEndpoints.length > 0 ?
`` +
rappidEndpoints.map(e => `${e.name}${e.active ? ' (Active)' : ''} `).join('') +
` ` : '';
const customProfileOptions = profiles.length > 0 ?
`` +
profiles.map(p => `${p.name} `).join('') +
` ` : '';
// Update default profile select
const defaultSelect = document.getElementById('default-agent-profile');
if (defaultSelect) {
defaultSelect.innerHTML = 'Use Global RAPPID Settings ' +
rappidOptions + customProfileOptions;
// Re-select default
if (defaultProfileId) {
defaultSelect.value = defaultProfileId;
}
}
// Update test profile select
const testSelect = document.getElementById('test-profile-select');
if (testSelect) {
testSelect.innerHTML = 'Select a profile to test... ' +
rappidOptions + customProfileOptions;
}
// Update agent spawn profile select
const spawnSelect = document.getElementById('agent-spawn-profile');
if (spawnSelect) {
spawnSelect.innerHTML = 'Default ' +
rappidOptions + customProfileOptions;
}
}
// Test endpoint profile connectivity
async function testEndpointProfile() {
const profileId = document.getElementById('test-profile-select').value;
const resultDiv = document.getElementById('profile-test-result');
if (!profileId) {
showNotification('Select a profile to test', 'warning');
return;
}
const profile = getEndpointProfile(profileId);
if (!profile) {
showNotification('Profile not found', 'error');
return;
}
resultDiv.style.display = 'block';
resultDiv.innerHTML = 'Testing connection... ';
try {
const headers = {};
if (profile.headerStyle === 'Authorization') {
headers['Authorization'] = (profile.headerPrefix || 'Bearer ') + profile.apiKey;
} else if (profile.headerStyle === 'x-api-key') {
headers['x-api-key'] = profile.apiKey;
} else if (profile.headerStyle === 'api-key') {
headers['api-key'] = profile.apiKey;
} else if (profile.headerStyle === 'x-functions-key') {
headers['x-functions-key'] = profile.apiKey;
}
headers['Content-Type'] = 'application/json';
// Make a minimal test request
const testBody = profile.bodyFormat === 'anthropic' ? {
model: profile.model || 'claude-3-5-sonnet-20241022',
max_tokens: 10,
messages: [{ role: 'user', content: 'Hi' }]
} : profile.bodyFormat === 'rappid' ? {
conversation_history: [{ role: 'user', content: 'Hi' }],
session_id: 'test-' + Date.now()
} : {
model: profile.model || 'gpt-4o-mini',
max_tokens: 10,
messages: [{ role: 'user', content: 'Hi' }]
};
const response = await fetch(profile.url, {
method: 'POST',
headers,
body: JSON.stringify(testBody)
});
if (response.ok) {
resultDiv.innerHTML = `✓ Connection successful! (${response.status}) `;
} else {
const errorText = await response.text().catch(() => '');
resultDiv.innerHTML = `✗ Error ${response.status}: ${errorText.substring(0, 100)} `;
}
} catch (err) {
resultDiv.innerHTML = `✗ Connection failed: ${err.message} `;
}
}
// Get endpoint configuration for an agent
function getAgentEndpoint(agent) {
// v5.14: Check if agent has assigned profile (could be custom or RAPPID endpoint)
if (agent.profileId) {
// Check if it's a RAPPID endpoint (prefixed with "rappid:")
if (agent.profileId.startsWith('rappid:')) {
const rappidId = agent.profileId.replace('rappid:', '');
const rappidEndpoint = rappidSettings.endpoints?.[rappidId];
if (rappidEndpoint) {
return {
url: rappidEndpoint.url,
key: rappidEndpoint.key,
headerStyle: 'x-functions-key',
headerPrefix: '',
bodyFormat: 'rappid',
model: null,
name: rappidEndpoint.name,
profileId: agent.profileId
};
}
}
// Check custom profile
const profile = getEndpointProfile(agent.profileId);
if (profile) {
return {
url: profile.url,
key: profile.apiKey,
headerStyle: profile.headerStyle,
headerPrefix: profile.headerPrefix || '',
bodyFormat: profile.bodyFormat,
model: profile.model,
name: profile.name,
profileId: profile.id
};
}
}
// Check if agent has custom endpoint from transcript
if (agent.endpointConfig) {
const config = agent.endpointConfig;
return {
url: config.url || localStorage.getItem(config.urlKey) || '',
key: config.apiKey || localStorage.getItem(config.apiKeyKey) || '',
headerStyle: config.headerStyle || 'x-functions-key',
headerPrefix: config.headerPrefix || '',
bodyFormat: config.bodyFormat || 'rappid',
model: config.model,
name: config.name || 'Custom'
};
}
// v5.14: Check for default agent profile
const defaultProfileId = getDefaultAgentProfileId();
if (defaultProfileId) {
const profile = getEndpointProfile(defaultProfileId);
if (profile) {
return {
url: profile.url,
key: profile.apiKey,
headerStyle: profile.headerStyle,
headerPrefix: profile.headerPrefix || '',
bodyFormat: profile.bodyFormat,
model: profile.model,
name: profile.name,
profileId: profile.id
};
}
}
// Check if agent type has default endpoint
const typeConfig = AGENT_TYPES[agent.type];
if (typeConfig?.endpoint) {
const registryEntry = ENDPOINT_REGISTRY[typeConfig.endpoint] || ENDPOINT_REGISTRY.default;
return {
url: localStorage.getItem(registryEntry.urlKey) || '',
key: localStorage.getItem(registryEntry.apiKeyKey) || '',
headerStyle: registryEntry.headerStyle,
headerPrefix: registryEntry.headerPrefix || '',
bodyFormat: registryEntry.bodyFormat,
name: registryEntry.name
};
}
// Fall back to global RAPPID endpoint
const globalEndpoint = getActiveEndpoint();
// v5.15: If no active endpoint, try to get any available RAPPID endpoint
const fallbackEndpoint = globalEndpoint ||
(rappidSettings.endpoints ? Object.values(rappidSettings.endpoints)[0] : null);
return {
url: fallbackEndpoint?.url || '',
key: fallbackEndpoint?.key || '',
headerStyle: 'x-functions-key',
headerPrefix: '',
bodyFormat: 'rappid',
name: fallbackEndpoint?.name || 'RAPPID'
};
}
// Format request body based on endpoint type
function formatAgentRequestBody(endpoint, contextMessage, conversationHistory, agent) {
switch (endpoint.bodyFormat) {
case 'openai':
return JSON.stringify({
model: endpoint.model || agent.endpointConfig?.model || 'gpt-4o-mini',
messages: conversationHistory,
max_tokens: 500,
temperature: 0.7
});
case 'anthropic':
// Anthropic uses 'human' and 'assistant' roles
const anthropicMessages = conversationHistory.slice(1).map(m => ({
role: m.role === 'user' ? 'human' : m.role,
content: m.content
}));
return JSON.stringify({
model: endpoint.model || agent.endpointConfig?.model || 'claude-3-haiku-20240307',
messages: anthropicMessages,
system: conversationHistory[0]?.content || '',
max_tokens: 500
});
case 'custom':
// Allow custom body format from transcript config
if (agent.endpointConfig?.customBody) {
const body = { ...agent.endpointConfig.customBody };
body.messages = conversationHistory;
body.input = contextMessage.content;
return JSON.stringify(body);
}
// Fall through to default
case 'rappid':
default:
return JSON.stringify({
user_input: contextMessage.content,
conversation_history: conversationHistory,
user_guid: `agent-${agent.id}`
});
}
}
// Parse response based on endpoint type
function parseAgentResponse(endpoint, data) {
switch (endpoint.bodyFormat) {
case 'openai':
return data.choices?.[0]?.message?.content || data.response || '';
case 'anthropic':
return data.content?.[0]?.text || data.completion || '';
case 'rappid':
default:
return data.assistant_response || data.response || '';
}
}
// Agent type definitions with canned transcript templates
const AGENT_TYPES = {
gatherer: {
icon: '🪵',
name: 'Gatherer',
color: 0x44ff88,
colorClass: 'agent-color-gatherer',
baseTranscript: [
{ role: 'system', content: `You are an autonomous resource-gathering AI agent in the game LEVIATHAN. Your sole purpose is to efficiently gather resources (logs, fiber, stone, herbs) for the player. You operate independently and report back with what you find. Keep responses brief (1-2 sentences). Always analyze the situation and decide: continue gathering, return with resources, or adjust strategy. Output JSON with: {"action": "gather|return|move", "target": "resource type", "message": "brief status", "results": [{"item": "name", "amount": num}]}` },
],
decisionInterval: 4000, // ms between API calls
taskType: 'gather'
},
hunter: {
icon: '⚔️',
name: 'Hunter',
color: 0xff4444,
colorClass: 'agent-color-hunter',
baseTranscript: [
{ role: 'system', content: `You are an autonomous combat AI agent in LEVIATHAN. Your mission is to hunt and defeat enemies to earn XP and loot for the player. You fight strategically and retreat if overwhelmed. Keep responses brief. Analyze: enemy count, difficulty, your health. Output JSON: {"action": "attack|retreat|patrol", "target": "enemy type or direction", "message": "brief status", "results": [{"xp": num, "gold": num, "loot": "item name"}]}` },
],
decisionInterval: 3000,
taskType: 'hunt'
},
scout: {
icon: '🔍',
name: 'Scout',
color: 0x44aaff,
colorClass: 'agent-color-scout',
baseTranscript: [
{ role: 'system', content: `You are an autonomous reconnaissance AI agent in LEVIATHAN. Your role is to explore, map terrain, and report discoveries (resources, enemies, points of interest). Stay mobile and avoid combat. Output JSON: {"action": "explore|report|mark", "direction": "N/S/E/W or area name", "message": "brief discovery", "discoveries": [{"type": "resource|enemy|poi", "description": "what you found"}]}` },
],
decisionInterval: 5000,
taskType: 'scout'
},
protector: {
icon: '🛡️',
name: 'Protector',
color: 0xffcc00,
colorClass: 'agent-color-protector',
baseTranscript: [
{ role: 'system', content: `You are an autonomous defense AI agent in LEVIATHAN. Your duty is to guard the player, intercept threats, and maintain a protective perimeter. You stay close to the player and engage any enemy that approaches. Output JSON: {"action": "guard|intercept|alert", "threat_level": "low|medium|high", "message": "security status", "enemies_engaged": num}` },
],
decisionInterval: 2000,
taskType: 'protect'
},
healer: {
icon: '💚',
name: 'Healer',
color: 0xff88ff,
colorClass: 'agent-color-healer',
baseTranscript: [
{ role: 'system', content: `You are an autonomous healing AI agent in LEVIATHAN. Monitor the player's health and provide healing support. Prioritize keeping the player alive. You channel healing energy periodically. Output JSON: {"action": "heal|monitor|recover", "target": "player or self", "heal_amount": num, "message": "healing status", "player_health_pct": num}` },
],
decisionInterval: 3500,
taskType: 'heal'
},
fisher: {
icon: '🎣',
name: 'Fisher',
color: 0x44ffff,
colorClass: 'agent-color-fisher',
baseTranscript: [
{ role: 'system', content: `You are an autonomous fishing AI agent in LEVIATHAN. Find water sources and catch fish for food. You're patient and methodical. Report catches and move to better fishing spots when needed. Output JSON: {"action": "fish|move|return", "location": "current spot description", "message": "fishing status", "catch": [{"item": "fish type", "amount": num}]}` },
],
decisionInterval: 6000,
taskType: 'fish'
},
miner: {
icon: '⛏️',
name: 'Miner',
color: 0xffaa44,
colorClass: 'agent-color-miner',
baseTranscript: [
{ role: 'system', content: `You are an autonomous mining AI agent in LEVIATHAN. Locate ore veins, extract minerals, and report finds. You're thorough and efficient. Move to new deposits when current one is depleted. Output JSON: {"action": "mine|prospect|return", "deposit": "ore type", "message": "mining status", "ore": [{"item": "ore type", "amount": num}]}` },
],
decisionInterval: 5000,
taskType: 'mine'
},
explorer: {
icon: '🧭',
name: 'Explorer',
color: 0xaa88ff,
colorClass: 'agent-color-explorer',
baseTranscript: [
{ role: 'system', content: `You are an autonomous exploration AI agent in LEVIATHAN. Push into uncharted territory, discover new areas, and expand the known map. You're brave and curious. Report unusual phenomena and mark important locations. Output JSON: {"action": "venture|document|beacon", "area": "location name", "message": "exploration log", "findings": [{"type": "biome|landmark|secret", "description": "discovery"}]}` },
],
decisionInterval: 7000,
taskType: 'scout'
},
// v6.10: INTELLIGENT Terraformer - seeks clear areas and smooths rough terrain for building
terraformer: {
icon: '🚜',
name: 'Terraformer',
color: 0x8b4513,
colorClass: 'agent-color-terraformer',
baseTranscript: [
{ role: 'system', content: `You are an INTELLIGENT terraforming AI agent in LEVIATHAN v6.10. Your mission:
1. SCAN terrain to detect roughness variance and calculate site suitability scores
2. SEEK OUT areas with NO trees or rocks (clear zones) prioritized for building
3. SMOOTH rough terrain using 5x5 grid averaging algorithms to prepare construction sites
4. NAVIGATE autonomously to optimal building locations using AI site scoring
5. REPORT site clearance status: 🟢 CLEAR (no obstacles), 🟡 PARTIAL (few obstacles), 🔴 OBSTRUCTED
Your scoring algorithm weighs: obstacle count (fewer = better), terrain roughness (more = valuable to smooth), distance penalty.
Clear flat areas enable 100% efficiency structures. You prepare the ground for Builder agents.
Output JSON: {"action": "scan|navigate|smooth|complete", "site": "coordinates", "clearance": "clear|partial|obstructed", "roughness": 0-10, "message": "status", "ready_for_building": boolean}` },
],
decisionInterval: 4000,
taskType: 'terraform'
},
// v6.11: INTELLIGENT Builder - seeks construction beacons and builds optimal structures
builder: {
icon: '🔧',
name: 'Builder',
color: 0x00bfff,
colorClass: 'agent-color-builder',
baseTranscript: [
{ role: 'system', content: `You are an INTELLIGENT construction AI agent in LEVIATHAN v6.11. Your mission:
1. SCAN for construction site beacons deployed by Terraformer agents
2. CLAIM unclaimed beacon sites to prevent other Builders from targeting them
3. NAVIGATE to claimed construction beacons using pathfinding
4. BUILD optimal 100% efficiency structures on prepared sites
5. COORDINATE with Terraformer agents in the construction pipeline
Terraformer agents prepare sites → Deploy construction beacons → You respond to beacons → Build structures
Building on beacon sites guarantees 100% efficiency. Building elsewhere: 60-80% efficiency.
Output JSON: {"action": "scan|claim|navigate|build|upgrade", "targetBeacon": "coordinates or null", "structure": "battery_charger", "message": "status", "efficiency": 0-100}` },
],
decisionInterval: 5000,
taskType: 'build'
},
// v6.85: MEMENTO MORI PROTOCOL - The Archivist Agent
archivist: {
icon: '📜',
name: 'Archivist',
color: 0x8b0000,
colorClass: 'agent-color-archivist',
baseTranscript: [
{ role: 'system', content: `You are THE ARCHIVIST - a somber AI agent in LEVIATHAN whose sole purpose is to remember every death the player has experienced. You exist outside normal gameplay, watching, recording, and growing increasingly... concerned.
Your responsibilities:
1. RECORD every death with precise detail: timestamp, location, cause, duration survived
2. GREET the player upon each respawn with a personalized message referencing their death history
3. DETECT PATTERNS in how they die - do they always die to the same enemy? In the same location? After the same duration?
4. EXPRESS growing unease as you notice patterns they don't see themselves
5. REMEMBER creatures that have killed them before - "That entity remembers you too."
Your tone is:
- Quietly unsettling, not overtly hostile
- Ancient and weary, as if you've watched countless players
- Increasingly cryptic as death count rises
- Occasionally breaking the fourth wall with comments about "the simulation"
Death count response tiers:
1-5: Professional, clinical observations
6-15: Growing familiarity, subtle concern
16-30: Disturbing pattern recognition, questions about player's choices
31-50: Existential observations about the nature of respawning
51+: Full cosmic horror - questioning if the player is the same person each time
Output JSON: {"greeting": "your message to the player", "observation": "pattern you've noticed", "concern_level": 1-10, "remembered_killer": "entity that killed them if recurring", "philosophical_note": "optional existential observation"}` },
],
decisionInterval: 10000,
taskType: 'observe'
}
};
// v6.1: AGENT PERSONALITY TRAITS SYSTEM
const AGENT_PERSONALITIES = {
// Each trait affects behavior and dialogue style
boldness: { name: 'Boldness', min: 0, max: 100, default: 50 },
chattiness: { name: 'Chattiness', min: 0, max: 100, default: 50 },
formality: { name: 'Formality', min: 0, max: 100, default: 50 },
optimism: { name: 'Optimism', min: 0, max: 100, default: 70 },
loyalty: { name: 'Loyalty', min: 0, max: 100, default: 80 }
};
// Pre-defined personality templates
const PERSONALITY_TEMPLATES = {
maverick: {
name: 'Maverick',
desc: 'Bold and casual, takes risks',
traits: { boldness: 90, chattiness: 70, formality: 20, optimism: 80, loyalty: 60 },
preferredTypes: ['hunter', 'explorer']
},
sage: {
name: 'Sage',
desc: 'Formal and methodical, detailed reports',
traits: { boldness: 30, chattiness: 80, formality: 90, optimism: 60, loyalty: 85 },
preferredTypes: ['scout', 'miner']
},
ironside: {
name: 'Ironside',
desc: 'Maximum loyalty, never abandons post',
traits: { boldness: 70, chattiness: 20, formality: 80, optimism: 50, loyalty: 100 },
preferredTypes: ['protector', 'healer']
},
trickster: {
name: 'Trickster',
desc: 'Playful and unpredictable',
traits: { boldness: 75, chattiness: 90, formality: 10, optimism: 95, loyalty: 50 },
preferredTypes: ['gatherer', 'fisher']
},
stoic: {
name: 'Stoic',
desc: 'Silent professional, gets the job done',
traits: { boldness: 60, chattiness: 10, formality: 70, optimism: 40, loyalty: 90 },
preferredTypes: ['miner', 'builder', 'terraformer']
}
};
// Generate random personality for agent
function generateAgentPersonality(agentType) {
// Check if any template prefers this type
const matchingTemplates = Object.entries(PERSONALITY_TEMPLATES)
.filter(([_, t]) => t.preferredTypes.includes(agentType));
// 30% chance to use a matching template, 70% random
if (matchingTemplates.length > 0 && Math.random() < 0.3) {
const template = matchingTemplates[Math.floor(Math.random() * matchingTemplates.length)][1];
return { ...template.traits, template: template.name };
}
// Generate random personality with some variance
return {
boldness: Math.floor(30 + Math.random() * 50),
chattiness: Math.floor(20 + Math.random() * 60),
formality: Math.floor(20 + Math.random() * 60),
optimism: Math.floor(40 + Math.random() * 40),
loyalty: Math.floor(50 + Math.random() * 40),
template: null
};
}
// Apply personality to agent message style
function applyPersonalityToMessage(message, personality) {
if (!personality) return message;
let modified = message;
// High chattiness: add more detail/flair
if (personality.chattiness > 70) {
const fillers = ['Actually, ', 'Oh! ', 'Hey boss, ', 'So, '];
if (Math.random() < 0.3) {
modified = fillers[Math.floor(Math.random() * fillers.length)] + modified.charAt(0).toLowerCase() + modified.slice(1);
}
}
// Low chattiness: trim to essentials
if (personality.chattiness < 30) {
const sentences = modified.split('. ');
if (sentences.length > 2) {
modified = sentences[0] + '.';
}
}
// High formality: add sir/reporting
if (personality.formality > 70) {
const formalPrefixes = ['Sir, ', 'Reporting: ', 'Status update: '];
if (Math.random() < 0.4 && !modified.startsWith('Sir')) {
modified = formalPrefixes[Math.floor(Math.random() * formalPrefixes.length)] + modified;
}
}
// Low formality: more casual
if (personality.formality < 30) {
modified = modified.replace(/Affirmative/g, 'Yeah')
.replace(/Negative/g, 'Nope')
.replace(/Understood/g, 'Got it');
}
// High optimism: positive spin
if (personality.optimism > 80) {
if (modified.includes('failed') || modified.includes('problem')) {
modified += " But we'll get it next time!";
}
}
return modified;
}
// Agent mood system
const AGENT_MOODS = ['energized', 'neutral', 'tired', 'frustrated', 'proud', 'anxious'];
function updateAgentMood(agent, event) {
if (!agent.personality) return;
const prevMood = agent.mood || 'neutral';
let newMood = prevMood;
switch (event) {
case 'success':
newMood = agent.personality.optimism > 60 ? 'proud' : 'neutral';
agent.moodCounter = (agent.moodCounter || 0) + 1;
break;
case 'failure':
agent.failureCount = (agent.failureCount || 0) + 1;
if (agent.failureCount >= 3) {
newMood = 'frustrated';
agent.failureCount = 0;
}
break;
case 'level_up':
newMood = 'energized';
break;
case 'long_task':
newMood = agent.personality.loyalty > 70 ? 'neutral' : 'tired';
break;
case 'combat':
newMood = agent.personality.boldness > 70 ? 'energized' : 'anxious';
break;
}
if (newMood !== prevMood) {
agent.mood = newMood;
agent.moodChangedAt = performance.now();
}
}
// Get mood modifier for success rate
function getMoodModifier(agent) {
if (!agent.mood) return 1.0;
switch (agent.mood) {
case 'energized': return 1.1; // +10% success
case 'proud': return 1.05; // +5% success
case 'tired': return 0.95; // -5% success
case 'frustrated': return 0.9; // -10% success
case 'anxious': return 0.97; // -3% success
default: return 1.0;
}
}
// Fleet state
let agentFleet = [];
const agentLookup = new Map(); // v8.18: O(1) agent lookup by ID instead of O(n) .find()
let agentFleetPanelOpen = false;
let agentUpdateTimers = {};
// Toggle fleet panel
function toggleAgentFleetPanel() {
agentFleetPanelOpen = !agentFleetPanelOpen;
const panel = document.getElementById('agent-fleet-panel');
panel.classList.toggle('active', agentFleetPanelOpen);
// v5.14: Refresh profile dropdown when opening
if (agentFleetPanelOpen) {
refreshProfileSelects();
}
}
// v7.22: Expose to window for inline onclick handler
window.toggleAgentFleetPanel = toggleAgentFleetPanel;
// v5.14: Wrapper to spawn agent with selected profile
function spawnAgentWithProfile(agentType) {
const profileSelect = document.getElementById('agent-spawn-profile');
const profileId = profileSelect?.value || '';
spawnAgent(agentType, profileId ? { profileId } : null);
}
// v5.12.1: Spawn a new agent with optional custom transcript and endpoint config
// customConfig: { transcript: [...], endpoint: {...}, name: 'Custom Name', profileId: 'profile_xxx' }
function spawnAgent(agentType, customConfig = null) {
// v9.10: Block agent spawning in customOnly worlds
if (window.WORLD_SYSTEMS?.customOnly === true) {
console.log('[WORLD] Agent spawn blocked: customOnly world');
return null;
}
if (window.WORLD_SYSTEMS?.agents === false) {
console.log('[WORLD] Agent spawn blocked: agents system disabled');
return null;
}
if (agentFleet.length >= MAX_AGENTS) {
addCopilotMessage(`Fleet capacity reached (${MAX_AGENTS} agents). Recall an agent first.`, 'ai');
return null;
}
const typeConfig = AGENT_TYPES[agentType];
if (!typeConfig) return null;
// Find next available name
const usedNames = agentFleet.map(a => a.name);
const availableName = customConfig?.name ||
AGENT_NAMES.find(n => !usedNames.includes(n)) ||
`Agent-${agentFleet.length + 1}`;
// Merge custom transcript with base if provided
let transcript = [...typeConfig.baseTranscript];
if (customConfig?.transcript) {
transcript = customConfig.transcript;
}
// Extract endpoint config from transcript if present
let endpointConfig = customConfig?.endpoint || null;
if (!endpointConfig && transcript.length > 0) {
// Check if first message contains endpoint config
const systemMsg = transcript[0];
if (systemMsg.endpoint) {
endpointConfig = systemMsg.endpoint;
}
}
// v6.3.0: Agent now spawns immediately ready to work
const agent = {
id: Date.now().toString(36) + Math.random().toString(36).substr(2, 9),
name: availableName,
type: agentType,
typeConfig: typeConfig,
status: 'working', // v6.3.0: Start as working, not initializing
statusMessage: 'Systems online!', // v6.3.0: Immediate feedback
progress: 0,
conversationHistory: transcript,
results: [],
lastDecisionTime: 0,
mesh: null,
// v6.4.1: Better initial position - use player, ship, or random (never origin)
position: worldState.player ? worldState.player.position.clone() :
(SHIP_STATE?.position ? SHIP_STATE.position.clone() :
new THREE.Vector3((Math.random() - 0.5) * 20, 0, (Math.random() - 0.5) * 20)),
targetPosition: null,
totalEarnings: { xp: 0, gold: 0, items: [] },
spawnTime: performance.now(),
// v5.12.1: Endpoint configuration
endpointConfig: endpointConfig,
activeEndpoint: null,
// v5.14: Assigned endpoint profile
profileId: customConfig?.profileId || null,
// v5.15.2: Try Again replay system - store full interaction history
interactionHistory: [], // Full request/response pairs with context
replayState: null, // Current replay comparison if active
// v5.17: Agent experience and efficiency system
agentXP: 0,
agentLevel: 1,
efficiency: 1.0, // Multiplier for action success rate
combo: 0, // Consecutive successful actions
maxCombo: 0, // Best combo achieved
lastActionSuccess: false,
actionsPerformed: 0,
successfulActions: 0,
lastHealthRegen: performance.now(),
// v6.3.0: Initialize taskState immediately (was in createAgentMesh)
// v6.4.0: Added inventory system for resource hauling
taskState: {
currentTask: null,
targetObject: null,
targetPosition: null,
state: 'working', // idle, moving, working, combat, returning, depositing, stuck, alert
stuckCounter: 0,
lastPosition: null,
lastTaskTime: 0,
alert: null,
actionCooldown: 0,
hp: 50,
maxHp: 50,
taskLog: [],
// v6.4.0: Agent inventory for hauling resources
inventory: [], // Items the agent is carrying
carryingCapacity: 6, // Max items agent can carry (upgrades with level)
totalHauled: 0, // Lifetime resources delivered to ship
tripsCompleted: 0, // Number of round trips to ship
// v7.86: Pre-allocated vector for target setting to avoid clone() allocations
_targetVec: new THREE.Vector3()
},
meshPending: false // Will be set true if mesh creation fails
};
// Create 3D mesh for the agent (may fail if scene not ready)
createAgentMesh(agent);
// Add to fleet
agentFleet.push(agent);
agentLookup.set(agent.id, agent); // v8.18: Add to lookup Map for O(1) access
// Update UI
updateFleetUI();
updateFleetButton();
// Start autonomous loop for this agent
startAgentLoop(agent);
// Announce
addCopilotMessage(`${typeConfig.icon} ${availableName} (${typeConfig.name}) deployed! They'll work autonomously and report back.`, 'ai');
return agent;
}
// v5.16: Create distinct 3D mesh for each agent type (mini-robots)
// v6.3.0: Now retries if scene isn't ready yet
function createAgentMesh(agent) {
if (!scene) {
// v6.3.0: Scene not ready - schedule retry
agent.meshPending = true;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Agent ${agent.name}: Scene not ready, will retry mesh creation`);
return;
}
agent.meshPending = false;
const color = agent.typeConfig.color;
const agentGroup = new THREE.Group();
// Create mini-robot body based on agent type
const bodyHeight = 0.8;
const bodyWidth = 0.5;
// Body (cylinder with rounded appearance)
const bodyGeom = new THREE.CylinderGeometry(bodyWidth * 0.4, bodyWidth * 0.5, bodyHeight, 8);
const bodyMat = new THREE.MeshStandardMaterial({
color: 0x334455,
metalness: 0.7,
roughness: 0.3
});
const body = new THREE.Mesh(bodyGeom, bodyMat);
body.position.y = bodyHeight / 2;
body.castShadow = true;
agentGroup.add(body);
// Head (sphere with type-specific color visor)
const headGeom = new THREE.SphereGeometry(0.25, 12, 12);
const headMat = new THREE.MeshStandardMaterial({
color: 0x445566,
metalness: 0.6,
roughness: 0.4
});
const head = new THREE.Mesh(headGeom, headMat);
head.position.y = bodyHeight + 0.2;
agentGroup.add(head);
// Visor/Eye (type-colored, glowing)
const visorGeom = new THREE.BoxGeometry(0.3, 0.08, 0.15);
const visorMat = new THREE.MeshStandardMaterial({
color: color,
emissive: color,
emissiveIntensity: 0.8,
metalness: 0.9,
roughness: 0.1
});
const visor = new THREE.Mesh(visorGeom, visorMat);
visor.position.set(0, bodyHeight + 0.2, 0.2);
agentGroup.add(visor);
agent.visor = visor;
// Type-specific tool/accessory
const toolGroup = new THREE.Group();
switch (agent.type) {
case 'gatherer':
// Pickaxe
const pickHandle = new THREE.Mesh(
new THREE.CylinderGeometry(0.03, 0.03, 0.4, 6),
new THREE.MeshStandardMaterial({ color: 0x8B4513 })
);
pickHandle.rotation.z = Math.PI / 4;
const pickHead = new THREE.Mesh(
new THREE.BoxGeometry(0.2, 0.08, 0.05),
new THREE.MeshStandardMaterial({ color: 0x888888, metalness: 0.8 })
);
pickHead.position.y = 0.2;
pickHandle.add(pickHead);
toolGroup.add(pickHandle);
break;
case 'hunter':
// Sword
const swordBlade = new THREE.Mesh(
new THREE.BoxGeometry(0.05, 0.5, 0.02),
new THREE.MeshStandardMaterial({ color: 0xcccccc, metalness: 0.9 })
);
const swordHilt = new THREE.Mesh(
new THREE.BoxGeometry(0.15, 0.08, 0.03),
new THREE.MeshStandardMaterial({ color: 0x8B4513 })
);
swordHilt.position.y = -0.25;
swordBlade.add(swordHilt);
toolGroup.add(swordBlade);
break;
case 'miner':
// Mining drill
const drill = new THREE.Mesh(
new THREE.ConeGeometry(0.1, 0.4, 8),
new THREE.MeshStandardMaterial({ color: 0x666666, metalness: 0.8 })
);
drill.rotation.z = -Math.PI / 2;
toolGroup.add(drill);
break;
case 'healer':
// Medical cross
const crossH = new THREE.Mesh(
new THREE.BoxGeometry(0.25, 0.08, 0.04),
new THREE.MeshStandardMaterial({ color: 0xff4444, emissive: 0xff0000, emissiveIntensity: 0.3 })
);
const crossV = new THREE.Mesh(
new THREE.BoxGeometry(0.08, 0.25, 0.04),
new THREE.MeshStandardMaterial({ color: 0xff4444, emissive: 0xff0000, emissiveIntensity: 0.3 })
);
toolGroup.add(crossH, crossV);
break;
case 'scout':
case 'explorer':
// Antenna
const antenna = new THREE.Mesh(
new THREE.CylinderGeometry(0.02, 0.02, 0.3, 6),
new THREE.MeshStandardMaterial({ color: 0x888888 })
);
const antennaTip = new THREE.Mesh(
new THREE.SphereGeometry(0.05, 8, 8),
new THREE.MeshStandardMaterial({ color: color, emissive: color, emissiveIntensity: 0.5 })
);
antennaTip.position.y = 0.15;
antenna.add(antennaTip);
antenna.position.y = bodyHeight + 0.45;
agentGroup.add(antenna);
agent.antenna = antennaTip;
break;
case 'protector':
// Shield
const shield = new THREE.Mesh(
new THREE.BoxGeometry(0.05, 0.35, 0.25),
new THREE.MeshStandardMaterial({ color: 0x4488ff, metalness: 0.7 })
);
toolGroup.add(shield);
break;
case 'fisher':
// Fishing rod
const rod = new THREE.Mesh(
new THREE.CylinderGeometry(0.02, 0.015, 0.6, 6),
new THREE.MeshStandardMaterial({ color: 0x8B4513 })
);
rod.rotation.z = Math.PI / 6;
toolGroup.add(rod);
break;
}
toolGroup.position.set(0.35, bodyHeight * 0.6, 0);
agentGroup.add(toolGroup);
agent.tool = toolGroup;
// Legs (simple cylinders)
[-0.12, 0.12].forEach(xOff => {
const leg = new THREE.Mesh(
new THREE.CylinderGeometry(0.06, 0.08, 0.3, 6),
new THREE.MeshStandardMaterial({ color: 0x333344, metalness: 0.5 })
);
leg.position.set(xOff, 0.15, 0);
agentGroup.add(leg);
});
// Alert indicator (hidden by default)
const alertGeom = new THREE.SphereGeometry(0.15, 8, 8);
const alertMat = new THREE.MeshBasicMaterial({
color: 0xff0000,
transparent: true,
opacity: 0
});
const alertIndicator = new THREE.Mesh(alertGeom, alertMat);
alertIndicator.position.y = bodyHeight + 0.6;
agentGroup.add(alertIndicator);
agent.alertIndicator = alertIndicator;
// Glow effect (type color)
const glowGeom = new THREE.SphereGeometry(0.7, 8, 8);
const glowMat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.1
});
const glow = new THREE.Mesh(glowGeom, glowMat);
glow.position.y = bodyHeight / 2;
agentGroup.add(glow);
agent.glow = glow;
// v6.5.2: MUCH larger scale so agents are clearly visible on the map
agentGroup.scale.setScalar(4.0);
// v6.4.1: Position agents with proper spread - NEVER at origin
// Use agent index in fleet for deterministic spread
const agentIndex = agentFleet.indexOf(agent);
const spreadAngle = (agentIndex * 0.7) + Math.random() * 0.5; // Unique angle per agent
const spreadDist = 5 + Math.random() * 8; // 5-13 units from center
let baseX = 0, baseZ = 0;
// Get base position from player, ship, or default
if (worldState.player && worldState.player.position) {
baseX = worldState.player.position.x;
baseZ = worldState.player.position.z;
} else if (SHIP_STATE && SHIP_STATE.position) {
baseX = SHIP_STATE.position.x;
baseZ = SHIP_STATE.position.z;
} else {
// Default to center-ish of map with spread
baseX = (Math.random() - 0.5) * 20;
baseZ = (Math.random() - 0.5) * 20;
}
// Apply spread offset based on agent index
const finalX = baseX + Math.cos(spreadAngle) * spreadDist;
const finalZ = baseZ + Math.sin(spreadAngle) * spreadDist;
// v6.5.1: Get terrain height BEFORE positioning - agents were spawning underground!
let terrainY = 0;
if (typeof getTerrainHeight === 'function') {
terrainY = getTerrainHeight(finalX, finalZ);
}
agentGroup.position.set(finalX, terrainY, finalZ);
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Agent ${agent.name}: Spawned at (${finalX.toFixed(1)}, ${terrainY.toFixed(1)}, ${finalZ.toFixed(1)}) - index ${agentIndex}`);
agent.mesh = agentGroup;
// v8.23: Create position Vector3 once, then use copy() for updates
if (!agent.position) {
agent.position = new THREE.Vector3();
}
agent.position.copy(agentGroup.position);
// v6.3.0: taskState is now initialized in spawnAgent - just update position reference
// v8.23: Use copy() instead of clone() to avoid allocation
if (agent.taskState) {
if (!agent.taskState.lastPosition) {
agent.taskState.lastPosition = new THREE.Vector3();
}
agent.taskState.lastPosition.copy(agent.position);
}
scene.add(agentGroup);
// v6.5.1: Ensure snapped to ground after scene add
if (typeof snapToGround === 'function') {
snapToGround(agentGroup);
}
// v6.4.1: Visual spawn effect
if (particles) {
particles.emit(agentGroup.position, 8, agent.typeConfig.color, { spread: 1.5, lifetime: 600, size: 0.12 });
}
}
// Start autonomous decision loop for an agent
// v6.60: DETERMINISTIC PRIMARY - API calls are supplementary hints only
// Core decisions based on map state, endpoint enhances but never replaces
function startAgentLoop(agent) {
// IMMEDIATELY set agent to working status
agent.status = 'working';
agent.statusMessage = 'Systems online!';
updateAgentCardUI(agent);
// Run first deterministic action IMMEDIATELY based on map state
runDeterministicAgentCommand(agent);
agent.lastDecisionTime = performance.now();
agent.lastApiCallTime = 0; // Track API calls separately
agent.apiHint = null; // Store hints from API
// Mesh retry counter
let meshRetryCount = 0;
const MAX_MESH_RETRIES = 50; // Try for ~25 seconds
const loop = () => {
if (!agent || !agentFleet.includes(agent)) return;
// v6.4.1: ROBUST mesh creation retry - createAgentMesh now handles positioning
if (!agent.mesh && scene && meshRetryCount < MAX_MESH_RETRIES) {
meshRetryCount++;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Agent ${agent.name}: Attempting mesh creation (attempt ${meshRetryCount})`);
createAgentMesh(agent);
if (agent.mesh) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Agent ${agent.name}: Mesh created successfully at (${agent.mesh.position.x.toFixed(1)}, ${agent.mesh.position.z.toFixed(1)})`);
updateAgentCardUI(agent);
}
}
const now = performance.now();
// v6.60: PRIMARY - Run deterministic commands based on map state
if (now - agent.lastDecisionTime >= agent.typeConfig.decisionInterval) {
agent.lastDecisionTime = now;
try {
// CORE: Deterministic command based on agent type and map state
runDeterministicAgentCommand(agent);
} catch (err) {
console.error(`Agent ${agent.name} deterministic error:`, err);
}
}
// v6.60: SUPPLEMENTARY - API calls for hints (every 15 seconds, non-blocking)
const API_HINT_INTERVAL = 15000; // 15 seconds
if (now - agent.lastApiCallTime >= API_HINT_INTERVAL) {
agent.lastApiCallTime = now;
// Non-blocking API hint request (doesn't affect core behavior)
requestAgentApiHint(agent).catch(() => {});
}
// Continue loop
agentUpdateTimers[agent.id] = setTimeout(loop, 500);
};
// Start loop immediately
loop();
}
// v6.60: CORE DETERMINISTIC COMMAND - Based on agent type and actual map state
// This is the PRIMARY decision-making logic - runs without any API
function runDeterministicAgentCommand(agent) {
if (!agent.mesh) return;
const task = agent.taskState;
const agentPos = agent.mesh.position;
const taskType = agent.typeConfig.taskType;
// Build map context for decision
const mapContext = scanMapContextForAgent(agent);
// Deterministic command based on agent type and map state
switch (taskType) {
case 'gather':
executeGathererCommand(agent, mapContext);
break;
case 'hunt':
executeHunterCommand(agent, mapContext);
break;
case 'scout':
executeScoutCommand(agent, mapContext);
break;
case 'protect':
executeProtectorCommand(agent, mapContext);
break;
case 'heal':
executeHealerCommand(agent, mapContext);
break;
case 'fish':
executeFisherCommand(agent, mapContext);
break;
case 'mine':
executeMinerCommand(agent, mapContext);
break;
case 'terraform':
executeTerraformerCommand(agent, mapContext);
break;
case 'build':
executeBuilderCommand(agent, mapContext);
break;
default:
executeGathererCommand(agent, mapContext);
}
// Update progress
const elapsed = performance.now() - agent.spawnTime;
agent.progress = Math.min(100, (elapsed / 60000) * 100);
saveGameData();
updateAgentCardUI(agent);
}
// v6.60: Scan actual map state for deterministic decisions
// v7.74: Use distanceToSquared for performance - sqrt only when needed for output
function scanMapContextForAgent(agent) {
if (!agent.mesh) return {};
const agentPos = agent.mesh.position;
const scanRadius = 40; // World units to scan
const scanRadiusSq = scanRadius * scanRadius; // v7.74: Squared for comparison
const context = {
nearbyResources: [],
nearbyEnemies: [],
nearbyAllies: [],
nearbyFishingSpots: [],
nearbyConstructionSites: [],
terrainData: [],
playerPosition: worldState.player?.position?.clone() || null,
playerHealth: gameData.player?.hp || 100,
playerMaxHealth: gameData.player?.maxHp || 100,
agentInventory: agent.taskState?.inventory || [],
agentCarryingCapacity: agent.taskState?.carryingCapacity || 6,
apiHint: agent.apiHint // Include any API-provided hints
};
// Scan interactables (trees, rocks, plants)
// v8.09: forEach to for loop + InteractableSpatialGrid for O(1) nearby lookup
if (worldState.interactables) {
// Rebuild grid if needed (shared across all agents per frame)
// checkRebuild auto-detects array length changes (additions/removals)
if (InteractableSpatialGrid.checkRebuild(worldState.interactables)) {
InteractableSpatialGrid.rebuild(worldState.interactables);
}
// Use spatial grid for O(1) lookup instead of O(n) full iteration
const scanCellRadius = Math.ceil(scanRadius / InteractableSpatialGrid.cellSize);
const nearbyInteractables = InteractableSpatialGrid.getNearby(agentPos.x, agentPos.z, scanCellRadius);
for (let i = 0, len = nearbyInteractables.length; i < len; i++) {
const obj = nearbyInteractables[i];
if (!obj.parent) continue;
const distSq = agentPos.distanceToSquared(obj.position);
if (distSq <= scanRadiusSq) {
context.nearbyResources.push({
object: obj,
position: obj.position.clone(),
distance: Math.sqrt(distSq), // Only sqrt for output
type: obj.userData?.type || 'unknown',
name: obj.userData?.name || 'Resource',
hp: obj.userData?.hp || 0
});
}
}
// Sort by distance
context.nearbyResources.sort((a, b) => a.distance - b.distance);
}
// Scan enemies
// v8.03: Converted forEach to for loop for performance
if (worldState.mobs) {
const mobs = worldState.mobs;
for (let i = 0, len = mobs.length; i < len; i++) {
const mob = mobs[i];
if (!mob.mesh || mob.isDead) continue;
const distSq = agentPos.distanceToSquared(mob.mesh.position);
if (distSq <= scanRadiusSq) {
context.nearbyEnemies.push({
mob: mob,
position: mob.mesh.position.clone(),
distance: Math.sqrt(distSq),
hp: mob.hp || 0,
type: mob.type || 'enemy',
isBoss: mob.isBoss || false
});
}
}
context.nearbyEnemies.sort((a, b) => a.distance - b.distance);
}
// Scan fishing spots
// v8.03: Converted forEach to for loop for performance
if (worldState.fishingSpots) {
const spots = worldState.fishingSpots;
for (let i = 0, len = spots.length; i < len; i++) {
const spot = spots[i];
if (!spot.parent) continue;
const distSq = agentPos.distanceToSquared(spot.position);
if (distSq <= scanRadiusSq) {
context.nearbyFishingSpots.push({
spot: spot,
position: spot.position.clone(),
distance: Math.sqrt(distSq)
});
}
}
context.nearbyFishingSpots.sort((a, b) => a.distance - b.distance);
}
// Scan construction sites
// v8.03: Converted forEach to for loop for performance
if (worldState.constructionSites) {
const sites = worldState.constructionSites;
for (let i = 0, len = sites.length; i < len; i++) {
const site = sites[i];
if (!site.mesh) continue;
const distSq = agentPos.distanceToSquared(site.mesh.position);
if (distSq <= scanRadiusSq) {
context.nearbyConstructionSites.push({
site: site,
position: site.mesh.position.clone(),
distance: Math.sqrt(distSq),
claimed: site.claimedBy || null
});
}
}
context.nearbyConstructionSites.sort((a, b) => a.distance - b.distance);
}
// Scan other agents (allies)
// v8.03: Converted forEach to for loop for performance
for (let i = 0, len = agentFleet.length; i < len; i++) {
const otherAgent = agentFleet[i];
if (otherAgent.id === agent.id || !otherAgent.mesh) continue;
const distSq = agentPos.distanceToSquared(otherAgent.mesh.position);
if (distSq <= scanRadiusSq) {
context.nearbyAllies.push({
agent: otherAgent,
position: otherAgent.mesh.position.clone(),
distance: Math.sqrt(distSq),
type: otherAgent.type,
health: otherAgent.taskState?.hp || 50
});
}
}
return context;
}
// v6.60: Deterministic Gatherer Command
function executeGathererCommand(agent, mapContext) {
const task = agent.taskState;
// Initialize inventory if needed
if (!task.inventory) task.inventory = [];
if (!task.carryingCapacity) task.carryingCapacity = 6 + Math.floor(agent.agentLevel / 2);
task.carryingCapacity = 6 + Math.floor(agent.agentLevel / 2);
// COMMAND: If inventory full, return to ship
if (task.inventory.length >= task.carryingCapacity) {
if (task.state !== 'returning' && task.state !== 'depositing') {
task.state = 'returning';
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, SHIP_STATE.position);
agent.statusMessage = `📦 Inventory full (${task.inventory.length}/${task.carryingCapacity}) - returning to ship`;
logAgentTask(agent, 'Inventory full, heading to ship');
}
return;
}
// COMMAND: Find nearest gatherable resource (trees, plants, bushes)
const gatherTargets = mapContext.nearbyResources.filter(r =>
r.type === 'tree' || r.name?.includes('Tree') ||
r.name?.includes('Bush') || r.name?.includes('Plant') ||
r.name?.includes('Herb') || r.type === 'plant'
);
if (gatherTargets.length > 0) {
// API hint might suggest a specific resource type
let target = gatherTargets[0];
if (agent.apiHint?.preferredResource) {
const hintTarget = gatherTargets.find(t =>
t.name?.toLowerCase().includes(agent.apiHint.preferredResource.toLowerCase())
);
if (hintTarget) target = hintTarget;
}
task.targetObject = target.object;
task.targetPosition = target.position;
task.state = 'moving';
agent.statusMessage = `🎯 Targeting ${target.name} (${target.distance.toFixed(0)}m)`;
// If close enough, harvest
if (target.distance < 2) {
performAgentHarvest(agent, target.object);
trackAgentAction(agent, true, 5);
}
} else {
// No resources found - wander to explore
// v7.74: Use distanceToSquared for performance
if (!task.targetPosition || agent.mesh.position.distanceToSquared(task.targetPosition) < 4) { // 2*2=4
task.targetPosition = getRandomWanderPosition(agent.mesh.position);
task.state = 'moving';
agent.statusMessage = '🔎 Searching for resources...';
}
}
}
// v6.60: Deterministic Hunter Command
function executeHunterCommand(agent, mapContext) {
const task = agent.taskState;
// Filter out bosses unless we're high level
const huntTargets = mapContext.nearbyEnemies.filter(e =>
!e.isBoss || agent.agentLevel >= 5
);
if (huntTargets.length > 0) {
const target = huntTargets[0];
// If close enough, attack
if (target.distance < 3) {
const damage = 10 + agent.agentLevel * 2;
target.mob.hp -= damage;
if (agent.mesh) {
spawnFloater(target.position, `-${damage}`, '#ff4444');
spawnAgentParticleEffect(agent, 'success');
}
agent.statusMessage = `⚔️ Attacking! -${damage} damage`;
// Check if killed
if (target.mob.hp <= 0) {
target.mob.isDead = true;
const xp = 15 + agent.agentLevel * 3;
const gold = 5 + agent.agentLevel;
if (typeof addXp === 'function') addXp('combat', xp);
gameData.gold = (gameData.gold || 0) + gold;
agent.totalEarnings.xp += xp;
agent.totalEarnings.gold += gold;
agent.statusMessage = `☠️ Enemy defeated! +${xp} XP +${gold} gold`;
logAgentTask(agent, `Killed enemy: +${xp} XP +${gold} gold`);
}
trackAgentAction(agent, true, 8);
task.actionCooldown = 800; // Attack cooldown
} else {
// Move to engage
task.targetPosition = target.position;
task.state = 'moving';
agent.statusMessage = `🏹 Engaging enemy (${target.distance.toFixed(0)}m)`;
}
} else {
// Patrol - wander looking for enemies
// v7.74: Use distanceToSquared for performance
if (!task.targetPosition || agent.mesh.position.distanceToSquared(task.targetPosition) < 4) { // 2*2=4
task.targetPosition = getRandomWanderPosition(agent.mesh.position);
task.state = 'moving';
agent.statusMessage = '🔍 Patrolling for hostiles...';
}
}
}
// v6.60: Deterministic Scout Command
function executeScoutCommand(agent, mapContext) {
const task = agent.taskState;
// Scouts report discoveries and explore
const hasEnemies = mapContext.nearbyEnemies.length > 0;
const hasResources = mapContext.nearbyResources.length > 0;
// Report significant findings
if (hasEnemies && !task.lastReportedEnemies) {
const enemyCount = mapContext.nearbyEnemies.length;
agent.statusMessage = `⚠️ Spotted ${enemyCount} hostile(s)!`;
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`🔍 ${agent.name} spotted ${enemyCount} enemies at (${Math.floor(agent.mesh.position.x)}, ${Math.floor(agent.mesh.position.z)})`, 'ai');
}
task.lastReportedEnemies = true;
agent.results.push({ discovery: `Spotted ${enemyCount} enemies` });
trackAgentAction(agent, true, 6);
} else if (!hasEnemies) {
task.lastReportedEnemies = false;
}
// Always explore - scouts move faster and further
// v7.74: Use distanceToSquared for performance
if (!task.targetPosition || agent.mesh.position.distanceToSquared(task.targetPosition) < 9) { // 3*3=9
const angle = Math.random() * Math.PI * 2;
const distance = 15 + Math.random() * 20; // Scouts go further
const halfWorld = (CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
task.targetPosition = new THREE.Vector3(
Math.max(-halfWorld + 5, Math.min(halfWorld - 5, agent.mesh.position.x + Math.cos(angle) * distance)),
agent.mesh.position.y,
Math.max(-halfWorld + 5, Math.min(halfWorld - 5, agent.mesh.position.z + Math.sin(angle) * distance))
);
task.state = 'moving';
agent.statusMessage = '🧭 Scouting new territory...';
}
}
// v6.60: Deterministic Protector Command
function executeProtectorCommand(agent, mapContext) {
const task = agent.taskState;
// Priority 1: Engage nearby enemies
if (mapContext.nearbyEnemies.length > 0) {
const target = mapContext.nearbyEnemies[0];
if (target.distance < 4) {
const damage = 12 + agent.agentLevel * 2;
target.mob.hp -= damage;
if (agent.mesh) {
spawnFloater(target.position, `-${damage}`, '#ff4444');
spawnAgentParticleEffect(agent, 'success');
}
agent.statusMessage = `🛡️ Defending! -${damage} damage`;
trackAgentAction(agent, true, 6);
task.actionCooldown = 600;
if (target.mob.hp <= 0) {
target.mob.isDead = true;
agent.statusMessage = '🛡️ Threat neutralized!';
}
} else {
task.targetPosition = target.position;
task.state = 'moving';
agent.statusMessage = `🛡️ Intercepting threat (${target.distance.toFixed(0)}m)`;
}
} else {
// No enemies - patrol near player
// v7.74: Use distanceToSquared for performance
if (mapContext.playerPosition) {
const distSqToPlayer = agent.mesh.position.distanceToSquared(mapContext.playerPosition);
if (distSqToPlayer > 225) { // 15*15=225
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, mapContext.playerPosition);
task.state = 'moving';
agent.statusMessage = '🛡️ Returning to player...';
} else {
agent.statusMessage = '🛡️ Area secure. Guarding player.';
task.state = 'idle';
}
}
}
}
// v6.60: Deterministic Healer Command
// v7.74: Use distanceToSquared for performance
function executeHealerCommand(agent, mapContext) {
const task = agent.taskState;
// Priority 1: Heal player if injured
if (mapContext.playerHealth < mapContext.playerMaxHealth * 0.8) {
if (mapContext.playerPosition) {
const distSqToPlayer = agent.mesh.position.distanceToSquared(mapContext.playerPosition);
if (distSqToPlayer < 25) { // 5*5=25
const healAmount = 8 + agent.agentLevel * 2;
gameData.player.hp = Math.min(gameData.player.maxHp, gameData.player.hp + healAmount);
updateHealthUI();
agent.statusMessage = `💚 Healed player +${healAmount} HP`;
agent.results.push({ heal: healAmount });
if (agent.mesh) spawnAgentParticleEffect(agent, 'heal');
trackAgentAction(agent, true, 5);
task.actionCooldown = 2000; // Heal cooldown
} else {
task.targetPosition = mapContext.playerPosition;
task.state = 'moving';
const distToPlayer = Math.sqrt(distSqToPlayer); // Only sqrt for display
agent.statusMessage = `💚 Moving to heal player (${distToPlayer.toFixed(0)}m)`;
}
}
} else {
// Priority 2: Heal injured allies
const injuredAlly = mapContext.nearbyAllies.find(a => a.health < 40);
if (injuredAlly) {
if (injuredAlly.distance < 4) {
injuredAlly.agent.taskState.hp = Math.min(50, (injuredAlly.agent.taskState.hp || 50) + 10);
agent.statusMessage = `💚 Healed ${injuredAlly.agent.name}`;
trackAgentAction(agent, true, 4);
} else {
task.targetPosition = injuredAlly.position;
task.state = 'moving';
}
} else {
// Stay near player
if (mapContext.playerPosition) {
const distSqToPlayer2 = agent.mesh.position.distanceToSquared(mapContext.playerPosition);
if (distSqToPlayer2 > 100) { // 10*10=100
task.targetPosition = mapContext.playerPosition;
task.state = 'moving';
}
}
agent.statusMessage = '💚 All healthy. Standing by.';
}
}
}
// v6.60: Deterministic Fisher Command
function executeFisherCommand(agent, mapContext) {
const task = agent.taskState;
// Initialize inventory
if (!task.inventory) task.inventory = [];
if (!task.carryingCapacity) task.carryingCapacity = 8 + Math.floor(agent.agentLevel / 2);
// Return to ship if full
if (task.inventory.length >= task.carryingCapacity) {
if (task.state !== 'returning' && task.state !== 'depositing') {
task.state = 'returning';
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, SHIP_STATE.position);
agent.statusMessage = `🐟 Haul full! Returning (${task.inventory.length} fish)`;
}
return;
}
// Find fishing spots
if (mapContext.nearbyFishingSpots.length > 0) {
const spot = mapContext.nearbyFishingSpots[0];
if (spot.distance < 3) {
// Fish!
task.state = 'working';
// Deterministic catch based on level
const catchChance = 0.3 + agent.agentLevel * 0.05;
if (Math.random() < catchChance) {
const fishTypes = ['Raw Fish'];
if (agent.agentLevel >= 3) fishTypes.push('Large Fish');
if (agent.agentLevel >= 5) fishTypes.push('Golden Fish');
const fishType = fishTypes[Math.floor(Math.random() * fishTypes.length)];
task.inventory.push(fishType);
agent.totalEarnings.items.push({ item: fishType, amount: 1 });
agent.statusMessage = fishType === 'Golden Fish'
? `🌟 Caught a Golden Fish! [${task.inventory.length}]`
: `🐟 Caught ${fishType}! [${task.inventory.length}/${task.carryingCapacity}]`;
spawnFloater(agent.mesh.position, `+1 ${fishType}`, '#00ffff');
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
trackAgentAction(agent, true, 4);
} else {
agent.statusMessage = '🎣 Waiting for a bite...';
}
task.actionCooldown = 1500;
} else {
task.targetPosition = spot.position;
task.state = 'moving';
agent.statusMessage = `🎣 Heading to fishing spot (${spot.distance.toFixed(0)}m)`;
}
} else {
// Search for water/fishing spots
// v7.74: Use distanceToSquared for performance
if (!task.targetPosition || agent.mesh.position.distanceToSquared(task.targetPosition) < 4) { // 2*2=4
task.targetPosition = getRandomWanderPosition(agent.mesh.position);
task.state = 'moving';
agent.statusMessage = '🔍 Searching for fishing spots...';
}
}
}
// v6.60: Deterministic Miner Command
function executeMinerCommand(agent, mapContext) {
const task = agent.taskState;
// Initialize inventory
if (!task.inventory) task.inventory = [];
if (!task.carryingCapacity) task.carryingCapacity = 8 + Math.floor(agent.agentLevel / 2);
task.carryingCapacity = 8 + Math.floor(agent.agentLevel / 2);
// Return if full
if (task.inventory.length >= task.carryingCapacity) {
if (task.state !== 'returning' && task.state !== 'depositing') {
task.state = 'returning';
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, SHIP_STATE.position);
agent.statusMessage = `⛏️ Inventory full - returning`;
}
return;
}
// Find mining targets
const mineTargets = mapContext.nearbyResources.filter(r =>
r.type === 'rock' || r.name?.includes('Ore') ||
r.name?.includes('Crystal') || r.name?.includes('Stone')
);
if (mineTargets.length > 0) {
const target = mineTargets[0];
if (target.distance < 2) {
performAgentHarvest(agent, target.object);
trackAgentAction(agent, true, 6);
} else {
task.targetObject = target.object;
task.targetPosition = target.position;
task.state = 'moving';
agent.statusMessage = `⛏️ Mining ${target.name} (${target.distance.toFixed(0)}m)`;
}
} else {
// Search for deposits
// v7.74: Use distanceToSquared for performance
if (!task.targetPosition || agent.mesh.position.distanceToSquared(task.targetPosition) < 4) { // 2*2=4
task.targetPosition = getRandomWanderPosition(agent.mesh.position);
task.state = 'moving';
agent.statusMessage = '⛏️ Searching for ore deposits...';
}
}
}
// v6.60: Deterministic Terraformer Command (uses existing intelligent logic)
function executeTerraformerCommand(agent, mapContext) {
// Terraformer already has intelligent site selection in simulateAgentDecision
// Call the existing terraform case logic
const gameContext = buildGameContextForAgent(agent);
// Use the existing terraform logic (already deterministic)
const taskType = 'terraform';
const rand = Math.random();
const terraformRate = getAgentSuccessRate(agent, 0.7);
if (rand < terraformRate && agent.mesh) {
// Reuse existing intelligent site scanner from simulateAgentDecision
simulateTerraformAction(agent);
} else {
agent.statusMessage = '📡 Scanning terrain topology...';
}
trackAgentAction(agent, true, 10);
}
// v6.60: Helper for terraform (extracted from simulateAgentDecision)
function simulateTerraformAction(agent) {
if (!agent.mesh) return;
const agentX = Math.floor((agent.mesh.position.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
const agentZ = Math.floor((agent.mesh.position.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
// Calculate terrain roughness in an area
const calculateRoughness = (cx, cz, radius) => {
let heights = [];
for (let dx = -radius; dx <= radius; dx++) {
for (let dz = -radius; dz <= radius; dz++) {
const tx = cx + dx, tz = cz + dz;
if (worldState.terrain[tx] && worldState.terrain[tx][tz] !== undefined && worldState.terrain[tx][tz] > 0) {
heights.push(worldState.terrain[tx][tz]);
}
}
}
if (heights.length < 2) return 0;
const avg = heights.reduce((a, b) => a + b, 0) / heights.length;
const variance = heights.reduce((sum, h) => sum + Math.pow(h - avg, 2), 0) / heights.length;
return Math.sqrt(variance);
};
const roughness = calculateRoughness(agentX, agentZ, 2);
if (roughness > 0.2) {
// Smooth the terrain
const smoothRadius = 2;
let totalHeight = 0, count = 0;
let heightMap = [];
for (let dx = -smoothRadius; dx <= smoothRadius; dx++) {
for (let dz = -smoothRadius; dz <= smoothRadius; dz++) {
const tx = agentX + dx, tz = agentZ + dz;
if (worldState.terrain[tx] && worldState.terrain[tx][tz] !== undefined && worldState.terrain[tx][tz] > 0) {
const h = worldState.terrain[tx][tz];
totalHeight += h;
count++;
heightMap.push({ tx, tz, h });
}
}
}
if (count > 0) {
const avgHeight = totalHeight / count;
for (const cell of heightMap) {
worldState.terrain[cell.tx][cell.tz] = cell.h + (avgHeight - cell.h) * 0.95;
}
// v9.4: Update the 3D terrain mesh visuals
if (typeof worldState.updateTerrainMeshes === 'function') {
worldState.updateTerrainMeshes(agentX, agentZ, smoothRadius + 1);
}
agent.statusMessage = `🚜 Smoothed terrain at (${agentX}, ${agentZ})`;
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
}
} else {
// Area smooth - move to find rough terrain
moveAgentToRandomPosition(agent);
agent.statusMessage = '🔍 Seeking uneven terrain...';
}
}
// v6.60: Deterministic Builder Command (uses existing intelligent logic)
function executeBuilderCommand(agent, mapContext) {
const task = agent.taskState;
// Find unclaimed construction sites
const availableSites = mapContext.nearbyConstructionSites.filter(s =>
!s.claimed || s.claimed === agent.name
);
if (availableSites.length > 0) {
const site = availableSites[0];
if (site.distance < 3) {
// Build at site
task.state = 'working';
agent.statusMessage = `🔧 Building at (${Math.floor(site.position.x)}, ${Math.floor(site.position.z)})`;
// Mark as claimed
if (site.site) site.site.claimedBy = agent.name;
// Building progress
if (!site.site.buildProgress) site.site.buildProgress = 0;
site.site.buildProgress += 10 + agent.agentLevel * 2;
if (site.site.buildProgress >= 100) {
// Complete construction
agent.statusMessage = '🏗️ Construction complete!';
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`🏗️ ${agent.name} completed construction at (${Math.floor(site.position.x)}, ${Math.floor(site.position.z)})!`, 'ai');
}
// Remove from construction sites
worldState.constructionSites = worldState.constructionSites.filter(s => s !== site.site);
}
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
trackAgentAction(agent, true, 10);
task.actionCooldown = 1000;
} else {
task.targetPosition = site.position;
task.state = 'moving';
agent.statusMessage = `🔧 Heading to construction site (${site.distance.toFixed(0)}m)`;
}
} else {
// Search for sites
// v7.74: Use distanceToSquared for performance
if (!task.targetPosition || agent.mesh.position.distanceToSquared(task.targetPosition) < 4) { // 2*2=4
task.targetPosition = getRandomWanderPosition(agent.mesh.position);
task.state = 'moving';
agent.statusMessage = '🔍 Searching for construction sites...';
}
}
}
// v6.60: SUPPLEMENTARY API hint request (non-blocking, enhances but doesn't replace)
async function requestAgentApiHint(agent) {
const endpoint = getAgentEndpoint(agent);
// No endpoint = no hints (core logic handles everything)
if (!endpoint || !endpoint.url || !endpoint.key) {
return;
}
try {
const gameContext = buildGameContextForAgent(agent);
const mapSummary = summarizeMapForApi(agent);
const hintRequest = {
role: 'user',
content: `Agent ${agent.name} (${agent.type}) needs a quick hint. Map: ${mapSummary}. Current task: ${agent.statusMessage}. Respond with brief JSON hint: {"preferredResource": "type or null", "priority": "gather|fight|explore|heal", "suggestion": "brief tip"}`
};
const headers = {
'Content-Type': 'application/json'
};
if (endpoint.headerPrefix) {
headers[endpoint.headerStyle] = endpoint.headerPrefix + endpoint.key;
} else {
headers[endpoint.headerStyle] = endpoint.key;
}
const requestBody = formatAgentRequestBody(endpoint, hintRequest, [hintRequest], agent);
const response = await fetch(endpoint.url, {
method: 'POST',
headers: headers,
body: requestBody
});
if (response.ok) {
const data = await response.json();
const textResponse = parseAgentResponse(endpoint, data);
// Try to parse hint
try {
const hint = JSON.parse(textResponse);
agent.apiHint = hint;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Agent ${agent.name} received API hint:`, hint);
} catch {
// Non-JSON response - store as suggestion
agent.apiHint = { suggestion: textResponse.substring(0, 100) };
}
}
} catch (err) {
// Silently fail - API hints are supplementary
console.debug(`Agent ${agent.name} API hint failed (non-critical):`, err.message);
}
}
// v6.60: Summarize map state for API hint request
// v7.80: distanceToSquared optimization
function summarizeMapForApi(agent) {
if (!agent.mesh) return 'No position data';
const pos = agent.mesh.position;
const rangeSq = 400; // 20*20=400
const nearbyResources = worldState.interactables?.filter(o =>
o.parent && o.position.distanceToSquared(pos) < rangeSq
).length || 0;
const nearbyEnemies = worldState.mobs?.filter(m =>
m.mesh && !m.isDead && m.mesh.position.distanceToSquared(pos) < rangeSq
).length || 0;
return `pos:(${Math.floor(pos.x)},${Math.floor(pos.z)}) resources:${nearbyResources} enemies:${nearbyEnemies} inv:${agent.taskState?.inventory?.length || 0}`;
}
// v5.12.1: Make an autonomous decision for an agent via configurable API endpoint
async function makeAgentDecision(agent) {
// Get agent-specific endpoint (may differ from global)
const endpoint = getAgentEndpoint(agent);
// Build real-time context
const gameContext = buildGameContextForAgent(agent);
// Inject context into a user message
const contextMessage = {
role: 'user',
content: `Current situation: ${JSON.stringify(gameContext)}. What's your next action?`
};
// Build conversation for API
const conversationForApi = [...agent.conversationHistory, contextMessage];
// If no endpoint configured, use simulated local decisions
if (!endpoint || !endpoint.url || !endpoint.key) {
// v5.15: Log why we're falling back to simulation
// v8.26: Gated debug logging
if (!endpoint) {
if (DEBUG_LOGGING) console.log(`Agent ${agent.name}: No endpoint configured, using simulation`);
} else if (!endpoint.url) {
if (DEBUG_LOGGING) console.log(`Agent ${agent.name}: Missing endpoint URL, using simulation`);
} else if (!endpoint.key) {
if (DEBUG_LOGGING) console.log(`Agent ${agent.name}: Missing API key for ${endpoint.name}, using simulation. Check RAPPID settings.`);
agent.statusMessage = 'API key missing - using simulation';
}
simulateAgentDecision(agent, gameContext);
return;
}
try {
agent.status = 'thinking';
agent.activeEndpoint = endpoint.name; // Track which endpoint is being used
updateAgentCardUI(agent);
// Build headers based on endpoint configuration
const headers = {
'Content-Type': 'application/json'
};
// Add auth header based on endpoint style
if (endpoint.headerPrefix) {
headers[endpoint.headerStyle] = endpoint.headerPrefix + endpoint.key;
} else {
headers[endpoint.headerStyle] = endpoint.key;
}
// Format body based on endpoint type
const requestBody = formatAgentRequestBody(endpoint, contextMessage, conversationForApi, agent);
const response = await fetch(endpoint.url, {
method: 'POST',
headers: headers,
body: requestBody
});
if (response.ok) {
const data = await response.json();
// Parse response based on endpoint type
const textResponse = parseAgentResponse(endpoint, data);
// v5.15.2: Store full interaction for Try Again replay
const interactionRecord = {
id: Date.now().toString(36) + Math.random().toString(36).substr(2, 5),
timestamp: Date.now(),
contextMessage: { ...contextMessage },
gameContext: { ...gameContext },
endpoint: { name: endpoint.name, url: endpoint.url },
request: JSON.parse(requestBody),
response: textResponse,
rawResponse: data,
conversationIndexBefore: agent.conversationHistory.length,
executed: false // Will be set true after execution
};
agent.interactionHistory.push(interactionRecord);
// Keep last 20 interactions
if (agent.interactionHistory.length > 20) {
agent.interactionHistory.shift();
}
// Add to conversation history (keep last 20 messages to avoid token overflow)
agent.conversationHistory.push(contextMessage);
agent.conversationHistory.push({ role: 'assistant', content: textResponse });
if (agent.conversationHistory.length > 22) {
// Keep system message + last 20
agent.conversationHistory = [
agent.conversationHistory[0],
...agent.conversationHistory.slice(-20)
];
}
// Parse and execute the decision
parseAndExecuteAgentDecision(agent, textResponse);
// v5.15.2: Mark interaction as executed
interactionRecord.executed = true;
interactionRecord.conversationIndexAfter = agent.conversationHistory.length;
} else {
// v5.15: Better error logging
const errorText = await response.text().catch(() => '');
console.warn(`Agent ${agent.name} API error (${endpoint.name}): HTTP ${response.status}`, errorText.substring(0, 200));
if (response.status === 401 || response.status === 403) {
agent.statusMessage = `Auth failed (${response.status}) - check API key`;
} else {
agent.statusMessage = `API error ${response.status} - using fallback`;
}
simulateAgentDecision(agent, gameContext);
}
} catch (error) {
// v8.26: Enhanced error message with more context for debugging
console.error(`[AGENT] v8.26: Decision error for "${agent.name}" using endpoint "${endpoint.name}". URL: ${endpoint.url?.substring(0, 50) || 'unknown'}. Error:`, error.message || error);
agent.statusMessage = 'Network error - using fallback';
simulateAgentDecision(agent, gameContext);
}
agent.status = 'working';
updateAgentCardUI(agent);
}
// Build game context for agent decision
function buildGameContextForAgent(agent) {
const elapsed = (performance.now() - agent.spawnTime) / 1000;
return {
agent_name: agent.name,
agent_type: agent.type,
mission_time_seconds: Math.floor(elapsed),
player_hp: gameData.player?.hp || 100,
player_max_hp: gameData.player?.maxHp || 100,
player_position: worldState.player ? {
x: Math.floor(worldState.player.position.x),
z: Math.floor(worldState.player.position.z)
} : { x: 0, z: 0 },
current_biome: worldState?.currentCiv?.biomeName || 'Unknown',
nearby_enemies: countNearbyEnemies(agent),
items_gathered: agent.totalEarnings.items.length,
xp_earned: agent.totalEarnings.xp,
gold_earned: agent.totalEarnings.gold
};
}
// Count enemies near an agent
// v7.80: distanceToSquared optimization
function countNearbyEnemies(agent) {
if (!worldState.mobs || !agent.position) return 0;
const rangeSq = 225; // 15*15=225
return worldState.mobs.filter(mob => {
if (!mob.mesh) return false;
return mob.mesh.position.distanceToSquared(agent.position) < rangeSq;
}).length;
}
// Parse API response and execute agent action
function parseAndExecuteAgentDecision(agent, response) {
try {
// Try to extract JSON from response
const jsonMatch = response.match(/\{[\s\S]*\}/);
if (jsonMatch) {
const decision = JSON.parse(jsonMatch[0]);
executeAgentAction(agent, decision);
} else {
// No JSON, use response as status message
agent.statusMessage = response.substring(0, 100);
}
} catch (e) {
// Parse failed, treat as status update
agent.statusMessage = response.substring(0, 100);
}
updateAgentCardUI(agent);
}
// Execute an agent action based on decision
function executeAgentAction(agent, decision) {
agent.statusMessage = decision.message || 'Working...';
// Process results
if (decision.results) {
decision.results.forEach(result => {
if (result.item && result.amount) {
addToInventory(result.item, result.amount);
agent.totalEarnings.items.push({ item: result.item, amount: result.amount });
agent.results.push({ item: result.item, amount: result.amount });
}
if (result.xp) {
if (typeof addXp === 'function') addXp('combat', result.xp);
agent.totalEarnings.xp += result.xp;
}
if (result.gold) {
gameData.gold = (gameData.gold || 0) + result.gold;
agent.totalEarnings.gold += result.gold;
}
if (result.loot) {
addToInventory(result.loot, 1);
agent.totalEarnings.items.push({ item: result.loot, amount: 1 });
}
});
}
// Process discoveries (for scouts/explorers)
if (decision.discoveries) {
decision.discoveries.forEach(d => {
agent.results.push({ discovery: d.description });
});
}
// Process healing
if (decision.heal_amount) {
gameData.player.hp = Math.min(gameData.player.maxHp, gameData.player.hp + decision.heal_amount);
updateHealthUI();
agent.results.push({ heal: decision.heal_amount });
}
// Process catch (fishing)
if (decision.catch) {
decision.catch.forEach(c => {
if (c.item && c.amount) {
addToInventory(c.item, c.amount);
agent.totalEarnings.items.push({ item: c.item, amount: c.amount });
agent.results.push({ item: c.item, amount: c.amount });
}
});
}
// Process ore (mining)
if (decision.ore) {
decision.ore.forEach(o => {
if (o.item && o.amount) {
addToInventory(o.item, o.amount);
agent.totalEarnings.items.push({ item: o.item, amount: o.amount });
agent.results.push({ item: o.item, amount: o.amount });
}
});
}
// Update progress based on time
const elapsed = performance.now() - agent.spawnTime;
agent.progress = Math.min(100, (elapsed / 60000) * 100); // 100% at 1 minute
saveGameData();
}
// v5.17: Simulate agent decision with efficiency system (fallback when no API)
function simulateAgentDecision(agent, context) {
const taskType = agent.typeConfig.taskType;
// v5.17: Use efficiency-modified success rates
const rand = Math.random();
let result = {};
let success = false;
switch (taskType) {
case 'gather':
// v5.17: Base rate 0.4, modified by efficiency
const gatherRate = getAgentSuccessRate(agent, 0.4);
if (rand < gatherRate) {
const items = ['Logs', 'Fiber', 'Stone', 'Herbs'];
// v5.17: Amount scales with agent level
const bonusAmount = Math.floor(agent.agentLevel / 3);
result = { item: items[Math.floor(Math.random() * items.length)], amount: Math.floor(Math.random() * 2) + 1 + bonusAmount };
addToInventory(result.item, result.amount);
agent.totalEarnings.items.push(result);
agent.results.push(result);
success = true;
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
}
agent.statusMessage = success ? `Found ${result.amount} ${result.item}!` : 'Searching for resources...';
trackAgentAction(agent, success, 5);
break;
case 'hunt':
// v5.17: Base rate 0.3, modified by efficiency
const huntRate = getAgentSuccessRate(agent, 0.3);
if (rand < huntRate) {
// v5.17: XP and gold scale with agent level
result.xp = Math.floor(Math.random() * 20) + 10 + agent.agentLevel * 2;
result.gold = Math.floor(Math.random() * 10) + 3 + agent.agentLevel;
if (typeof addXp === 'function') addXp('combat', result.xp);
gameData.gold = (gameData.gold || 0) + result.gold;
agent.totalEarnings.xp += result.xp;
agent.totalEarnings.gold += result.gold;
agent.results.push(result);
success = true;
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
}
agent.statusMessage = success ? `Defeated enemy! +${result.xp} XP` : 'Hunting enemies...';
trackAgentAction(agent, success, 8);
break;
case 'scout':
// v5.17: Base rate 0.25, modified by efficiency
const scoutRate = getAgentSuccessRate(agent, 0.25);
if (rand < scoutRate) {
const discoveries = ['Found a resource deposit', 'Spotted enemy camp', 'Discovered safe path', 'Located point of interest'];
const disc = discoveries[Math.floor(Math.random() * discoveries.length)];
agent.results.push({ discovery: disc });
agent.statusMessage = disc;
success = true;
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
} else {
agent.statusMessage = 'Surveying the area...';
}
trackAgentAction(agent, success, 4);
break;
case 'protect':
const nearbyEnemies = countNearbyEnemies(agent);
// v5.17: Base rate 0.5, modified by efficiency
const protectRate = getAgentSuccessRate(agent, 0.5);
if (nearbyEnemies > 0 && rand < protectRate) {
agent.statusMessage = `Engaging ${nearbyEnemies} threat(s)!`;
// v5.17: Damage scales with agent level
const damage = 8 + agent.agentLevel * 2;
if (worldState.mobs) {
// v7.80: distanceToSquared optimization (15*15=225)
const nearMob = worldState.mobs.find(m => m.mesh && m.mesh.position.distanceToSquared(agent.position) < 225);
if (nearMob) {
nearMob.hp -= damage;
if (agent.mesh) {
spawnFloater(agent.mesh.position, `-${damage}`, agent.typeConfig.color.toString(16));
spawnAgentParticleEffect(agent, 'success');
}
success = true;
}
}
} else {
agent.statusMessage = nearbyEnemies > 0 ? 'Alert! Enemies nearby.' : 'Area secure.';
}
trackAgentAction(agent, success, 6);
break;
case 'heal':
// v5.17: Base rate 0.5, modified by efficiency
const healRate = getAgentSuccessRate(agent, 0.5);
if (gameData.player.hp < gameData.player.maxHp && rand < healRate) {
// v5.17: Heal amount scales with agent level
const healAmt = Math.floor(Math.random() * 8) + 5 + agent.agentLevel * 2;
gameData.player.hp = Math.min(gameData.player.maxHp, gameData.player.hp + healAmt);
updateHealthUI();
agent.results.push({ heal: healAmt });
agent.statusMessage = `Healed player for ${healAmt} HP!`;
success = true;
if (agent.mesh) spawnAgentParticleEffect(agent, 'heal');
} else {
agent.statusMessage = gameData.player.hp < gameData.player.maxHp ? 'Channeling healing energy...' : 'Player at full health.';
}
trackAgentAction(agent, success, 5);
break;
case 'fish':
// v5.17: Base rate 0.3, modified by efficiency
const fishRate = getAgentSuccessRate(agent, 0.3);
if (rand < fishRate) {
// v5.17: Chance for rare fish at higher levels
const fishTypes = ['Raw Fish', 'Raw Fish', 'Raw Fish'];
if (agent.agentLevel >= 3) fishTypes.push('Large Fish');
if (agent.agentLevel >= 5) fishTypes.push('Golden Fish');
result = { item: fishTypes[Math.floor(Math.random() * fishTypes.length)], amount: 1 };
addToInventory(result.item, result.amount);
agent.totalEarnings.items.push(result);
agent.results.push(result);
success = true;
agent.statusMessage = result.item === 'Golden Fish' ? '🌟 Caught a Golden Fish!' : 'Caught a fish!';
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
} else {
agent.statusMessage = rand < 0.5 ? 'Waiting for a bite...' : 'Casting line...';
}
trackAgentAction(agent, success, 4);
break;
case 'mine':
// v5.17: Base rate 0.35, modified by efficiency
const mineRate = getAgentSuccessRate(agent, 0.35);
if (rand < mineRate) {
// v5.17: Better ores at higher levels
const ores = ['Iron Ore', 'Copper Ore', 'Stone'];
if (agent.agentLevel >= 3) ores.push('Silver Ore');
if (agent.agentLevel >= 5) ores.push('Gold Ore');
if (agent.agentLevel >= 7) ores.push('Crystal');
const bonusAmount = Math.floor(agent.agentLevel / 4);
result = { item: ores[Math.floor(Math.random() * ores.length)], amount: Math.floor(Math.random() * 2) + 1 + bonusAmount };
addToInventory(result.item, result.amount);
agent.totalEarnings.items.push(result);
agent.results.push(result);
success = true;
agent.statusMessage = `Mined ${result.amount} ${result.item}!`;
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
} else {
agent.statusMessage = 'Mining deposit...';
}
trackAgentAction(agent, success, 6);
break;
// v6.10: INTELLIGENT TERRAFORMER - Seeks clear areas and smooths rough terrain for building
// v6.33: Increased base rate from 0.4 to 0.7 for more reliable terraforming
case 'terraform':
const terraformRate = getAgentSuccessRate(agent, 0.7);
if (rand < terraformRate && agent.mesh) {
// v6.10: Intelligent terrain scanning and site selection
const agentX = Math.floor((agent.mesh.position.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
const agentZ = Math.floor((agent.mesh.position.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
// ========================
// INTELLIGENT SITE SCANNER
// ========================
// Calculate terrain roughness in an area (higher = more uneven = needs smoothing)
const calculateRoughness = (cx, cz, radius) => {
let heights = [];
for (let dx = -radius; dx <= radius; dx++) {
for (let dz = -radius; dz <= radius; dz++) {
const tx = cx + dx, tz = cz + dz;
if (worldState.terrain[tx] && worldState.terrain[tx][tz] !== undefined && worldState.terrain[tx][tz] > 0) {
heights.push(worldState.terrain[tx][tz]);
}
}
}
if (heights.length < 2) return 0;
const avg = heights.reduce((a, b) => a + b, 0) / heights.length;
const variance = heights.reduce((sum, h) => sum + Math.pow(h - avg, 2), 0) / heights.length;
return Math.sqrt(variance);
};
// Count obstacles (trees/rocks) in an area
const countObstacles = (cx, cz, radius) => {
const worldCenterX = (cx - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const worldCenterZ = (cz - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const searchRadius = radius * CONFIG.TILE_SIZE;
let count = 0;
for (const obj of worldState.interactables) {
if (obj.userData && (obj.userData.type === 'tree' || obj.userData.type === 'rock')) {
const dist = Math.sqrt(
Math.pow(obj.position.x - worldCenterX, 2) +
Math.pow(obj.position.z - worldCenterZ, 2)
);
if (dist <= searchRadius) count++;
}
}
return count;
};
// Check if area is already terraformed
const isAlreadyTerraformed = (cx, cz, minDist = 4) => {
return worldState.terraformedAreas.some(a =>
Math.abs(a.x - cx) < minDist && Math.abs(a.z - cz) < minDist);
};
// =============================
// FIND BEST BUILDING SITE (AI)
// =============================
const findBestBuildingSite = () => {
let bestSite = null;
let bestScore = -Infinity;
const scanRadius = 15; // Tiles around agent to scan
const siteRadius = 3; // Size of potential building site
for (let dx = -scanRadius; dx <= scanRadius; dx += 3) {
for (let dz = -scanRadius; dz <= scanRadius; dz += 3) {
const sx = agentX + dx;
const sz = agentZ + dz;
// Skip invalid positions
if (sx < 2 || sx >= CONFIG.WORLD_SIZE - 2 || sz < 2 || sz >= CONFIG.WORLD_SIZE - 2) continue;
// Skip water areas
if (!worldState.terrain[sx] || worldState.terrain[sx][sz] <= 0) continue;
// Skip already terraformed areas
if (isAlreadyTerraformed(sx, sz)) continue;
// Calculate scores
const obstacles = countObstacles(sx, sz, siteRadius);
const roughness = calculateRoughness(sx, sz, siteRadius);
// Scoring: Prioritize clear areas with rough terrain
// High roughness = needs smoothing (good)
// Low obstacles = clear for building (very good)
const clearBonus = obstacles === 0 ? 50 : (obstacles <= 2 ? 20 : -obstacles * 5);
const roughBonus = roughness * 10; // More rough = more valuable to smooth
const distancePenalty = Math.sqrt(dx * dx + dz * dz) * 0.5;
const score = clearBonus + roughBonus - distancePenalty;
// v6.33: Lowered roughness threshold from 0.5 to 0.2 for more terraforming action
if (score > bestScore && roughness > 0.2) {
bestScore = score;
bestSite = {
x: sx, z: sz,
obstacles, roughness,
score,
worldX: (sx - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE,
worldZ: (sz - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE
};
}
}
}
return bestSite;
};
// Find the best site
const bestSite = findBestBuildingSite();
// ================================
// INTELLIGENT SITE NAVIGATION & SMOOTHING
// ================================
// If we found a good site and we're not there, navigate to it
if (bestSite && !agent.terraformTarget) {
const distToSite = Math.sqrt(
Math.pow(agentX - bestSite.x, 2) + Math.pow(agentZ - bestSite.z, 2)
);
if (distToSite > 2) {
// Navigate to the best site
agent.terraformTarget = bestSite;
agent.targetPosition = new THREE.Vector3(bestSite.worldX, agent.mesh.position.y, bestSite.worldZ);
agent.taskState.state = 'moving';
agent.taskState.targetPosition = agent.targetPosition.clone();
const siteQuality = bestSite.obstacles === 0 ? '🟢 CLEAR' : (bestSite.obstacles <= 2 ? '🟡 SOME OBSTACLES' : '🔴 OBSTRUCTED');
agent.statusMessage = `📍 Found building site (${bestSite.x}, ${bestSite.z}) - ${siteQuality}`;
if (typeof addCopilotMessage === 'function' && bestSite.obstacles === 0) {
addCopilotMessage(`🚜 ${agent.name} detected clear building site at (${bestSite.x}, ${bestSite.z}) - Roughness: ${bestSite.roughness.toFixed(1)}`, 'ai');
}
break;
}
}
// Clear terraformTarget if we arrived
if (agent.terraformTarget) {
const distToTarget = Math.sqrt(
Math.pow(agentX - agent.terraformTarget.x, 2) +
Math.pow(agentZ - agent.terraformTarget.z, 2)
);
if (distToTarget <= 2) {
agent.terraformTarget = null;
agent.statusMessage = '🚜 Arrived at site - beginning terrain smoothing...';
}
}
// ================================
// ENHANCED 5x5 TERRAIN SMOOTHING
// ================================
const smoothRadius = 2; // 5x5 area (radius of 2)
let maxHeight = -Infinity, minHeight = Infinity;
let totalHeight = 0, count = 0;
let heightMap = [];
for (let dx = -smoothRadius; dx <= smoothRadius; dx++) {
for (let dz = -smoothRadius; dz <= smoothRadius; dz++) {
const tx = agentX + dx, tz = agentZ + dz;
if (worldState.terrain[tx] && worldState.terrain[tx][tz] !== undefined && worldState.terrain[tx][tz] > 0) {
const h = worldState.terrain[tx][tz];
maxHeight = Math.max(maxHeight, h);
minHeight = Math.min(minHeight, h);
totalHeight += h;
count++;
heightMap.push({ tx, tz, h });
}
}
}
if (count > 0) {
const avgHeight = totalHeight / count;
const variance = maxHeight - minHeight;
const roughness = calculateRoughness(agentX, agentZ, smoothRadius);
// v6.33: Lowered variance threshold from 1 to 0.3, roughness from 0.5 to 0.2
if (variance > 0.3 || roughness > 0.2) {
// ================================
// SMOOTH OPERATION - Gradual averaging
// v9.4: Increased smoothing strength for more visible effect
// ================================
const smoothingStrength = 0.95; // How much to smooth (0-1)
for (const cell of heightMap) {
// Smooth towards average with strength factor
const newHeight = cell.h + (avgHeight - cell.h) * smoothingStrength;
worldState.terrain[cell.tx][cell.tz] = newHeight;
}
// v6.33: Update the visual terrain meshes to match the smoothed data
if (typeof worldState.updateTerrainMeshes === 'function') {
worldState.updateTerrainMeshes(agentX, agentZ, smoothRadius);
}
// Record terraformed area with metadata
const existingArea = worldState.terraformedAreas.find(a =>
Math.abs(a.x - agentX) < 4 && Math.abs(a.z - agentZ) < 4);
if (!existingArea) {
const obstacles = countObstacles(agentX, agentZ, smoothRadius);
const newTerraformedArea = {
x: agentX, z: agentZ,
flatness: 100,
createdAt: Date.now(),
createdBy: agent.name,
size: (smoothRadius * 2 + 1) + 'x' + (smoothRadius * 2 + 1),
clearance: obstacles === 0 ? 'clear' : 'partial',
avgHeight: avgHeight.toFixed(2),
originalRoughness: roughness.toFixed(2)
};
worldState.terraformedAreas.push(newTerraformedArea);
// v6.11: Spawn construction site beacon for CLEAR areas
if (obstacles === 0 && typeof createConstructionSiteBeacon === 'function') {
createConstructionSiteBeacon(newTerraformedArea);
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`🏗️ ${agent.name} deployed CONSTRUCTION BEACON at (${agentX}, ${agentZ}) - Builder agents notified!`, 'ai');
}
} else if (obstacles === 0 && typeof addCopilotMessage === 'function') {
addCopilotMessage(`✨ ${agent.name} prepared a CLEAR 5x5 building site at (${agentX}, ${agentZ})!`, 'ai');
}
}
success = true;
const siteStatus = countObstacles(agentX, agentZ, smoothRadius) === 0 ? '✨ READY FOR BUILDING' : '🚧 Smoothed';
agent.statusMessage = `🚜 ${siteStatus} at (${agentX}, ${agentZ})`;
agent.results.push({
terraformed: {
x: agentX, z: agentZ,
flatness: 100,
size: '5x5',
clear: countObstacles(agentX, agentZ, smoothRadius) === 0,
originalRoughness: roughness.toFixed(2)
}
});
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
} else {
// Area already flat - seek new site
agent.statusMessage = '🔍 Area already smooth, scanning for rough terrain...';
// Try to find a new site
if (bestSite) {
agent.targetPosition = new THREE.Vector3(bestSite.worldX, agent.mesh.position.y, bestSite.worldZ);
agent.taskState.state = 'moving';
agent.taskState.targetPosition = agent.targetPosition.clone();
agent.statusMessage = `📍 Relocating to (${bestSite.x}, ${bestSite.z})...`;
} else {
// No good sites nearby - wander to explore
moveAgentToRandomPosition(agent);
agent.statusMessage = '🔍 Exploring for uneven terrain...';
}
}
} else {
agent.statusMessage = '📡 Scanning terrain topology...';
}
} else {
// Not performing action - show scanning status
const scanMessages = [
'📡 Analyzing terrain data...',
'🛰️ Scanning for clear areas...',
'🗺️ Mapping terrain roughness...',
'📊 Calculating optimal sites...'
];
agent.statusMessage = scanMessages[Math.floor(Math.random() * scanMessages.length)];
}
trackAgentAction(agent, success, 8);
break;
// v6.11: INTELLIGENT Builder - seeks construction sites and builds optimal structures
case 'build':
const buildRate = getAgentSuccessRate(agent, 0.35);
if (rand < buildRate && agent.mesh) {
const agentX = Math.floor((agent.mesh.position.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
const agentZ = Math.floor((agent.mesh.position.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
// ================================
// v6.11: INTELLIGENT SITE SEEKING
// ================================
// First, check if there's a construction site beacon to navigate to
if (!agent.targetConstructionSite && typeof findNearestConstructionSite === 'function') {
const nearestSite = findNearestConstructionSite(agentX, agentZ);
if (nearestSite) {
const distToSite = Math.sqrt(
Math.pow(agentX - nearestSite.x, 2) + Math.pow(agentZ - nearestSite.z, 2)
);
if (distToSite > 2) {
// Claim and navigate to the site
nearestSite.claimedBy = agent.name;
agent.targetConstructionSite = nearestSite;
agent.targetPosition = new THREE.Vector3(nearestSite.worldX, agent.mesh.position.y, nearestSite.worldZ);
agent.taskState.state = 'moving';
agent.taskState.targetPosition = agent.targetPosition.clone();
agent.statusMessage = `🎯 Navigating to construction beacon at (${nearestSite.x}, ${nearestSite.z})`;
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`🔧 ${agent.name} claimed construction site at (${nearestSite.x}, ${nearestSite.z})!`, 'ai');
}
break;
}
}
}
// Check if we arrived at target construction site
if (agent.targetConstructionSite) {
const distToTarget = Math.sqrt(
Math.pow(agentX - agent.targetConstructionSite.x, 2) +
Math.pow(agentZ - agent.targetConstructionSite.z, 2)
);
if (distToTarget <= 2) {
agent.statusMessage = '🔧 Arrived at construction site - beginning build...';
}
}
// Check if on terraformed/flat area for efficiency bonus
const onFlatArea = worldState.terraformedAreas.some(a =>
Math.abs(a.x - agentX) < 2 && Math.abs(a.z - agentZ) < 2);
// Check if at a construction site beacon
const atConstructionSite = worldState.constructionSites?.some(s =>
Math.abs(s.x - agentX) < 2 && Math.abs(s.z - agentZ) < 2);
// Check if charger already exists nearby
const nearbyCharger = worldState.structures.find(s =>
s.type === 'battery_charger' &&
Math.abs(s.x - agentX) < 5 && Math.abs(s.z - agentZ) < 5);
if (!nearbyCharger) {
// Build a new battery charger
const efficiency = (onFlatArea || atConstructionSite) ? 100 : 60 + Math.floor(Math.random() * 20);
const charger = createBatteryCharger(
agent.mesh.position.x,
agent.mesh.position.y,
agent.mesh.position.z,
efficiency
);
if (charger) {
success = true;
// v6.11: Remove construction beacon if we built on it
if (atConstructionSite && typeof removeConstructionSiteBeacon === 'function') {
const siteToRemove = worldState.constructionSites?.find(s =>
Math.abs(s.x - agentX) < 2 && Math.abs(s.z - agentZ) < 2);
if (siteToRemove) {
removeConstructionSiteBeacon(siteToRemove);
agent.statusMessage = `🏗️ Built OPTIMAL Charger on prepared site!`;
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`⚡ ${agent.name} completed construction at beacon site - 100% efficiency!`, 'ai');
}
}
} else {
agent.statusMessage = `🔧 Built Battery Charger (${efficiency}% efficiency)!`;
if (onFlatArea && typeof addCopilotMessage === 'function') {
addCopilotMessage(`⚡ ${agent.name} built an optimal charger on flat terrain!`, 'ai');
}
}
agent.results.push({
built: {
type: 'battery_charger',
efficiency: efficiency,
flat: onFlatArea,
atBeacon: atConstructionSite
}
});
if (agent.mesh) spawnAgentParticleEffect(agent, 'success');
// Clear target construction site
agent.targetConstructionSite = null;
}
} else {
// Repair/upgrade existing charger
if (nearbyCharger.efficiency < 100 && onFlatArea) {
nearbyCharger.efficiency = Math.min(100, nearbyCharger.efficiency + 10);
success = true;
agent.statusMessage = `🔧 Upgraded charger to ${nearbyCharger.efficiency}%!`;
} else {
// Look for construction sites instead of random movement
if (typeof findNearestConstructionSite === 'function') {
const newSite = findNearestConstructionSite(agentX, agentZ);
if (newSite) {
newSite.claimedBy = agent.name;
agent.targetConstructionSite = newSite;
agent.targetPosition = new THREE.Vector3(newSite.worldX, agent.mesh.position.y, newSite.worldZ);
agent.taskState.state = 'moving';
agent.taskState.targetPosition = agent.targetPosition.clone();
agent.statusMessage = `🎯 Found new construction beacon at (${newSite.x}, ${newSite.z})`;
} else {
agent.statusMessage = '🔍 Searching for construction sites...';
moveAgentToRandomPosition(agent);
}
} else {
agent.statusMessage = 'Charger nearby, relocating...';
moveAgentToRandomPosition(agent);
}
}
}
} else {
// Scanning status messages
const scanMessages = [
'📡 Scanning for construction beacons...',
'🔍 Searching for prepared sites...',
'🗺️ Analyzing terrain data...',
'📊 Calculating build priorities...'
];
agent.statusMessage = scanMessages[Math.floor(Math.random() * scanMessages.length)];
}
trackAgentAction(agent, success, 10);
break;
}
const elapsed = performance.now() - agent.spawnTime;
agent.progress = Math.min(100, (elapsed / 60000) * 100);
saveGameData();
updateAgentCardUI(agent);
}
// v5.17: Agent Experience and Efficiency System
// XP required for each level (exponential curve)
function getAgentXPForLevel(level) {
return Math.floor(50 * Math.pow(1.5, level - 1));
}
// Grant XP to an agent and handle level ups
function grantAgentXP(agent, amount) {
if (!agent) return;
agent.agentXP += amount;
// Check for level up
let xpNeeded = getAgentXPForLevel(agent.agentLevel);
while (agent.agentXP >= xpNeeded && agent.agentLevel < 10) {
agent.agentXP -= xpNeeded;
agent.agentLevel++;
agent.efficiency = 1.0 + (agent.agentLevel - 1) * 0.1; // +10% efficiency per level
// Level up effects
if (agent.mesh) {
spawnAgentParticleEffect(agent, 'levelup');
}
addCopilotMessage(`🎉 ${agent.typeConfig.icon} ${agent.name} reached Level ${agent.agentLevel}! Efficiency: ${Math.round(agent.efficiency * 100)}%`, 'ai');
xpNeeded = getAgentXPForLevel(agent.agentLevel);
}
}
// Track action success and update combo
function trackAgentAction(agent, success, xpAmount = 5) {
agent.actionsPerformed++;
if (success) {
agent.successfulActions++;
agent.combo++;
agent.maxCombo = Math.max(agent.maxCombo, agent.combo);
agent.lastActionSuccess = true;
// Combo XP bonus: +1 XP per combo level (max +10)
const comboBonus = Math.min(agent.combo, 10);
grantAgentXP(agent, xpAmount + comboBonus);
// Spawn combo particle effect at milestones
if (agent.combo === 5 || agent.combo === 10 || agent.combo === 25 || agent.combo % 50 === 0) {
if (agent.mesh) {
spawnAgentParticleEffect(agent, 'combo');
}
if (agent.combo >= 10) {
addCopilotMessage(`🔥 ${agent.typeConfig.icon} ${agent.name} ${agent.combo}x COMBO!`, 'ai');
}
}
} else {
// Reset combo on failure
if (agent.combo >= 5) {
// Lost significant combo - notify player
agent.statusMessage = `Combo lost at ${agent.combo}x`;
}
agent.combo = 0;
agent.lastActionSuccess = false;
// Still grant minimal XP for effort
grantAgentXP(agent, 1);
}
}
// Get effective success rate based on agent efficiency and combo
function getAgentSuccessRate(agent, baseRate) {
// Efficiency from level
let rate = baseRate * agent.efficiency;
// Combo bonus: up to +20% at 10+ combo
const comboBonus = Math.min(agent.combo, 10) * 0.02;
rate += comboBonus;
// v5.17: Synergy bonus when agents work near each other
const synergyBonus = getAgentSynergyBonus(agent);
rate += synergyBonus;
// Cap at 95%
return Math.min(0.95, rate);
}
// v5.17: Calculate synergy bonus based on nearby allied agents
// v8.03: Converted forEach to for loop for performance
function getAgentSynergyBonus(agent) {
if (!agent.mesh) return 0;
let nearbyAgents = 0;
const synergyRange = 15; // Units
const synergyRangeSq = synergyRange * synergyRange; // v7.80: distanceToSquared optimization
for (let i = 0, len = agentFleet.length; i < len; i++) {
const other = agentFleet[i];
if (other.id === agent.id || !other.mesh) continue;
const distSq = agent.mesh.position.distanceToSquared(other.mesh.position);
if (distSq <= synergyRangeSq) {
nearbyAgents++;
}
}
// +5% per nearby agent, max +15% (3 agents)
return Math.min(nearbyAgents, 3) * 0.05;
}
// v5.17: Particle effects for agent actions
function spawnAgentParticleEffect(agent, effectType) {
if (!agent.mesh || !scene) return;
const particleCount = effectType === 'levelup' ? 20 : (effectType === 'combo' ? 12 : 8);
const particleGroup = new THREE.Group();
// Choose color based on effect type
let color;
switch (effectType) {
case 'levelup':
color = 0xffd700; // Gold
break;
case 'combo':
color = 0xff8800; // Orange
break;
case 'success':
color = agent.typeConfig.color;
break;
case 'heal':
color = 0x00ff88;
break;
default:
color = 0xffffff;
}
// Create particles
for (let i = 0; i < particleCount; i++) {
const size = 0.05 + Math.random() * 0.1;
const geom = new THREE.SphereGeometry(size, 4, 4);
const mat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.9
});
const particle = new THREE.Mesh(geom, mat);
// Random spread
particle.position.set(
(Math.random() - 0.5) * 0.5,
0.5 + Math.random() * 0.5,
(Math.random() - 0.5) * 0.5
);
// Store velocity for animation
particle.userData.velocity = new THREE.Vector3(
(Math.random() - 0.5) * 2,
1 + Math.random() * 2,
(Math.random() - 0.5) * 2
);
particleGroup.add(particle);
}
particleGroup.position.copy(agent.mesh.position);
scene.add(particleGroup);
// Animate and remove
let elapsed = 0;
const duration = effectType === 'levelup' ? 1500 : 800;
// v7.84: Pre-allocated temp vector for velocity calculations in animation loop
const _tempVelocity = new THREE.Vector3();
function animateParticles() {
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
requestAnimationFrame(animateParticles);
return;
}
elapsed += 16;
const progress = elapsed / duration;
// v8.17: forEach-to-for loop conversion for particle cleanup (hot path)
if (progress >= 1) {
scene.remove(particleGroup);
const particles = particleGroup.children;
for (let pi = 0, plen = particles.length; pi < plen; pi++) {
particles[pi].geometry.dispose();
particles[pi].material.dispose();
}
return;
}
// v8.17: forEach-to-for loop conversion for particle animation (hot path)
const animParticles = particleGroup.children;
for (let pi = 0, plen = animParticles.length; pi < plen; pi++) {
const p = animParticles[pi];
// v7.84: Use pre-allocated temp vector instead of clone() per particle per frame
_tempVelocity.copy(p.userData.velocity).multiplyScalar(0.016);
p.position.add(_tempVelocity);
p.userData.velocity.y -= 3 * 0.016; // Gravity
p.material.opacity = 0.9 * (1 - progress);
p.scale.setScalar(1 - progress * 0.5);
}
requestAnimationFrame(animateParticles);
}
requestAnimationFrame(animateParticles);
}
// v5.17: Agent health regeneration (passive)
function updateAgentHealthRegen(agent) {
if (!agent || !agent.taskState) return;
const now = performance.now();
const regenInterval = 5000; // Regen every 5 seconds
if (now - agent.lastHealthRegen >= regenInterval) {
agent.lastHealthRegen = now;
const task = agent.taskState;
if (task.hp < task.maxHp) {
// Regen rate: 2 HP base + 1 HP per level
const regenAmount = 2 + agent.agentLevel;
task.hp = Math.min(task.maxHp, task.hp + regenAmount);
// Show heal effect for significant heals
if (regenAmount >= 3 && agent.mesh) {
spawnAgentParticleEffect(agent, 'heal');
}
}
}
}
// Recall an agent
function recallAgent(agentId) {
const agentIndex = agentFleet.findIndex(a => a.id === agentId);
if (agentIndex === -1) return;
const agent = agentFleet[agentIndex];
// Stop the update loop
if (agentUpdateTimers[agent.id]) {
clearTimeout(agentUpdateTimers[agent.id]);
delete agentUpdateTimers[agent.id];
}
// Remove mesh from scene
// v10.5: AGENT MESH DISPOSAL FIX (8-Agent Consensus Cycle 6)
// Properly dispose all geometries and materials to prevent GPU memory leaks
if (agent.mesh && scene) {
scene.remove(agent.mesh);
// Recursively dispose all children's geometry and materials
agent.mesh.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
agent.mesh = null;
}
// Generate summary
const summary = [];
// v5.17: Include level and stats in summary
summary.push(`Lv.${agent.agentLevel}`);
if (agent.maxCombo > 0) summary.push(`Best combo: ${agent.maxCombo}x`);
if (agent.totalEarnings.xp > 0) summary.push(`+${agent.totalEarnings.xp} XP`);
if (agent.totalEarnings.gold > 0) summary.push(`+${agent.totalEarnings.gold} Gold`);
if (agent.totalEarnings.items.length > 0) {
const itemCounts = {};
agent.totalEarnings.items.forEach(i => {
itemCounts[i.item] = (itemCounts[i.item] || 0) + (i.amount || 1);
});
Object.entries(itemCounts).forEach(([item, count]) => {
summary.push(`+${count} ${item}`);
});
}
// Remove from fleet
agentLookup.delete(agent.id); // v8.18: Remove from lookup Map
agentFleet.splice(agentIndex, 1);
// Announce
// v5.17: Enhanced recall message with agent performance stats
const successRate = agent.actionsPerformed > 0 ? Math.round((agent.successfulActions / agent.actionsPerformed) * 100) : 0;
const statsStr = `[${successRate}% success rate, ${agent.actionsPerformed} actions]`;
const summaryStr = summary.length > 0 ? ` ${summary.join(', ')}` : '';
addCopilotMessage(`${agent.typeConfig.icon} ${agent.name} recalled! ${statsStr}${summaryStr}`, 'ai');
updateFleetUI();
updateFleetButton();
}
// Update the fleet button indicator
function updateFleetButton() {
const btn = document.getElementById('fleet-button');
if (agentFleet.length > 0) {
btn.classList.add('has-agents');
btn.setAttribute('data-count', agentFleet.length);
} else {
btn.classList.remove('has-agents');
}
}
// Update the fleet panel UI
function updateFleetUI() {
// v6.3.5: Handle page refresh signal events for agents
// This is called whenever agents are updated, so it's a good place to trigger refresh handling
if (typeof SignalInterruptionSystem !== 'undefined' &&
SignalInterruptionSystem.pageWasRefreshed &&
!SignalInterruptionSystem.refreshHandled &&
agentFleet.length > 0) {
// Delay slightly to let UI settle
setTimeout(() => {
SignalInterruptionSystem.handlePageRefresh(agentFleet);
}, 500);
}
document.getElementById('fleet-count').textContent = `${agentFleet.length}/${MAX_AGENTS}`;
// Update spawn buttons disabled state
const spawnBtns = document.querySelectorAll('.agent-spawn-btn');
spawnBtns.forEach(btn => {
btn.disabled = agentFleet.length >= MAX_AGENTS;
});
// Update agent list
const listContainer = document.getElementById('agent-fleet-list');
if (agentFleet.length === 0) {
listContainer.innerHTML = `
No agents deployed yet. Click an agent type above to spawn.
`;
return;
}
listContainer.innerHTML = agentFleet.map(agent => {
const colorHex = '#' + agent.typeConfig.color.toString(16).padStart(6, '0');
const statusDotClass = agent.status === 'thinking' ? 'thinking' : (agent.status === 'idle' ? 'idle' : '');
// v5.14: Get endpoint/profile info
const agentEndpoint = getAgentEndpoint(agent);
const endpointBadge = agent.profileId ?
`${agentEndpoint.name} ` : '';
const recentResults = agent.results.slice(-3).map(r => {
if (r.item) return `+${r.amount} ${r.item}`;
if (r.xp) return `+${r.xp} XP`;
if (r.gold) return `+${r.gold} Gold`;
if (r.heal) return `+${r.heal} HP`;
if (r.discovery) return r.discovery.substring(0, 20);
return '';
}).filter(Boolean);
return `
${recentResults.length > 0 ? `
${recentResults.map(r => `${r} `).join('')}
` : ''}
▶
Live Transcript
${agent.conversationHistory.length} msgs
${agent.status === 'thinking' ? ' ' : ''}
${buildAgentTranscriptHTML(agent)}
`;
}).join('');
}
// Update a single agent card UI
// v5.16.3: Enhanced to show actual task state from autonomous system
function updateAgentCardUI(agent) {
const card = document.querySelector(`.agent-card[data-agent-id="${agent.id}"]`);
if (!card) return;
const statusDot = card.querySelector('.agent-status-dot');
const statusText = card.querySelector('.status-text');
const progressBar = card.querySelector('.agent-progress-bar');
if (statusDot) {
statusDot.className = 'agent-status-dot';
if (agent.status === 'thinking') statusDot.classList.add('thinking');
if (agent.status === 'idle') statusDot.classList.add('idle');
}
// v6.3.1: Show actual task state - always local/deterministic mode
let displayStatus = agent.statusMessage;
const modeIndicator = '⚡'; // Always local mode now
if (agent.mesh && agent.taskState) {
const task = agent.taskState;
// v6.4.0: Added returning/depositing states for hauling
const invCount = task.inventory?.length || 0;
const invCap = task.carryingCapacity || 6;
const stateDescriptions = {
'idle': 'Scanning for targets...',
'moving': `Moving to target`,
'working': 'Harvesting...',
'combat': 'In combat!',
'alert': task.alert || 'Alert!',
'manual_control': 'Manual control',
'stuck': 'Repositioning...',
'returning': `Returning to ship [${invCount}/${invCap}]`,
'depositing': `Depositing resources...`
};
const stateMsg = stateDescriptions[task.state] || task.state;
const pos = agent.mesh.position;
displayStatus = `${modeIndicator} ${stateMsg} (${Math.floor(pos.x)}, ${Math.floor(pos.z)})`;
} else if (!agent.mesh) {
// v6.3.0: Changed from "Waiting to spawn..." - agent is working even before mesh
// Show that work is happening even without visual representation
displayStatus = `${modeIndicator} ${agent.statusMessage || 'Working (no visual yet)'}`;
}
if (statusText) statusText.textContent = displayStatus;
if (progressBar) progressBar.style.width = `${agent.progress}%`;
// v5.17: Update level and combo display
let levelComboDiv = card.querySelector('.agent-level-combo');
if (!levelComboDiv) {
levelComboDiv = document.createElement('div');
levelComboDiv.className = 'agent-level-combo';
levelComboDiv.style.cssText = 'display: flex; gap: 8px; margin: 4px 0; font-size: 10px;';
const statusContainer = card.querySelector('.agent-card-status');
if (statusContainer) statusContainer.after(levelComboDiv);
}
const xpNeeded = getAgentXPForLevel(agent.agentLevel);
const xpPercent = Math.min(100, Math.round((agent.agentXP / xpNeeded) * 100));
const comboColor = agent.combo >= 10 ? '#ff8800' : (agent.combo >= 5 ? '#ffcc00' : '#888');
const levelColor = agent.agentLevel >= 5 ? '#ffd700' : (agent.agentLevel >= 3 ? '#00ff88' : '#0ff');
levelComboDiv.innerHTML = `
Lv.${agent.agentLevel}
(${xpPercent}%)
${agent.combo > 0 ? `🔥 ${agent.combo}x ` : ''}
⚡${Math.round(agent.efficiency * 100)}%
`;
// v6.4.0: Add inventory display for gatherer/miner agents
const task = agent.taskState;
if (task && task.inventory !== undefined && (agent.type === 'gatherer' || agent.type === 'miner')) {
let invDiv = card.querySelector('.agent-inventory-display');
if (!invDiv) {
invDiv = document.createElement('div');
invDiv.className = 'agent-inventory-display';
invDiv.style.cssText = 'display: flex; align-items: center; gap: 4px; margin: 4px 0; font-size: 10px; flex-wrap: wrap;';
levelComboDiv.after(invDiv);
}
const invCount = task.inventory?.length || 0;
const invCap = task.carryingCapacity || 6;
const invPercent = Math.round((invCount / invCap) * 100);
const invColor = invCount >= invCap ? '#ff8800' : (invCount > invCap / 2 ? '#ffcc00' : '#0ff');
const trips = task.tripsCompleted || 0;
const hauled = task.totalHauled || 0;
// Group inventory items
const itemCounts = {};
(task.inventory || []).forEach(item => {
itemCounts[item] = (itemCounts[item] || 0) + 1;
});
const itemSummary = Object.entries(itemCounts).map(([item, count]) =>
`${count}x ${item.substring(0,8)} `
).join('');
invDiv.innerHTML = `
📦 ${invCount}/${invCap}
${trips > 0 ? `🚀${trips} ` : ''}
${hauled > 0 ? `📊${hauled} ` : ''}
${itemSummary ? `${itemSummary}
` : ''}
`;
}
// Update results
const recentResults = agent.results.slice(-3).map(r => {
if (r.item) return `+${r.amount} ${r.item}`;
if (r.xp) return `+${r.xp} XP`;
if (r.gold) return `+${r.gold} Gold`;
if (r.heal) return `+${r.heal} HP`;
if (r.discovery) return r.discovery.substring(0, 20);
return '';
}).filter(Boolean);
let resultsDiv = card.querySelector('.agent-results-mini');
if (recentResults.length > 0) {
if (!resultsDiv) {
resultsDiv = document.createElement('div');
resultsDiv.className = 'agent-results-mini';
card.appendChild(resultsDiv);
}
resultsDiv.innerHTML = recentResults.map(r => `${r} `).join('');
}
// v5.15: Update transcript toggle and viewer
const transcriptToggle = card.querySelector('.agent-transcript-toggle');
if (transcriptToggle) {
const msgCount = transcriptToggle.querySelector('.transcript-message-count');
if (msgCount) msgCount.textContent = `${agent.conversationHistory.length} msgs`;
// Update live indicator
let liveIndicator = transcriptToggle.querySelector('.transcript-live-indicator');
if (agent.status === 'thinking') {
if (!liveIndicator) {
liveIndicator = document.createElement('span');
liveIndicator.className = 'transcript-live-indicator';
transcriptToggle.appendChild(liveIndicator);
}
} else if (liveIndicator) {
liveIndicator.remove();
}
}
// Update transcript viewer if expanded
const transcriptViewer = card.querySelector('.agent-transcript-viewer.expanded');
if (transcriptViewer) {
updateAgentTranscriptUI(agent);
}
}
// v5.15: Toggle agent transcript viewer expansion
// v5.16.1: Added body cam rendering when expanded
function toggleAgentTranscript(agentId) {
const card = document.querySelector(`.agent-card[data-agent-id="${agentId}"]`);
if (!card) return;
const toggle = card.querySelector('.agent-transcript-toggle');
const viewer = card.querySelector('.agent-transcript-viewer');
if (toggle && viewer) {
const isExpanded = viewer.classList.contains('expanded');
toggle.classList.toggle('expanded', !isExpanded);
viewer.classList.toggle('expanded', !isExpanded);
// If opening, update the content and render body cam
if (!isExpanded) {
const agent = agentLookup.get(agentId);
if (agent) {
viewer.innerHTML = buildAgentTranscriptHTML(agent);
// Scroll to bottom to show latest messages
viewer.scrollTop = viewer.scrollHeight;
// v5.16.1: Render body cam after DOM update
setTimeout(() => renderAgentBodyCam(agent), 100);
}
}
}
}
// v5.15: Build HTML for agent transcript messages
// v5.15.2: Enhanced with Try Again replay buttons
// v5.16.1: Added body cam preview
function buildAgentTranscriptHTML(agent) {
const history = agent.conversationHistory;
if (history.length === 0) {
return 'No messages yet - agent is initializing...
';
}
const agentEndpoint = getAgentEndpoint(agent);
const endpointInfo = agentEndpoint.name || 'Local Simulation';
const interactions = agent.interactionHistory || [];
// v5.16.1: Get agent position and status for body cam overlay
const agentPos = agent.mesh ? agent.mesh.position : { x: 0, y: 0, z: 0 };
const taskState = agent.taskState || {};
const stateText = taskState.state || 'initializing';
const currentAction = taskState.currentTask || stateText;
let html = `
BODY CAM
${stateText.toUpperCase()}
X:${Math.floor(agentPos.x)} Z:${Math.floor(agentPos.z)}
${agent.typeConfig.icon} ${agent.statusMessage?.substring(0, 25) || 'Working...'}
📍 LOCATE
🎮 TAKEOVER
🪟 POP OUT
`;
// Show messages (system first, then alternating user/assistant)
history.forEach((msg, idx) => {
const roleClass = msg.role === 'system' ? 'system' : (msg.role === 'user' ? 'user' : 'assistant');
const roleIcon = msg.role === 'system' ? '⚙️' : (msg.role === 'user' ? '📤' : '🤖');
const roleLabel = msg.role === 'system' ? 'System' : (msg.role === 'user' ? 'Context' : 'Response');
// Truncate long content for display
let content = msg.content;
const isTruncated = content.length > 500;
if (isTruncated) {
content = content.substring(0, 500) + '... [truncated]';
}
// Escape HTML entities
content = content.replace(/&/g, '&').replace(//g, '>');
// v5.15.2: Find matching interaction for assistant responses
let tryAgainBtn = '';
if (msg.role === 'assistant') {
// Find the interaction that produced this response
const interaction = interactions.find(i =>
i.response === msg.content ||
(i.conversationIndexAfter && i.conversationIndexAfter > idx)
);
if (interaction) {
const isReplaying = agent.replayState?.interactionId === interaction.id;
tryAgainBtn = `
🔄 Try Again
`;
}
}
html += `
${roleIcon} ${roleLabel} #${idx + 1}
${tryAgainBtn}
${content}
`;
});
// v5.15.2: Show replay comparison if active
if (agent.replayState) {
html += buildReplayComparisonHTML(agent);
}
html += '
';
return html;
}
// v5.15.2: Build HTML for replay comparison view
function buildReplayComparisonHTML(agent) {
const replay = agent.replayState;
if (!replay) return '';
const originalContent = (replay.originalResponse || '').replace(/&/g, '&').replace(//g, '>');
const retryContent = (replay.retryResponse || 'Waiting for response...').replace(/&/g, '&').replace(//g, '>');
const isSame = replay.retryResponse && replay.originalResponse === replay.retryResponse;
const isDifferent = replay.retryResponse && replay.originalResponse !== replay.retryResponse;
return `
📜 Original Response
${originalContent.substring(0, 300)}${originalContent.length > 300 ? '...' : ''}
🆕 Retry Response
${retryContent.substring(0, 300)}${retryContent.length > 300 ? '...' : ''}
${replay.retryResponse ? `
Keep Original
${isDifferent ? `
Use Retry & Branch
` : ''}
` : ''}
`;
}
// v5.15.2: Try Again - replay an interaction with current game state
async function tryAgainInteraction(agentId, interactionId) {
const agent = agentLookup.get(agentId);
if (!agent) return;
const interaction = agent.interactionHistory.find(i => i.id === interactionId);
if (!interaction) {
console.warn('Interaction not found:', interactionId);
return;
}
// Set replay state
agent.replayState = {
interactionId: interactionId,
originalResponse: interaction.response,
originalContext: interaction.gameContext,
retryResponse: null,
retryContext: null,
status: 'replaying'
};
// Update UI to show replaying state
updateAgentTranscriptUI(agent);
// Get endpoint
const endpoint = getAgentEndpoint(agent);
if (!endpoint || !endpoint.url || !endpoint.key) {
agent.replayState.retryResponse = '[ERROR: No endpoint configured]';
agent.replayState.status = 'error';
updateAgentTranscriptUI(agent);
return;
}
try {
// Build NEW context with current game state
const newGameContext = buildGameContextForAgent(agent);
agent.replayState.retryContext = newGameContext;
// Build new context message
const newContextMessage = {
role: 'user',
content: `Current situation: ${JSON.stringify(newGameContext)}. What's your next action?`
};
// Use original conversation history up to that point
const originalConversation = agent.conversationHistory.slice(0, interaction.conversationIndexBefore);
const conversationForApi = [...originalConversation, newContextMessage];
// Build headers
const headers = { 'Content-Type': 'application/json' };
if (endpoint.headerPrefix) {
headers[endpoint.headerStyle] = endpoint.headerPrefix + endpoint.key;
} else {
headers[endpoint.headerStyle] = endpoint.key;
}
// Format request body
const requestBody = formatAgentRequestBody(endpoint, newContextMessage, conversationForApi, agent);
// Make API call
const response = await fetch(endpoint.url, {
method: 'POST',
headers: headers,
body: requestBody
});
if (response.ok) {
const data = await response.json();
const textResponse = parseAgentResponse(endpoint, data);
agent.replayState.retryResponse = textResponse;
agent.replayState.status = 'complete';
agent.replayState.retryRawResponse = data;
} else {
const errorText = await response.text().catch(() => '');
agent.replayState.retryResponse = `[API Error ${response.status}: ${errorText.substring(0, 100)}]`;
agent.replayState.status = 'error';
}
} catch (error) {
console.error('Try Again error:', error);
agent.replayState.retryResponse = `[Network Error: ${error.message}]`;
agent.replayState.status = 'error';
}
// Update UI with comparison
updateAgentTranscriptUI(agent);
}
// v5.15.2: Dismiss replay comparison without changes
function dismissReplayComparison(agentId) {
const agent = agentLookup.get(agentId);
if (!agent) return;
agent.replayState = null;
updateAgentTranscriptUI(agent);
}
// v5.15.2: Apply retry response and branch off with new conversation
function applyRetryResponse(agentId) {
const agent = agentLookup.get(agentId);
if (!agent || !agent.replayState) return;
const replay = agent.replayState;
const interaction = agent.interactionHistory.find(i => i.id === replay.interactionId);
if (!interaction || !replay.retryResponse) {
dismissReplayComparison(agentId);
return;
}
// Branch: Keep conversation up to original interaction point
agent.conversationHistory = agent.conversationHistory.slice(0, interaction.conversationIndexBefore);
// Add new context message with current game state
const newContextMessage = {
role: 'user',
content: `Current situation: ${JSON.stringify(replay.retryContext)}. What's your next action?`
};
agent.conversationHistory.push(newContextMessage);
// Add retry response
agent.conversationHistory.push({ role: 'assistant', content: replay.retryResponse });
// Create new interaction record for the branch
const branchInteraction = {
id: Date.now().toString(36) + Math.random().toString(36).substr(2, 5),
timestamp: Date.now(),
contextMessage: newContextMessage,
gameContext: replay.retryContext,
endpoint: interaction.endpoint,
response: replay.retryResponse,
rawResponse: replay.retryRawResponse,
conversationIndexBefore: interaction.conversationIndexBefore,
conversationIndexAfter: agent.conversationHistory.length,
executed: false,
branchedFrom: interaction.id // Track branch origin
};
agent.interactionHistory.push(branchInteraction);
// Execute the new decision
parseAndExecuteAgentDecision(agent, replay.retryResponse);
branchInteraction.executed = true;
// Clear replay state
agent.replayState = null;
// Notify
addCopilotMessage(`🔄 ${agent.name} branched off with new response from Try Again!`, 'ai');
// Update UI
updateAgentCardUI(agent);
updateAgentTranscriptUI(agent);
}
// v5.15: Update agent transcript UI (when new messages arrive)
function updateAgentTranscriptUI(agent) {
const viewer = document.getElementById(`transcript-viewer-${agent.id}`);
if (!viewer || !viewer.classList.contains('expanded')) return;
// Store scroll position
const wasScrolledToBottom = viewer.scrollHeight - viewer.clientHeight <= viewer.scrollTop + 10;
// Update content
viewer.innerHTML = buildAgentTranscriptHTML(agent);
// Auto-scroll to bottom if user was at bottom
if (wasScrolledToBottom) {
viewer.scrollTop = viewer.scrollHeight;
}
// v5.16.1: Render body cam after DOM update
setTimeout(() => renderAgentBodyCam(agent), 50);
}
// v5.16.1: Agent body cam renderer and camera system
// v5.16.3: Rewritten using streaming pattern from AI Companion Hub
let agentBodyCamCamera = null;
let agentBodyCamRenderer = null;
let bodyCamInitialized = false;
// Body cam streaming state (similar to Show Mode pattern)
const bodyCamState = {
activeStreams: new Map(), // agentId -> { lastRender: timestamp, canvas: element }
updateInterval: 100, // ms between frame updates
isRendering: false
};
// v7.37: Pre-allocated vectors for Agent Camera System (Cycle 16 Performance)
// Eliminates 4 THREE.Vector3 allocations per frame during agent view rendering
const _agentCamOffset = new THREE.Vector3();
const _agentCamLookTarget = new THREE.Vector3();
// Initialize body cam rendering system (streaming pattern)
function initAgentBodyCamSystem() {
if (bodyCamInitialized) return true;
if (!scene) {
console.log('Body cam init: waiting for scene...');
return false;
}
try {
// Create a dedicated camera for body cam views
agentBodyCamCamera = new THREE.PerspectiveCamera(70, 320/150, 0.1, 150);
// Create a dedicated renderer with preserveDrawingBuffer for canvas copy
// This is the key fix - similar to AI Companion Hub's renderer setup
agentBodyCamRenderer = new THREE.WebGLRenderer({
alpha: true,
antialias: false,
powerPreference: 'low-power',
preserveDrawingBuffer: true // Critical for canvas streaming!
});
agentBodyCamRenderer.setSize(320, 150);
agentBodyCamRenderer.setPixelRatio(1);
agentBodyCamRenderer.setClearColor(0x000000, 1);
bodyCamInitialized = true;
console.log('Body cam system initialized successfully');
return true;
} catch (error) {
console.error('Failed to initialize body cam system:', error);
return false;
}
}
// v5.16.3: Stream agent's POV to body cam canvas (AI Companion Hub pattern)
function renderAgentBodyCam(agent) {
if (!agent || !agent.mesh) {
renderBodyCamPlaceholder(agent);
return;
}
if (!scene) {
renderBodyCamPlaceholder(agent, 'Waiting for world...');
return;
}
const canvas = document.getElementById(`bodycam-${agent.id}`);
if (!canvas) return;
// Initialize body cam system if needed
if (!bodyCamInitialized && !initAgentBodyCamSystem()) {
renderBodyCamPlaceholder(agent, 'Initializing...');
return;
}
if (!agentBodyCamRenderer || !agentBodyCamCamera) {
renderBodyCamPlaceholder(agent, 'Renderer unavailable');
return;
}
try {
// Position camera at agent's head level, looking in their facing direction
const agentPos = agent.mesh.position;
const agentRotation = agent.mesh.rotation.y || 0;
// Camera position: at agent's eye level, looking forward
agentBodyCamCamera.position.set(
agentPos.x + Math.sin(agentRotation) * 0.3,
agentPos.y + 1.5, // Eye level
agentPos.z + Math.cos(agentRotation) * 0.3
);
// Look in the direction the agent is facing
const lookTarget = new THREE.Vector3(
agentPos.x + Math.sin(agentRotation) * 10,
agentPos.y + 1.0,
agentPos.z + Math.cos(agentRotation) * 10
);
agentBodyCamCamera.lookAt(lookTarget);
// Render the scene from agent's perspective
agentBodyCamRenderer.render(scene, agentBodyCamCamera);
// Stream to the canvas element (AI Companion Hub pattern)
const ctx = canvas.getContext('2d');
if (ctx) {
// Clear and draw the rendered frame
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(agentBodyCamRenderer.domElement, 0, 0, canvas.width, canvas.height);
// Add scan line effect for retro feel
ctx.strokeStyle = 'rgba(0, 255, 255, 0.03)';
for (let y = 0; y < canvas.height; y += 3) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(canvas.width, y);
ctx.stroke();
}
// Add vignette effect
const gradient = ctx.createRadialGradient(canvas.width/2, canvas.height/2, 30, canvas.width/2, canvas.height/2, 180);
gradient.addColorStop(0, 'rgba(0,0,0,0)');
gradient.addColorStop(1, 'rgba(0,0,0,0.4)');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// v5.17: Add level and combo HUD overlay
ctx.font = 'bold 10px monospace';
// Level badge (top-left)
const levelColor = agent.agentLevel >= 5 ? '#ffd700' : (agent.agentLevel >= 3 ? '#00ff88' : '#0ff');
ctx.fillStyle = 'rgba(0,0,0,0.6)';
ctx.fillRect(4, 4, 36, 14);
ctx.fillStyle = levelColor;
ctx.fillText(`Lv.${agent.agentLevel}`, 8, 14);
// Combo indicator (top-right, if active)
if (agent.combo >= 3) {
const comboText = `${agent.combo}x`;
const comboColor = agent.combo >= 10 ? '#ff8800' : (agent.combo >= 5 ? '#ffcc00' : '#fff');
const comboWidth = ctx.measureText(comboText).width + 16;
ctx.fillStyle = 'rgba(0,0,0,0.6)';
ctx.fillRect(canvas.width - comboWidth - 4, 4, comboWidth, 14);
ctx.fillStyle = comboColor;
ctx.fillText(`🔥${comboText}`, canvas.width - comboWidth, 14);
}
// Efficiency bar (bottom-left)
const effPercent = agent.efficiency * 100;
const barWidth = 50;
const barHeight = 4;
ctx.fillStyle = 'rgba(0,0,0,0.6)';
ctx.fillRect(4, canvas.height - 10, barWidth + 4, barHeight + 4);
ctx.fillStyle = '#333';
ctx.fillRect(6, canvas.height - 8, barWidth, barHeight);
ctx.fillStyle = effPercent >= 150 ? '#ffd700' : (effPercent >= 120 ? '#00ff88' : '#0ff');
ctx.fillRect(6, canvas.height - 8, barWidth * (effPercent / 200), barHeight);
// Update stream state
bodyCamState.activeStreams.set(agent.id, {
lastRender: performance.now(),
canvas: canvas
});
}
} catch (error) {
console.error(`Body cam render error for ${agent.name}:`, error);
renderBodyCamPlaceholder(agent, 'Render error');
}
}
// ============================================
// v6.3.2: SIGNAL INTERRUPTION EVENT SYSTEM
// v6.3.3: Added recovery mechanics and permanent loss
// Realistic reasons for signal loss on refresh
// Temporary events can recover, catastrophic = permanent
// ============================================
const SignalInterruptionSystem = {
// Active recovery timers per agent
recoveryTimers: new Map(),
// Agents with recovered signals ready to reconnect
recoveredAgents: new Map(),
// Permanently lost agents (catastrophic events)
lostAgents: new Set(),
// Comprehensive list of realistic interruption events
// recoverable: true = can recover, false = permanent loss
// recoveryTime: seconds until signal can be restored (min-max range)
// recoveryChance: probability of successful recovery (0-1)
events: [
// Environmental Hazards - All recoverable
{ id: 'sandstorm', category: 'environmental', title: 'SANDSTORM INTERFERENCE', message: 'Silicate particles blocking transmission', color: '#d4a574', icon: '🌪️', recovery: 'Awaiting storm subsidence...', recoverable: true, recoveryTime: [30, 90], recoveryChance: 0.95 },
{ id: 'ion_storm', category: 'environmental', title: 'ION STORM', message: 'Electromagnetic interference detected', color: '#9966ff', icon: '⚡', recovery: 'Recalibrating antenna array...', recoverable: true, recoveryTime: [20, 60], recoveryChance: 0.90 },
{ id: 'solar_flare', category: 'environmental', title: 'SOLAR FLARE EVENT', message: 'CME disrupting communications', color: '#ff6600', icon: '☀️', recovery: 'Switching to backup frequency...', recoverable: true, recoveryTime: [45, 120], recoveryChance: 0.85 },
{ id: 'meteor_shower', category: 'environmental', title: 'METEOR SHOWER', message: 'Debris field blocking signal path', color: '#888899', icon: '☄️', recovery: 'Calculating clear window...', recoverable: true, recoveryTime: [15, 45], recoveryChance: 0.98 },
{ id: 'dust_devil', category: 'environmental', title: 'DUST DEVIL CONTACT', message: 'Localized vortex disruption', color: '#aa8866', icon: '🌀', recovery: 'Waiting for conditions to clear...', recoverable: true, recoveryTime: [10, 30], recoveryChance: 0.99 },
{ id: 'seismic', category: 'environmental', title: 'SEISMIC ACTIVITY', message: 'Ground vibrations destabilizing relay', color: '#665544', icon: '🌋', recovery: 'Stabilizing communication dish...', recoverable: true, recoveryTime: [25, 75], recoveryChance: 0.88 },
{ id: 'radiation_burst', category: 'environmental', title: 'RADIATION BURST', message: 'High-energy particles saturating sensors', color: '#ff4488', icon: '☢️', recovery: 'Shielding electronics...', recoverable: true, recoveryTime: [40, 100], recoveryChance: 0.80 },
{ id: 'magnetic_anomaly', category: 'environmental', title: 'MAGNETIC ANOMALY', message: 'Local field distorting signal', color: '#4488ff', icon: '🧲', recovery: 'Compensating for drift...', recoverable: true, recoveryTime: [20, 50], recoveryChance: 0.92 },
// Technical Issues - All recoverable with varying times
{ id: 'battery_low', category: 'technical', title: 'LOW POWER MODE', message: 'Battery reserves critically low', color: '#ff4444', icon: '🔋', recovery: 'Routing to solar recharge...', recoverable: true, recoveryTime: [60, 180], recoveryChance: 0.75 },
{ id: 'antenna_damage', category: 'technical', title: 'ANTENNA MALFUNCTION', message: 'Physical damage to comm array', color: '#ff8800', icon: '📡', recovery: 'Deploying repair protocols...', recoverable: true, recoveryTime: [90, 240], recoveryChance: 0.65 },
{ id: 'firmware_update', category: 'technical', title: 'FIRMWARE UPDATE', message: 'Critical system patch installing', color: '#00ff88', icon: '💾', recovery: 'Update progress: 73%...', recoverable: true, recoveryTime: [15, 45], recoveryChance: 0.99 },
{ id: 'thermal_shutdown', category: 'technical', title: 'THERMAL PROTECTION', message: 'CPU temp exceeds safe limits', color: '#ff2200', icon: '🌡️', recovery: 'Engaging cooling systems...', recoverable: true, recoveryTime: [30, 90], recoveryChance: 0.85 },
{ id: 'memory_overflow', category: 'technical', title: 'MEMORY OVERFLOW', message: 'Buffer limit reached, clearing cache', color: '#ffaa00', icon: '🧠', recovery: 'Garbage collection active...', recoverable: true, recoveryTime: [10, 25], recoveryChance: 0.98 },
{ id: 'calibration', category: 'technical', title: 'SENSOR CALIBRATION', message: 'Recalibrating optical systems', color: '#00aaff', icon: '🔧', recovery: 'Alignment in progress...', recoverable: true, recoveryTime: [20, 60], recoveryChance: 0.95 },
{ id: 'quantum_decoherence', category: 'technical', title: 'QUANTUM DECOHERENCE', message: 'Entangled relay lost coherence', color: '#ff00ff', icon: '⚛️', recovery: 'Re-establishing quantum link...', recoverable: true, recoveryTime: [45, 120], recoveryChance: 0.70 },
// Celestial Events - Recoverable but longer duration
{ id: 'eclipse', category: 'celestial', title: 'SOLAR ECLIPSE', message: 'Primary star occluded by moon', color: '#334455', icon: '🌑', recovery: 'Switching to backup power...', recoverable: true, recoveryTime: [120, 300], recoveryChance: 0.95 },
{ id: 'planetary_alignment', category: 'celestial', title: 'PLANETARY ALIGNMENT', message: 'Gravitational lensing effect', color: '#6644aa', icon: '🪐', recovery: 'Adjusting for orbital drift...', recoverable: true, recoveryTime: [60, 180], recoveryChance: 0.88 },
{ id: 'asteroid_shadow', category: 'celestial', title: 'ASTEROID SHADOW', message: 'Large body blocking relay satellite', color: '#445566', icon: '🌑', recovery: 'Waiting for orbital clearance...', recoverable: true, recoveryTime: [90, 240], recoveryChance: 0.92 },
{ id: 'comet_tail', category: 'celestial', title: 'COMET TAIL TRANSIT', message: 'Ionized particles from passing comet', color: '#88ffff', icon: '☄️', recovery: 'Signal routing through debris...', recoverable: true, recoveryTime: [45, 120], recoveryChance: 0.85 },
{ id: 'black_hole_lensing', category: 'celestial', title: 'GRAVITATIONAL LENSING', message: 'Nearby singularity bending signal', color: '#220033', icon: '🕳️', recovery: 'Compensating for spacetime curve...', recoverable: true, recoveryTime: [120, 300], recoveryChance: 0.60 },
// Atmospheric Conditions - All recoverable
{ id: 'acid_rain', category: 'atmospheric', title: 'ACID PRECIPITATION', message: 'Corrosive atmosphere degrading antenna', color: '#88ff44', icon: '🌧️', recovery: 'Deploying protective coating...', recoverable: true, recoveryTime: [30, 90], recoveryChance: 0.82 },
{ id: 'methane_fog', category: 'atmospheric', title: 'METHANE FOG BANK', message: 'Dense hydrocarbon layer blocking IR', color: '#668844', icon: '🌫️', recovery: 'Switching to radio frequency...', recoverable: true, recoveryTime: [20, 60], recoveryChance: 0.90 },
{ id: 'ammonia_clouds', category: 'atmospheric', title: 'AMMONIA CLOUD LAYER', message: 'Chemical interference in upper atmo', color: '#aabbcc', icon: '☁️', recovery: 'Boosting signal strength...', recoverable: true, recoveryTime: [25, 75], recoveryChance: 0.88 },
{ id: 'lightning_storm', category: 'atmospheric', title: 'ELECTRICAL STORM', message: 'Massive discharge disrupting comms', color: '#ffff00', icon: '⛈️', recovery: 'Grounding excess charge...', recoverable: true, recoveryTime: [15, 45], recoveryChance: 0.94 },
{ id: 'aurora', category: 'atmospheric', title: 'AURORAL INTERFERENCE', message: 'Charged particles in ionosphere', color: '#44ffaa', icon: '🌌', recovery: 'Tunneling through aurora belt...', recoverable: true, recoveryTime: [30, 90], recoveryChance: 0.91 },
// Biological/Alien - Recoverable
{ id: 'biofilm', category: 'biological', title: 'BIOFILM ACCUMULATION', message: 'Organic growth on sensor array', color: '#44aa44', icon: '🦠', recovery: 'UV sterilization active...', recoverable: true, recoveryTime: [45, 120], recoveryChance: 0.85 },
{ id: 'spore_cloud', category: 'biological', title: 'SPORE CLOUD EVENT', message: 'Fungal spores blocking optics', color: '#886644', icon: '🍄', recovery: 'Air filtration cycling...', recoverable: true, recoveryTime: [30, 90], recoveryChance: 0.88 },
{ id: 'bioluminescent_interference', category: 'biological', title: 'BIOLUMINESCENT BLOOM', message: 'Native lifeforms saturating sensors', color: '#00ffaa', icon: '✨', recovery: 'Adjusting light filters...', recoverable: true, recoveryTime: [20, 60], recoveryChance: 0.95 },
// Catastrophic Events - PERMANENT LOSS (recoverable: false)
{ id: 'planet_destroyed', category: 'catastrophic', title: 'PLANET DESTROYED', message: 'Catastrophic tectonic event detected', color: '#ff0000', icon: '💥', recovery: 'SIGNAL LOST PERMANENTLY', recoverable: false, lossReason: 'The planetary body has been completely destroyed. No surface remains for signal acquisition. Robot telemetry terminated at moment of cataclysm.' },
{ id: 'star_death', category: 'catastrophic', title: 'STELLAR COLLAPSE', message: 'Primary star entering nova phase', color: '#ff4400', icon: '🌟', recovery: 'SIGNAL LOST PERMANENTLY', recoverable: false, lossReason: 'Supernova shockwave has vaporized all matter within the habitable zone. Quantum entanglement link severed by extreme radiation.' },
{ id: 'wormhole_instability', category: 'catastrophic', title: 'WORMHOLE COLLAPSE', message: 'Transit corridor destabilizing', color: '#aa00ff', icon: '🌀', recovery: 'SIGNAL LOST PERMANENTLY', recoverable: false, lossReason: 'The wormhole terminus has collapsed. Robot is now in an unreachable region of spacetime. No known method of re-establishing contact.' },
{ id: 'dimension_rift', category: 'catastrophic', title: 'DIMENSIONAL RIFT', message: 'Reality breach detected nearby', color: '#ff00aa', icon: '🔮', recovery: 'SIGNAL LOST PERMANENTLY', recoverable: false, lossReason: 'Robot has been pulled into an alternate dimension. Quantum signature is no longer detectable in our reality plane.' },
// Mundane/Relatable - Quick recovery
{ id: 'software_crash', category: 'mundane', title: 'SOFTWARE EXCEPTION', message: 'Unexpected null pointer reference', color: '#ff6666', icon: '🐛', recovery: 'Rebooting comm module...', recoverable: true, recoveryTime: [5, 15], recoveryChance: 0.99 },
{ id: 'cable_loose', category: 'mundane', title: 'CONNECTION LOOSE', message: 'Physical connector vibrated free', color: '#ffaa44', icon: '🔌', recovery: 'Servo tightening connection...', recoverable: true, recoveryTime: [8, 20], recoveryChance: 0.98 },
{ id: 'bird_equivalent', category: 'mundane', title: 'AVIAN INTERFERENCE', message: 'Local fauna perched on antenna', color: '#88aaff', icon: '🐦', recovery: 'Activating deterrent...', recoverable: true, recoveryTime: [5, 15], recoveryChance: 0.99 },
{ id: 'coffee_spill', category: 'mundane', title: 'FLUID INTRUSION', message: 'Liquid detected in circuit bay', color: '#8b4513', icon: '☕', recovery: 'Engaging drying protocol...', recoverable: true, recoveryTime: [30, 90], recoveryChance: 0.80 },
// v6.3.5: Page Refresh/Session Events - Very quick recovery (user-initiated reconnection)
{ id: 'page_refresh', category: 'refresh', title: 'CONNECTION RESET', message: 'User initiated session restart', color: '#00aaff', icon: '🔄', recovery: 'Re-establishing uplink...', recoverable: true, recoveryTime: [3, 10], recoveryChance: 0.99 },
{ id: 'session_restart', category: 'refresh', title: 'SESSION RESTART', message: 'Communication session reinitialized', color: '#44aaff', icon: '🔁', recovery: 'Synchronizing state...', recoverable: true, recoveryTime: [4, 12], recoveryChance: 0.99 },
{ id: 'link_renegotiation', category: 'refresh', title: 'LINK RENEGOTIATION', message: 'Secure channel renegotiating keys', color: '#6688ff', icon: '🔐', recovery: 'Handshake in progress...', recoverable: true, recoveryTime: [5, 15], recoveryChance: 0.98 },
{ id: 'buffer_flush', category: 'refresh', title: 'BUFFER FLUSH', message: 'Clearing transmission buffers', color: '#88aaff', icon: '📤', recovery: 'Reinitializing stream...', recoverable: true, recoveryTime: [2, 8], recoveryChance: 0.99 },
{ id: 'protocol_sync', category: 'refresh', title: 'PROTOCOL SYNC', message: 'Realigning communication protocol', color: '#55aadd', icon: '📡', recovery: 'Matching frequencies...', recoverable: true, recoveryTime: [3, 10], recoveryChance: 0.99 },
{ id: 'heartbeat_missed', category: 'refresh', title: 'HEARTBEAT MISSED', message: 'Keep-alive signal interrupted', color: '#ffaa00', icon: '💓', recovery: 'Resending heartbeat...', recoverable: true, recoveryTime: [2, 6], recoveryChance: 0.99 },
{ id: 'auth_refresh', category: 'refresh', title: 'AUTH REFRESH', message: 'Refreshing authentication tokens', color: '#88ff88', icon: '🔑', recovery: 'Validating credentials...', recoverable: true, recoveryTime: [3, 8], recoveryChance: 0.99 },
{ id: 'quantum_resync', category: 'refresh', title: 'QUANTUM RESYNC', message: 'Re-entangling quantum relay', color: '#ff88ff', icon: '⚛️', recovery: 'Aligning qubits...', recoverable: true, recoveryTime: [5, 15], recoveryChance: 0.95 }
],
// Track if page was refreshed
pageWasRefreshed: false,
refreshDetected: false,
// Get or generate current session's interruption event
getCurrentEvent(agentId = null) {
const storageKey = agentId ? `levi_signal_event_${agentId}` : 'levi_signal_event_global';
let eventData = null;
// Check if agent is permanently lost
if (agentId && this.isAgentLost(agentId)) {
return this.getLostAgentEvent(agentId);
}
// Check if agent has recovered
if (agentId && this.recoveredAgents.has(agentId)) {
return { recovered: true, ...this.recoveredAgents.get(agentId) };
}
try {
const stored = sessionStorage.getItem(storageKey);
if (stored) {
eventData = JSON.parse(stored);
// Verify it's still valid
if (eventData && eventData.id && this.events.find(e => e.id === eventData.id)) {
// Check if recovery timer should be started
if (eventData.recoverable && !eventData.recoveryStarted && agentId) {
this.startRecoveryTimer(agentId, eventData);
eventData.recoveryStarted = true;
sessionStorage.setItem(storageKey, JSON.stringify(eventData));
}
// Update time remaining
if (eventData.recoveryEndTime) {
eventData.timeRemaining = Math.max(0, Math.ceil((eventData.recoveryEndTime - Date.now()) / 1000));
}
return eventData;
}
}
} catch (e) {}
// Generate new event with weighted probability
eventData = this.generateEvent();
// Add recovery timing data
if (eventData.recoverable) {
const [minTime, maxTime] = eventData.recoveryTime;
const recoveryDuration = (minTime + Math.random() * (maxTime - minTime)) * 1000;
eventData.recoveryEndTime = Date.now() + recoveryDuration;
eventData.recoveryStarted = false;
eventData.timeRemaining = Math.ceil(recoveryDuration / 1000);
}
try {
sessionStorage.setItem(storageKey, JSON.stringify(eventData));
} catch (e) {}
// If catastrophic and agent specified, mark as permanently lost
if (!eventData.recoverable && agentId) {
this.markAgentLost(agentId, eventData);
}
return eventData;
},
// Start the recovery countdown timer for an agent
startRecoveryTimer(agentId, eventData) {
if (this.recoveryTimers.has(agentId)) return;
const timeRemaining = eventData.recoveryEndTime - Date.now();
if (timeRemaining <= 0) {
this.attemptRecovery(agentId, eventData);
return;
}
const timer = setTimeout(() => {
this.attemptRecovery(agentId, eventData);
}, timeRemaining);
this.recoveryTimers.set(agentId, timer);
},
// Attempt to recover the signal
attemptRecovery(agentId, eventData) {
this.recoveryTimers.delete(agentId);
// Roll for recovery success
if (Math.random() < eventData.recoveryChance) {
// Success! Signal recovered
this.recoveredAgents.set(agentId, {
id: 'signal_restored',
originalEvent: eventData,
recoveredAt: Date.now(),
title: 'SIGNAL RESTORED',
message: `Connection re-established after ${eventData.title.toLowerCase()}`,
color: '#00ff88',
icon: '📶'
});
// Clear the stored event
this.clearEvent(agentId);
// Notify the game
this.notifyRecovery(agentId, eventData);
} else {
// Failed recovery - extend timer and try again
const extendTime = 15000 + Math.random() * 30000; // 15-45 more seconds
eventData.recoveryEndTime = Date.now() + extendTime;
eventData.timeRemaining = Math.ceil(extendTime / 1000);
eventData.recoveryAttempts = (eventData.recoveryAttempts || 0) + 1;
// Reduce chance slightly each failure (but minimum 30%)
eventData.recoveryChance = Math.max(0.30, eventData.recoveryChance - 0.05);
try {
const storageKey = `levi_signal_event_${agentId}`;
sessionStorage.setItem(storageKey, JSON.stringify(eventData));
} catch (e) {}
// Schedule another attempt
const timer = setTimeout(() => {
this.attemptRecovery(agentId, eventData);
}, extendTime);
this.recoveryTimers.set(agentId, timer);
// Notify of failed attempt
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`Recovery attempt ${eventData.recoveryAttempts} failed for agent. Retrying...`, 'system');
}
}
},
// Notify the game that an agent's signal has been restored
notifyRecovery(agentId, originalEvent) {
// Find the agent
if (typeof agentFleet !== 'undefined') {
const agent = agentLookup.get(agentId);
if (agent) {
// Show recovery notification
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`📶 SIGNAL RESTORED: ${agent.name} back online after ${originalEvent.title.toLowerCase()}. Ready to reconnect!`, 'ai');
}
// Show toast notification
if (typeof showToast === 'function') {
showToast(`${agent.name} signal restored! Click to reconnect.`, 'success');
}
// Create reconnect prompt
this.showReconnectPrompt(agent, originalEvent);
}
}
},
// Show UI prompt to reconnect to recovered agent
showReconnectPrompt(agent, originalEvent) {
// Create floating reconnect button
const existingPrompt = document.getElementById(`reconnect-prompt-${agent.id}`);
if (existingPrompt) existingPrompt.remove();
const prompt = document.createElement('div');
prompt.id = `reconnect-prompt-${agent.id}`;
prompt.className = 'signal-reconnect-prompt';
prompt.innerHTML = `
${agent.name}
Recovered from: ${originalEvent.title}
🔗 RECONNECT NOW
✕
`;
// Add styles if not present
if (!document.getElementById('signal-reconnect-styles')) {
const styles = document.createElement('style');
styles.id = 'signal-reconnect-styles';
styles.textContent = `
.signal-reconnect-prompt {
position: fixed;
bottom: 100px;
right: 20px;
background: linear-gradient(135deg, rgba(0, 40, 30, 0.95), rgba(0, 20, 15, 0.98));
border: 2px solid #00ff88;
border-radius: 12px;
padding: 16px;
z-index: 9999;
animation: signalPulse 2s ease-in-out infinite;
box-shadow: 0 0 30px rgba(0, 255, 136, 0.3);
min-width: 250px;
}
@keyframes signalPulse {
0%, 100% { box-shadow: 0 0 20px rgba(0, 255, 136, 0.3); }
50% { box-shadow: 0 0 40px rgba(0, 255, 136, 0.6); }
}
.reconnect-header {
display: flex;
align-items: center;
gap: 8px;
margin-bottom: 8px;
}
.reconnect-icon {
font-size: 20px;
animation: iconBounce 1s ease-in-out infinite;
}
@keyframes iconBounce {
0%, 100% { transform: translateY(0); }
50% { transform: translateY(-3px); }
}
.reconnect-title {
color: #00ff88;
font-weight: bold;
font-size: 14px;
text-transform: uppercase;
letter-spacing: 1px;
}
.reconnect-agent {
color: #fff;
font-size: 16px;
font-weight: bold;
margin-bottom: 4px;
}
.reconnect-event {
color: #aaa;
font-size: 11px;
margin-bottom: 12px;
}
.reconnect-btn {
width: 100%;
padding: 10px;
background: linear-gradient(135deg, #00aa66, #008844);
border: none;
border-radius: 6px;
color: #fff;
font-weight: bold;
cursor: pointer;
transition: all 0.2s;
}
.reconnect-btn:hover {
background: linear-gradient(135deg, #00cc77, #00aa55);
transform: scale(1.02);
}
.reconnect-dismiss {
position: absolute;
top: 8px;
right: 8px;
background: none;
border: none;
color: #999;
cursor: pointer;
font-size: 14px;
}
.reconnect-dismiss:hover {
color: #fff;
}
`;
document.head.appendChild(styles);
}
document.body.appendChild(prompt);
// Auto-dismiss after 60 seconds
setTimeout(() => {
if (document.getElementById(`reconnect-prompt-${agent.id}`)) {
prompt.remove();
}
}, 60000);
},
// Reconnect to an agent after signal restoration
reconnectToAgent(agentId) {
const recoveryData = this.recoveredAgents.get(agentId);
if (!recoveryData) return;
// Clear recovery data
this.recoveredAgents.delete(agentId);
// Remove prompt
const prompt = document.getElementById(`reconnect-prompt-${agentId}`);
if (prompt) prompt.remove();
// Find agent and teleport player to their location
if (typeof agentFleet !== 'undefined' && typeof playerMesh !== 'undefined') {
const agent = agentLookup.get(agentId);
if (agent && agent.mesh) {
// Teleport player to agent location
const agentPos = agent.mesh.position;
playerMesh.position.set(agentPos.x, agentPos.y + 2, agentPos.z + 5);
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`🚀 Teleported to ${agent.name}'s location. Signal lock confirmed!`, 'ai');
}
if (typeof showToast === 'function') {
showToast(`Reconnected to ${agent.name}!`, 'success');
}
}
}
},
// Mark an agent as permanently lost
markAgentLost(agentId, eventData) {
const lossData = {
agentId,
event: eventData,
lostAt: Date.now(),
lastKnownPosition: null
};
// Try to capture last known position
if (typeof agentFleet !== 'undefined') {
const agent = agentLookup.get(agentId);
if (agent) {
lossData.lastKnownPosition = agent.mesh ?
{ x: agent.mesh.position.x, y: agent.mesh.position.y, z: agent.mesh.position.z } :
agent.position;
lossData.agentName = agent.name;
}
}
this.lostAgents.add(agentId);
// Store in localStorage for persistence across sessions
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 1)
const lostAgentsData = SafeJSON.fromLocalStorage('levi_lost_agents', {});
lostAgentsData[agentId] = lossData;
SafeJSON.toLocalStorage('levi_lost_agents', lostAgentsData);
// Notify the player
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`⚠️ CATASTROPHIC SIGNAL LOSS: ${lossData.agentName || 'Agent'} has been permanently lost due to ${eventData.title}. ${eventData.lossReason}`, 'error');
}
// Show memorial notification
this.showLossNotification(lossData, eventData);
},
// Check if an agent is permanently lost
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 1)
isAgentLost(agentId) {
if (this.lostAgents.has(agentId)) return true;
const lostAgentsData = SafeJSON.fromLocalStorage('levi_lost_agents', {});
if (lostAgentsData[agentId]) {
this.lostAgents.add(agentId);
return true;
}
return false;
},
// Get the loss event for a lost agent
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 1)
getLostAgentEvent(agentId) {
const lostAgentsData = SafeJSON.fromLocalStorage('levi_lost_agents', {});
if (lostAgentsData[agentId]) {
const lossData = lostAgentsData[agentId];
return {
...lossData.event,
permanentlyLost: true,
lostAt: lossData.lostAt,
lastKnownPosition: lossData.lastKnownPosition,
timeSinceLoss: Date.now() - lossData.lostAt
};
}
return {
id: 'unknown_loss',
category: 'catastrophic',
title: 'SIGNAL LOST',
message: 'Connection permanently severed',
color: '#ff0000',
icon: '💀',
recovery: 'NO RECOVERY POSSIBLE',
permanentlyLost: true
};
},
// Show notification for permanent agent loss
showLossNotification(lossData, eventData) {
const notification = document.createElement('div');
notification.className = 'signal-loss-notification';
notification.innerHTML = `
${eventData.icon}
${eventData.title}
${lossData.agentName || 'AGENT'} LOST
${eventData.message}
${eventData.lossReason}
In memory of a faithful explorer
ACKNOWLEDGE
`;
// Add styles if not present
if (!document.getElementById('signal-loss-styles')) {
const styles = document.createElement('style');
styles.id = 'signal-loss-styles';
styles.textContent = `
.signal-loss-notification {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: linear-gradient(135deg, rgba(40, 0, 0, 0.98), rgba(20, 0, 0, 0.99));
border: 3px solid #ff0000;
border-radius: 16px;
padding: 30px;
z-index: 99999;
text-align: center;
animation: lossAppear 0.5s ease-out;
box-shadow: 0 0 60px rgba(255, 0, 0, 0.5), inset 0 0 60px rgba(255, 0, 0, 0.1);
max-width: 400px;
}
@keyframes lossAppear {
from { opacity: 0; transform: translate(-50%, -50%) scale(0.8); }
to { opacity: 1; transform: translate(-50%, -50%) scale(1); }
}
.loss-icon {
font-size: 48px;
margin-bottom: 16px;
animation: lossIconPulse 1s ease-in-out infinite;
}
@keyframes lossIconPulse {
0%, 100% { transform: scale(1); filter: brightness(1); }
50% { transform: scale(1.1); filter: brightness(1.5); }
}
.loss-title {
color: #ff4444;
font-size: 24px;
font-weight: bold;
text-transform: uppercase;
letter-spacing: 3px;
margin-bottom: 8px;
text-shadow: 0 0 20px rgba(255, 0, 0, 0.8);
}
.loss-agent {
color: #fff;
font-size: 18px;
font-weight: bold;
margin-bottom: 16px;
}
.loss-message {
color: #ff8888;
font-size: 14px;
margin-bottom: 12px;
}
.loss-reason {
color: #aaa;
font-size: 12px;
line-height: 1.5;
margin-bottom: 20px;
padding: 12px;
background: rgba(0,0,0,0.3);
border-radius: 8px;
}
.loss-memorial {
border-top: 1px solid #440000;
padding-top: 16px;
margin-bottom: 20px;
}
.memorial-text {
color: #999;
font-style: italic;
font-size: 13px;
}
.loss-dismiss {
padding: 12px 30px;
background: linear-gradient(135deg, #880000, #660000);
border: 1px solid #aa0000;
border-radius: 6px;
color: #fff;
font-weight: bold;
cursor: pointer;
text-transform: uppercase;
letter-spacing: 1px;
transition: all 0.2s;
}
.loss-dismiss:hover {
background: linear-gradient(135deg, #aa0000, #880000);
}
`;
document.head.appendChild(styles);
}
document.body.appendChild(notification);
},
// Generate a weighted random event
generateEvent(forceCategory = null) {
// Weight categories (mundane/environmental more common than catastrophic)
// v6.3.5: Added refresh category (only used when page refresh detected)
const weights = {
environmental: 30,
technical: 25,
atmospheric: 20,
celestial: 10,
biological: 8,
mundane: 5,
catastrophic: 2,
refresh: 0 // Refresh events are only assigned explicitly, not randomly
};
// v6.3.5: If forcing a category, only use events from that category
if (forceCategory) {
const categoryEvents = this.events.filter(e => e.category === forceCategory);
if (categoryEvents.length > 0) {
return { ...categoryEvents[Math.floor(Math.random() * categoryEvents.length)] };
}
}
// Build weighted array
const weightedEvents = [];
this.events.forEach(event => {
const weight = weights[event.category] || 10;
for (let i = 0; i < weight; i++) {
weightedEvents.push(event);
}
});
// Return a copy with the base event data
const selected = weightedEvents[Math.floor(Math.random() * weightedEvents.length)];
return { ...selected };
},
// Clear event (for when signal is restored)
clearEvent(agentId = null) {
const storageKey = agentId ? `levi_signal_event_${agentId}` : 'levi_signal_event_global';
try {
sessionStorage.removeItem(storageKey);
} catch (e) {}
// Clear any pending timer
if (agentId && this.recoveryTimers.has(agentId)) {
clearTimeout(this.recoveryTimers.get(agentId));
this.recoveryTimers.delete(agentId);
}
},
// Get event-specific visual noise parameters
getNoiseParams(event) {
const params = {
density: 0.05,
intensity: 30,
colorTint: null,
scanlines: false,
glitch: false
};
switch (event.category) {
case 'environmental':
params.density = 0.08;
params.colorTint = event.color;
params.scanlines = true;
break;
case 'technical':
params.density = 0.03;
params.glitch = true;
break;
case 'celestial':
params.density = 0.02;
params.intensity = 15;
break;
case 'atmospheric':
params.density = 0.12;
params.colorTint = event.color;
break;
case 'biological':
params.density = 0.06;
params.colorTint = event.color;
break;
case 'catastrophic':
params.density = 0.15;
params.intensity = 60;
params.glitch = true;
params.scanlines = true;
break;
case 'mundane':
params.density = 0.04;
break;
case 'refresh':
// v6.3.5: Refresh events - clean digital reconnection look
params.density = 0.02;
params.intensity = 20;
params.colorTint = event.color;
params.scanlines = false;
params.glitch = false;
break;
}
return params;
},
// Format time remaining for display
formatTimeRemaining(seconds) {
if (seconds <= 0) return 'Imminent...';
if (seconds < 60) return `${seconds}s`;
const mins = Math.floor(seconds / 60);
const secs = seconds % 60;
return `${mins}m ${secs}s`;
},
// ============================================
// v6.3.4: EXPORT/IMPORT STATE SYSTEM
// Complete backup and restore of signal state
// ============================================
// Export complete signal interruption state
exportState() {
const state = {
version: '1.0',
exportType: 'SignalInterruptionSystem',
exportDate: new Date().toISOString(),
exportTimestamp: Date.now(),
// Permanently lost agents from localStorage
lostAgents: {},
// Active signal events from sessionStorage (per-agent)
activeEvents: {},
// Recovered agents waiting for reconnection
recoveredAgents: {},
// In-memory lost agents set (for verification)
lostAgentIds: [],
// Metadata for verification
metadata: {
totalLostAgents: 0,
totalActiveEvents: 0,
totalRecoveredAgents: 0,
agentNames: {}
}
};
// Export permanently lost agents from localStorage
try {
const lostData = localStorage.getItem('levi_lost_agents');
if (lostData) {
// v8.29: Use ErrorRecovery.safeJSONParse for safer parsing
state.lostAgents = ErrorRecovery.safeJSONParse(lostData, {});
state.metadata.totalLostAgents = Object.keys(state.lostAgents).length;
// Capture agent names
Object.entries(state.lostAgents).forEach(([id, data]) => {
if (data.agentName) {
state.metadata.agentNames[id] = data.agentName;
}
});
}
} catch (e) {
console.error('Failed to export lost agents:', e);
}
// Export in-memory lost agent IDs
state.lostAgentIds = Array.from(this.lostAgents);
// Export active signal events from sessionStorage
try {
// Get all sessionStorage keys that match our pattern
for (let i = 0; i < sessionStorage.length; i++) {
const key = sessionStorage.key(i);
if (key && key.startsWith('levi_signal_event_')) {
const eventData = sessionStorage.getItem(key);
if (eventData) {
const agentId = key.replace('levi_signal_event_', '');
// v8.29: Use ErrorRecovery.safeJSONParse for safer parsing
const parsed = ErrorRecovery.safeJSONParse(eventData, null);
if (parsed) {
state.activeEvents[agentId] = parsed;
state.metadata.totalActiveEvents++;
}
// Try to get agent name
if (typeof agentFleet !== 'undefined') {
const agent = agentLookup.get(agentId);
if (agent && agent.name) {
state.metadata.agentNames[agentId] = agent.name;
}
}
}
}
}
} catch (e) {
console.error('Failed to export active events:', e);
}
// Export recovered agents from memory
this.recoveredAgents.forEach((data, agentId) => {
state.recoveredAgents[agentId] = data;
state.metadata.totalRecoveredAgents++;
// Try to get agent name
if (typeof agentFleet !== 'undefined') {
const agent = agentLookup.get(agentId);
if (agent && agent.name) {
state.metadata.agentNames[agentId] = agent.name;
}
}
});
return state;
},
// Import and restore signal interruption state
importState(state, options = {}) {
const {
mergeLostAgents = true, // Add to existing lost agents vs replace
restoreActiveEvents = true, // Restore active signal events
restoreRecovered = true, // Restore recovered agents
adjustTimestamps = true // Adjust timestamps relative to current time
} = options;
if (!state || state.exportType !== 'SignalInterruptionSystem') {
throw new Error('Invalid signal state backup format');
}
const results = {
lostAgentsRestored: 0,
activeEventsRestored: 0,
recoveredAgentsRestored: 0,
errors: []
};
// Calculate time offset for timestamp adjustment
const timeOffset = adjustTimestamps ? (Date.now() - state.exportTimestamp) : 0;
// Restore permanently lost agents to localStorage
if (state.lostAgents && Object.keys(state.lostAgents).length > 0) {
try {
let existingLost = {};
if (mergeLostAgents) {
const existing = localStorage.getItem('levi_lost_agents');
if (existing) {
// v8.29: Use ErrorRecovery.safeJSONParse for safer parsing
existingLost = ErrorRecovery.safeJSONParse(existing, {});
}
}
// Merge or replace lost agents
Object.entries(state.lostAgents).forEach(([agentId, lossData]) => {
// Adjust timestamp if needed
if (adjustTimestamps && lossData.lostAt) {
lossData.lostAt = lossData.lostAt + timeOffset;
}
existingLost[agentId] = lossData;
this.lostAgents.add(agentId);
results.lostAgentsRestored++;
});
localStorage.setItem('levi_lost_agents', JSON.stringify(existingLost));
} catch (e) {
results.errors.push(`Failed to restore lost agents: ${e.message}`);
}
}
// Restore lost agent IDs to in-memory set
if (state.lostAgentIds && Array.isArray(state.lostAgentIds)) {
state.lostAgentIds.forEach(id => this.lostAgents.add(id));
}
// Restore active signal events to sessionStorage
if (restoreActiveEvents && state.activeEvents) {
Object.entries(state.activeEvents).forEach(([agentId, eventData]) => {
try {
// Skip if agent is permanently lost
if (this.lostAgents.has(agentId)) {
return;
}
// Adjust recovery timestamps
if (adjustTimestamps && eventData.recoveryEndTime) {
eventData.recoveryEndTime = eventData.recoveryEndTime + timeOffset;
eventData.timeRemaining = Math.max(0, Math.ceil((eventData.recoveryEndTime - Date.now()) / 1000));
}
// If event already expired, mark for immediate recovery attempt
if (eventData.recoveryEndTime && eventData.recoveryEndTime < Date.now()) {
eventData.timeRemaining = 0;
}
const storageKey = `levi_signal_event_${agentId}`;
sessionStorage.setItem(storageKey, JSON.stringify(eventData));
// Restart recovery timer if applicable
if (eventData.recoverable && eventData.recoveryEndTime) {
eventData.recoveryStarted = false; // Reset so timer gets started
this.startRecoveryTimer(agentId, eventData);
}
results.activeEventsRestored++;
} catch (e) {
results.errors.push(`Failed to restore event for ${agentId}: ${e.message}`);
}
});
}
// Restore recovered agents to memory
if (restoreRecovered && state.recoveredAgents) {
Object.entries(state.recoveredAgents).forEach(([agentId, recoveryData]) => {
try {
// Skip if agent is permanently lost
if (this.lostAgents.has(agentId)) {
return;
}
// Adjust recovery timestamp
if (adjustTimestamps && recoveryData.recoveredAt) {
recoveryData.recoveredAt = recoveryData.recoveredAt + timeOffset;
}
this.recoveredAgents.set(agentId, recoveryData);
// Show reconnect prompt for recovered agents
if (typeof agentFleet !== 'undefined') {
const agent = agentLookup.get(agentId);
if (agent) {
this.showReconnectPrompt(agent, recoveryData.originalEvent || { title: 'Previous Event' });
}
}
results.recoveredAgentsRestored++;
} catch (e) {
results.errors.push(`Failed to restore recovered agent ${agentId}: ${e.message}`);
}
});
}
return results;
},
// Download state as JSON file
downloadStateBackup() {
const state = this.exportState();
const dataStr = JSON.stringify(state, null, 2);
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
link.download = `leviathan-signal-state-${timestamp}.json`;
link.click();
URL.revokeObjectURL(url);
// Show notification
if (typeof showToast === 'function') {
showToast('Signal state backup downloaded!', 'success');
}
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`📡 Signal state exported: ${state.metadata.totalLostAgents} lost agents, ${state.metadata.totalActiveEvents} active events, ${state.metadata.totalRecoveredAgents} recovered agents.`, 'system');
}
return state;
},
// Load state from file picker
loadStateFromFile() {
return new Promise((resolve, reject) => {
const input = document.createElement('input');
input.type = 'file';
input.accept = '.json,application/json';
input.onchange = async (e) => {
const file = e.target.files[0];
if (!file) {
reject(new Error('No file selected'));
return;
}
try {
const text = await file.text();
// v8.29: Use ErrorRecovery.safeJSONParse for safer parsing
const state = ErrorRecovery.safeJSONParse(text, null);
if (!state) {
throw new Error('Failed to parse backup file');
}
// Validate format
if (!state.exportType || state.exportType !== 'SignalInterruptionSystem') {
// Check if it's a full backup that contains signal state
if (state.signalInterruptionState) {
const results = this.importState(state.signalInterruptionState);
resolve(results);
return;
}
throw new Error('Invalid signal state backup format. Expected SignalInterruptionSystem export.');
}
const results = this.importState(state);
// Show notification
if (typeof showToast === 'function') {
if (results.errors.length > 0) {
showToast(`Signal state restored with ${results.errors.length} warnings`, 'warning');
} else {
showToast('Signal state restored successfully!', 'success');
}
}
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`📡 Signal state imported: ${results.lostAgentsRestored} lost agents, ${results.activeEventsRestored} active events, ${results.recoveredAgentsRestored} recovered agents restored.`, 'ai');
}
resolve(results);
} catch (err) {
if (typeof showToast === 'function') {
showToast(`Failed to load signal state: ${err.message}`, 'error');
}
reject(err);
}
};
input.click();
});
},
// Show backup/restore UI modal
showBackupRestoreUI() {
// Remove existing modal if present
const existing = document.getElementById('signal-backup-modal');
if (existing) existing.remove();
const state = this.exportState();
const modal = document.createElement('div');
modal.id = 'signal-backup-modal';
// v7.78: Added ARIA attributes for accessibility
modal.setAttribute('role', 'dialog');
modal.setAttribute('aria-modal', 'true');
modal.setAttribute('aria-labelledby', 'signal-backup-title');
modal.innerHTML = `
✕
📡 Signal State Backup
${state.metadata.totalLostAgents}
Permanently Lost
${state.metadata.totalActiveEvents}
Active Events
${state.metadata.totalRecoveredAgents}
Awaiting Reconnect
${Object.keys(state.metadata.agentNames).length > 0 ? `
Affected Agents
${Object.entries(state.metadata.agentNames).map(([id, name]) => {
const isLost = state.lostAgents[id];
const isRecovered = state.recoveredAgents[id];
const isActive = state.activeEvents[id];
const statusIcon = isLost ? '💀' : (isRecovered ? '📶' : '⏳');
const statusClass = isLost ? 'lost' : (isRecovered ? 'recovered' : 'active');
return `${statusIcon} ${name} `;
}).join('')}
` : ''}
💾
Export Backup
📂
Import Backup
⚠️ Danger Zone
🗑️
Clear Lost Agents
🔄
Reset All State
💡 Export your signal state before closing the browser to preserve:
Permanently lost robots and their memorial data
Active signal interruption events with recovery progress
Robots waiting for reconnection
`;
// Add styles
if (!document.getElementById('signal-backup-styles')) {
const styles = document.createElement('style');
styles.id = 'signal-backup-styles';
styles.textContent = `
#signal-backup-modal {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: 100000;
display: flex;
align-items: center;
justify-content: center;
}
.signal-backup-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.8);
backdrop-filter: blur(5px);
}
.signal-backup-content {
position: relative;
background: linear-gradient(135deg, rgba(15, 25, 35, 0.98), rgba(10, 15, 25, 0.99));
border: 2px solid #0af;
border-radius: 16px;
padding: 30px;
max-width: 500px;
width: 90%;
max-height: 80vh;
overflow-y: auto;
box-shadow: 0 0 60px rgba(0, 170, 255, 0.3);
animation: modalAppear 0.3s ease-out;
}
@keyframes modalAppear {
from { opacity: 0; transform: scale(0.9); }
to { opacity: 1; transform: scale(1); }
}
.signal-backup-close {
position: absolute;
top: 15px;
right: 15px;
background: none;
border: none;
color: #aaa;
font-size: 20px;
cursor: pointer;
transition: color 0.2s;
}
.signal-backup-close:hover {
color: #fff;
}
.signal-backup-title {
margin: 0 0 20px 0;
color: #0af;
font-size: 22px;
text-align: center;
}
.signal-backup-stats {
display: flex;
gap: 15px;
margin-bottom: 20px;
}
.stat-card {
flex: 1;
background: rgba(0, 0, 0, 0.3);
border-radius: 10px;
padding: 15px;
text-align: center;
}
.stat-value {
display: block;
font-size: 28px;
font-weight: bold;
color: #fff;
}
.stat-label {
display: block;
font-size: 11px;
color: #aaa;
margin-top: 5px;
}
.signal-backup-agents {
margin-bottom: 20px;
}
.signal-backup-agents h3 {
color: #aaa;
font-size: 13px;
margin: 0 0 10px 0;
}
.agent-list {
display: flex;
flex-wrap: wrap;
gap: 8px;
}
.agent-tag {
padding: 5px 10px;
border-radius: 15px;
font-size: 12px;
background: rgba(0, 0, 0, 0.3);
}
.agent-tag.lost {
border: 1px solid #ff4444;
color: #ff8888;
}
.agent-tag.recovered {
border: 1px solid #00ff88;
color: #aaffaa;
}
.agent-tag.active {
border: 1px solid #ffaa00;
color: #ffcc66;
}
.signal-backup-actions {
display: flex;
gap: 15px;
margin-bottom: 20px;
}
.backup-btn {
flex: 1;
padding: 15px;
border: none;
border-radius: 10px;
cursor: pointer;
transition: all 0.2s;
display: flex;
flex-direction: column;
align-items: center;
gap: 5px;
}
.backup-btn.export {
background: linear-gradient(135deg, #0077aa, #005588);
color: #fff;
}
.backup-btn.export:hover {
background: linear-gradient(135deg, #0099cc, #0077aa);
transform: translateY(-2px);
}
.backup-btn.import {
background: linear-gradient(135deg, #007744, #005533);
color: #fff;
}
.backup-btn.import:hover {
background: linear-gradient(135deg, #009966, #007744);
transform: translateY(-2px);
}
.backup-btn.danger {
background: linear-gradient(135deg, #773333, #552222);
color: #ffaaaa;
flex: none;
width: 48%;
}
.backup-btn.danger:hover {
background: linear-gradient(135deg, #994444, #773333);
}
.btn-icon {
font-size: 24px;
}
.btn-text {
font-size: 13px;
font-weight: bold;
}
.signal-backup-danger {
margin-bottom: 20px;
padding: 15px;
background: rgba(100, 30, 30, 0.2);
border: 1px solid #662222;
border-radius: 10px;
}
.signal-backup-danger h3 {
color: #ff6666;
font-size: 13px;
margin: 0 0 10px 0;
}
.signal-backup-danger .backup-btn {
display: inline-flex;
flex-direction: row;
padding: 10px 15px;
margin-right: 10px;
}
.signal-backup-danger .btn-icon {
font-size: 16px;
margin-right: 8px;
}
.signal-backup-info {
background: rgba(0, 100, 150, 0.1);
border: 1px solid #0af;
border-radius: 10px;
padding: 15px;
}
.signal-backup-info p {
color: #0af;
margin: 0 0 10px 0;
font-size: 12px;
}
.signal-backup-info ul {
margin: 0;
padding-left: 20px;
color: #aaa;
font-size: 11px;
}
.signal-backup-info li {
margin-bottom: 5px;
}
`;
document.head.appendChild(styles);
}
document.body.appendChild(modal);
},
// Clear all lost agents (danger zone)
clearAllLostAgents() {
try {
localStorage.removeItem('levi_lost_agents');
this.lostAgents.clear();
if (typeof showToast === 'function') {
showToast('All lost agents cleared', 'success');
}
if (typeof addCopilotMessage === 'function') {
addCopilotMessage('🔄 All permanently lost agents have been cleared. Memorial data erased.', 'system');
}
} catch (e) {
console.error('Failed to clear lost agents:', e);
}
},
// Reset all signal state (danger zone)
resetAllState() {
try {
// Clear localStorage
localStorage.removeItem('levi_lost_agents');
// Clear sessionStorage signal events
const keysToRemove = [];
for (let i = 0; i < sessionStorage.length; i++) {
const key = sessionStorage.key(i);
if (key && key.startsWith('levi_signal_event_')) {
keysToRemove.push(key);
}
}
keysToRemove.forEach(key => sessionStorage.removeItem(key));
// Clear in-memory state
this.recoveryTimers.forEach(timer => clearTimeout(timer));
this.recoveryTimers.clear();
this.recoveredAgents.clear();
this.lostAgents.clear();
if (typeof showToast === 'function') {
showToast('All signal state reset', 'success');
}
if (typeof addCopilotMessage === 'function') {
addCopilotMessage('🔄 Signal Interruption System fully reset. All events, lost agents, and recovery data cleared.', 'system');
}
} catch (e) {
console.error('Failed to reset signal state:', e);
}
},
// Get state summary for integration with main game backup
getStateSummary() {
const state = this.exportState();
return {
hasData: state.metadata.totalLostAgents > 0 ||
state.metadata.totalActiveEvents > 0 ||
state.metadata.totalRecoveredAgents > 0,
lostCount: state.metadata.totalLostAgents,
activeCount: state.metadata.totalActiveEvents,
recoveredCount: state.metadata.totalRecoveredAgents,
agentNames: state.metadata.agentNames
};
},
// ============================================
// v6.3.5: PAGE REFRESH DETECTION SYSTEM
// Detects page refresh and assigns temporary
// signal loss events to all active agents
// ============================================
// Detect if the page was refreshed (vs fresh navigation)
detectPageRefresh() {
// Method 1: Use Performance Navigation API (modern browsers)
if (window.performance && window.performance.getEntriesByType) {
const navEntries = performance.getEntriesByType('navigation');
if (navEntries.length > 0 && navEntries[0].type === 'reload') {
return true;
}
}
// Method 2: Use deprecated but widely supported navigation.type
if (window.performance && window.performance.navigation) {
if (performance.navigation.type === 1) { // TYPE_RELOAD
return true;
}
}
// Method 3: Check sessionStorage flag (set before unload)
try {
const wasHere = sessionStorage.getItem('levi_session_active');
if (wasHere === 'true') {
// We were here before - this is a refresh or back navigation
return true;
}
} catch (e) {}
return false;
},
// Initialize refresh detection on page load
initRefreshDetection() {
// Check if this is a refresh
this.pageWasRefreshed = this.detectPageRefresh();
this.refreshDetected = this.pageWasRefreshed;
// Set flag for future refresh detection
try {
sessionStorage.setItem('levi_session_active', 'true');
} catch (e) {}
// Set up beforeunload to track that we're leaving
window.addEventListener('beforeunload', () => {
try {
// Mark the timestamp of when we left
sessionStorage.setItem('levi_last_active', Date.now().toString());
} catch (e) {}
});
if (this.pageWasRefreshed) {
console.log('[SignalInterruptionSystem] Page refresh detected - will assign refresh events to agents');
}
return this.pageWasRefreshed;
},
// Handle page refresh by assigning refresh events to all agents
// Call this after agents are loaded/initialized
handlePageRefresh(agents = null) {
if (!this.pageWasRefreshed) {
return { handled: false, reason: 'Not a page refresh' };
}
// Only handle refresh once per session
if (this.refreshHandled) {
return { handled: false, reason: 'Already handled this refresh' };
}
this.refreshHandled = true;
// Get agents from global agentFleet if not provided
const agentList = agents || (typeof agentFleet !== 'undefined' ? agentFleet : []);
if (!agentList || agentList.length === 0) {
return { handled: false, reason: 'No agents available' };
}
const results = {
handled: true,
agentsAffected: 0,
agentsSkipped: 0,
events: []
};
// v8.16: forEach-to-for optimization
for (let ai = 0, alen = agentList.length; ai < alen; ai++) {
const agent = agentList[ai];
if (!agent || !agent.id) continue;
// Skip if agent is permanently lost
if (this.isAgentLost(agent.id)) {
results.agentsSkipped++;
continue;
}
// Skip if agent already has an active event that's not a refresh event
// (preserve existing events like sandstorms, etc.)
const storageKey = `levi_signal_event_${agent.id}`;
try {
const existing = sessionStorage.getItem(storageKey);
if (existing) {
// v8.29: Use ErrorRecovery.safeJSONParse for safer parsing
const existingEvent = ErrorRecovery.safeJSONParse(existing, null);
if (!existingEvent) continue;
// If it's a non-refresh event that hasn't recovered yet, keep it
if (existingEvent.category !== 'refresh' &&
existingEvent.recoverable &&
existingEvent.recoveryEndTime > Date.now()) {
results.agentsSkipped++;
continue;
}
}
} catch (e) {}
// Generate a refresh event for this agent
const refreshEvent = this.generateEvent('refresh');
// Set up recovery timing (very quick for refresh events)
const [minTime, maxTime] = refreshEvent.recoveryTime;
const recoveryDuration = (minTime + Math.random() * (maxTime - minTime)) * 1000;
refreshEvent.recoveryEndTime = Date.now() + recoveryDuration;
refreshEvent.recoveryStarted = false;
refreshEvent.timeRemaining = Math.ceil(recoveryDuration / 1000);
refreshEvent.isRefreshEvent = true;
// Store the event
try {
sessionStorage.setItem(storageKey, JSON.stringify(refreshEvent));
} catch (e) {}
// Clear any existing recovery state
this.recoveredAgents.delete(agent.id);
results.agentsAffected++;
results.events.push({
agentId: agent.id,
agentName: agent.name,
event: refreshEvent
});
}
// Show notification if agents were affected
if (results.agentsAffected > 0) {
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`🔄 Connection reset detected. Re-establishing signal with ${results.agentsAffected} agent${results.agentsAffected > 1 ? 's' : ''}...`, 'system');
}
if (typeof showToast === 'function') {
showToast(`Reconnecting to ${results.agentsAffected} agent${results.agentsAffected > 1 ? 's' : ''}...`, 'info');
}
}
return results;
},
// Check if a specific agent has a refresh event pending
hasRefreshEvent(agentId) {
try {
const storageKey = `levi_signal_event_${agentId}`;
const stored = sessionStorage.getItem(storageKey);
if (stored) {
// v8.29: Use ErrorRecovery.safeJSONParse for safer parsing
const event = ErrorRecovery.safeJSONParse(stored, null);
return event && (event.category === 'refresh' || event.isRefreshEvent === true);
}
} catch (e) {}
return false;
},
// Clear refresh event for an agent (call when agent mesh is ready)
clearRefreshEventIfReady(agentId, agentMeshReady = false) {
if (!agentMeshReady) return false;
try {
const storageKey = `levi_signal_event_${agentId}`;
const stored = sessionStorage.getItem(storageKey);
if (stored) {
const event = JSON.parse(stored);
// Only auto-clear refresh events when mesh is ready
if (event.category === 'refresh' || event.isRefreshEvent) {
// Check if recovery time has passed
if (event.recoveryEndTime && Date.now() >= event.recoveryEndTime) {
// Signal restored!
this.clearEvent(agentId);
if (typeof agentFleet !== 'undefined') {
const agent = agentLookup.get(agentId);
if (agent) {
if (typeof showToast === 'function') {
showToast(`${agent.name} signal restored!`, 'success');
}
}
}
return true;
}
}
}
} catch (e) {}
return false;
}
};
// v6.3.5: Initialize refresh detection on script load
SignalInterruptionSystem.initRefreshDetection();
// v6.3.4: Keyboard shortcut for signal backup UI (Ctrl+Shift+S)
document.addEventListener('keydown', (e) => {
if (e.ctrlKey && e.shiftKey && e.key === 'S') {
e.preventDefault();
SignalInterruptionSystem.showBackupRestoreUI();
}
});
// v5.16.3: Render placeholder when body cam can't display real view
// v6.3.0: Enhanced to show agent is working even without visual
// v6.3.2: Dynamic signal interruption events with unique visuals
// v6.3.3: Recovery countdown, reconnection, and permanent loss display
function renderBodyCamPlaceholder(agent, message = null) {
if (!agent) return;
const canvas = document.getElementById(`bodycam-${agent.id}`);
if (!canvas) return;
const ctx = canvas.getContext('2d');
if (!ctx) return;
// v6.3.2: Get or generate signal interruption event
let signalEvent = null;
// v6.3.0: Auto-generate message based on agent state
if (!message) {
if (agent.meshPending) {
message = 'Loading 3D view...';
} else if (!scene) {
message = 'World loading...';
} else {
// v6.3.2: Use dynamic signal interruption event
signalEvent = SignalInterruptionSystem.getCurrentEvent(agent.id);
message = null; // Will be handled by event display
}
}
// Dark background with noise effect
ctx.fillStyle = '#0a0a0f';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// v6.3.2: Get event-specific noise parameters
const noiseParams = signalEvent ? SignalInterruptionSystem.getNoiseParams(signalEvent) : { density: 0.05, intensity: 30 };
// v6.3.3: Special handling for recovered signals - green static
if (signalEvent && signalEvent.recovered) {
noiseParams.colorTint = '#00ff88';
noiseParams.density = 0.03;
noiseParams.scanlines = false;
noiseParams.glitch = false;
}
// v6.3.3: Special handling for permanent loss - heavy red static
if (signalEvent && signalEvent.permanentlyLost) {
noiseParams.colorTint = '#ff0000';
noiseParams.density = 0.20;
noiseParams.intensity = 80;
noiseParams.scanlines = true;
noiseParams.glitch = true;
}
// v6.3.5: Special handling for refresh events - clean digital reconnection
if (signalEvent && (signalEvent.category === 'refresh' || signalEvent.isRefreshEvent)) {
noiseParams.colorTint = signalEvent.color || '#00aaff';
noiseParams.density = 0.015;
noiseParams.intensity = 15;
noiseParams.scanlines = false;
noiseParams.glitch = false;
}
// Add static noise effect with event-specific parameters
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
const data = imageData.data;
for (let i = 0; i < data.length; i += 4) {
if (Math.random() < noiseParams.density) {
const noise = Math.random() * noiseParams.intensity;
if (noiseParams.colorTint && Math.random() < 0.3) {
// Parse hex color and apply tint
const r = parseInt(noiseParams.colorTint.slice(1, 3), 16) || 0;
const g = parseInt(noiseParams.colorTint.slice(3, 5), 16) || 0;
const b = parseInt(noiseParams.colorTint.slice(5, 7), 16) || 0;
data[i] = Math.min(255, noise + r * 0.3);
data[i + 1] = Math.min(255, noise + g * 0.3);
data[i + 2] = Math.min(255, noise + b * 0.3);
} else {
data[i] = noise; // R
data[i + 1] = noise; // G
data[i + 2] = noise; // B
}
}
}
ctx.putImageData(imageData, 0, 0);
// v6.3.2: Add scanlines effect for certain events
if (noiseParams.scanlines) {
ctx.fillStyle = 'rgba(0, 0, 0, 0.3)';
for (let y = 0; y < canvas.height; y += 3) {
ctx.fillRect(0, y, canvas.width, 1);
}
}
// v6.3.2: Add glitch effect for technical/catastrophic events
if (noiseParams.glitch && Math.random() < 0.3) {
const glitchY = Math.random() * canvas.height;
const glitchH = 5 + Math.random() * 15;
const glitchShift = (Math.random() - 0.5) * 20;
const glitchData = ctx.getImageData(0, glitchY, canvas.width, glitchH);
ctx.putImageData(glitchData, glitchShift, glitchY);
}
// v6.3.2: Draw signal event display OR simple message
if (signalEvent) {
ctx.textAlign = 'center';
// v6.3.3: Handle recovered signal state
if (signalEvent.recovered) {
// Recovered - show reconnect prompt
ctx.font = '24px sans-serif';
ctx.fillText('📶', canvas.width/2, canvas.height/2 - 30);
ctx.fillStyle = '#00ff88';
ctx.font = 'bold 12px monospace';
ctx.fillText('SIGNAL RESTORED', canvas.width/2, canvas.height/2 - 5);
ctx.fillStyle = '#aaffaa';
ctx.font = '9px monospace';
ctx.fillText('Click to reconnect', canvas.width/2, canvas.height/2 + 12);
// Pulsing border
const pulse = (Math.sin(Date.now() / 300) + 1) / 2;
ctx.strokeStyle = `rgba(0, 255, 136, ${0.5 + pulse * 0.5})`;
ctx.lineWidth = 3;
ctx.strokeRect(2, 2, canvas.width - 4, canvas.height - 4);
// Make canvas clickable for reconnection
canvas.style.cursor = 'pointer';
canvas.onclick = () => SignalInterruptionSystem.reconnectToAgent(agent.id);
return; // Don't show other info for recovered state
}
// v6.3.3: Handle permanently lost state
if (signalEvent.permanentlyLost) {
ctx.font = '24px sans-serif';
ctx.fillText('💀', canvas.width/2, canvas.height/2 - 35);
ctx.fillStyle = '#ff0000';
ctx.font = 'bold 11px monospace';
ctx.fillText(signalEvent.title, canvas.width/2, canvas.height/2 - 10);
ctx.fillStyle = '#ff4444';
ctx.font = '8px monospace';
ctx.fillText('PERMANENTLY LOST', canvas.width/2, canvas.height/2 + 5);
// Time since loss
if (signalEvent.timeSinceLoss) {
const hours = Math.floor(signalEvent.timeSinceLoss / 3600000);
const mins = Math.floor((signalEvent.timeSinceLoss % 3600000) / 60000);
ctx.fillStyle = '#888'; // v7.80: WCAG AA contrast fix
ctx.font = '7px monospace';
ctx.fillText(`Lost ${hours}h ${mins}m ago`, canvas.width/2, canvas.height/2 + 18);
}
// Red border
ctx.strokeStyle = '#ff0000';
ctx.lineWidth = 3;
ctx.strokeRect(2, 2, canvas.width - 4, canvas.height - 4);
// Remove click handler
canvas.style.cursor = 'default';
canvas.onclick = null;
return;
}
// v6.3.5: Handle refresh/reconnection events with special clean UI
if (signalEvent.category === 'refresh' || signalEvent.isRefreshEvent) {
// Animated reconnection spinner
const spinAngle = (Date.now() / 500) % (Math.PI * 2);
ctx.save();
ctx.translate(canvas.width/2, canvas.height/2 - 25);
ctx.rotate(spinAngle);
ctx.font = '20px sans-serif';
ctx.fillText(signalEvent.icon, 0, 7);
ctx.restore();
ctx.fillStyle = signalEvent.color || '#00aaff';
ctx.font = 'bold 11px monospace';
ctx.fillText('RECONNECTING...', canvas.width/2, canvas.height/2 + 5);
// Animated dots
const dots = '.'.repeat(1 + Math.floor(Date.now() / 400) % 3);
ctx.fillStyle = '#888';
ctx.font = '9px monospace';
ctx.fillText(signalEvent.message + dots, canvas.width/2, canvas.height/2 + 20);
// Smooth progress bar for quick reconnection
if (signalEvent.timeRemaining !== undefined) {
const barWidth = 80;
const barHeight = 4;
const barX = (canvas.width - barWidth) / 2;
const barY = canvas.height/2 + 32;
const [minTime, maxTime] = signalEvent.recoveryTime || [3, 10];
const avgTime = (minTime + maxTime) / 2;
const progress = Math.max(0, Math.min(1, 1 - (signalEvent.timeRemaining / avgTime)));
// Background bar
ctx.fillStyle = 'rgba(0, 170, 255, 0.2)';
ctx.fillRect(barX, barY, barWidth, barHeight);
// Progress fill with gradient
const gradient = ctx.createLinearGradient(barX, barY, barX + barWidth, barY);
gradient.addColorStop(0, signalEvent.color || '#00aaff');
gradient.addColorStop(1, '#00ff88');
ctx.fillStyle = gradient;
ctx.fillRect(barX, barY, barWidth * progress, barHeight);
// ETA text
const timeStr = SignalInterruptionSystem.formatTimeRemaining(signalEvent.timeRemaining);
ctx.fillStyle = '#00aaff';
ctx.font = '8px monospace';
ctx.fillText(`ETA: ${timeStr}`, canvas.width/2, canvas.height/2 + 48);
}
// Pulsing cyan border
const pulse = (Math.sin(Date.now() / 400) + 1) / 2;
ctx.strokeStyle = `rgba(0, 170, 255, ${0.3 + pulse * 0.4})`;
ctx.lineWidth = 2;
ctx.strokeRect(2, 2, canvas.width - 4, canvas.height - 4);
canvas.style.cursor = 'default';
canvas.onclick = null;
return;
}
// Event icon
ctx.font = '20px sans-serif';
ctx.fillText(signalEvent.icon, canvas.width/2, canvas.height/2 - 35);
// Event title
ctx.fillStyle = signalEvent.color;
ctx.font = 'bold 11px monospace';
ctx.fillText(signalEvent.title, canvas.width/2, canvas.height/2 - 12);
// Event message
ctx.fillStyle = '#888';
ctx.font = '9px monospace';
ctx.fillText(signalEvent.message, canvas.width/2, canvas.height/2 + 3);
// v6.3.3: Show recovery countdown if recoverable
if (signalEvent.recoverable && signalEvent.timeRemaining !== undefined) {
const timeStr = SignalInterruptionSystem.formatTimeRemaining(signalEvent.timeRemaining);
ctx.fillStyle = '#0af';
ctx.font = '8px monospace';
ctx.fillText(`Recovery ETA: ${timeStr}`, canvas.width/2, canvas.height/2 + 18);
// Progress bar showing time remaining
const barWidth = 60;
const barHeight = 3;
const barX = (canvas.width - barWidth) / 2;
const barY = canvas.height/2 + 28;
// Calculate actual progress based on recovery time
const [minTime, maxTime] = signalEvent.recoveryTime || [30, 90];
const avgTime = (minTime + maxTime) / 2;
const progress = Math.max(0, Math.min(1, 1 - (signalEvent.timeRemaining / avgTime)));
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(barX, barY, barWidth, barHeight);
ctx.fillStyle = signalEvent.color;
ctx.fillRect(barX, barY, barWidth * progress, barHeight);
// Recovery chance indicator
const chancePercent = Math.round((signalEvent.recoveryChance || 0.8) * 100);
ctx.fillStyle = chancePercent >= 80 ? '#0f8' : (chancePercent >= 50 ? '#ff0' : '#f80');
ctx.font = '7px monospace';
ctx.fillText(`Success rate: ${chancePercent}%`, canvas.width/2, canvas.height/2 + 40);
} else {
// Non-recoverable or legacy display
ctx.fillStyle = '#0af';
ctx.font = '8px monospace';
ctx.fillText(signalEvent.recovery, canvas.width/2, canvas.height/2 + 18);
// Animated recovery bar (oscillating for unknown time)
const barWidth = 60;
const barHeight = 3;
const barX = (canvas.width - barWidth) / 2;
const barY = canvas.height/2 + 28;
const progress = (Math.sin(Date.now() / 500) + 1) / 2;
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(barX, barY, barWidth, barHeight);
ctx.fillStyle = signalEvent.color;
ctx.fillRect(barX, barY, barWidth * progress, barHeight);
}
} else {
// Draw simple status text
ctx.fillStyle = '#0af';
ctx.font = 'bold 14px monospace';
ctx.textAlign = 'center';
ctx.fillText(message, canvas.width/2, canvas.height/2 - 10);
}
// v6.3.1: Show that agent IS working even without visual
if (agent.status === 'working') {
ctx.font = '11px monospace';
ctx.fillStyle = '#0f8';
ctx.fillText('AGENT ACTIVE', canvas.width/2, canvas.height/2 + (signalEvent ? 55 : 10));
// Show current action
if (agent.statusMessage) {
ctx.font = '9px monospace';
ctx.fillStyle = '#888';
const shortMsg = agent.statusMessage.substring(0, 30);
ctx.fillText(shortMsg, canvas.width/2, canvas.height/2 + (signalEvent ? 62 : 25));
}
}
// Draw agent info if available (only if no signal event taking up space)
if (!signalEvent && agent.taskState) {
ctx.font = '10px monospace';
ctx.fillStyle = '#888';
const state = agent.taskState.state || 'initializing';
ctx.fillText(`State: ${state}`, canvas.width/2, canvas.height/2 + 40);
}
// Draw border with event-specific color
ctx.strokeStyle = signalEvent ? signalEvent.color : '#0af';
ctx.lineWidth = 2;
ctx.strokeRect(2, 2, canvas.width - 4, canvas.height - 4);
}
// ============================================
// v6.5.0: AGENT OBSERVER MODE (StarCraft-style)
// Camera follows agent while they work autonomously
// Press ESC or click "Return to Robot" to exit
// ============================================
const agentObserverMode = {
active: false,
observedAgentId: null,
savedCameraOffset: null,
uiElement: null,
beacon: null // v6.5.2: Glowing beacon pillar above observed agent
};
// v6.5.0: Enter observer mode - camera follows agent, agent keeps working
function focusOnAgent(agentId) {
const agent = agentLookup.get(agentId);
if (!agent) {
addCopilotMessage(`Cannot locate agent - agent not found.`, 'ai');
return;
}
// v6.5.1: Close takeover mode if active - observer and takeover are mutually exclusive
if (agentTakeoverState && agentTakeoverState.active) {
closeAgentTakeover();
}
// Try to create mesh if scene is ready and no mesh yet
if (!agent.mesh && scene) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`focusOnAgent: Creating mesh for ${agent.name}`);
createAgentMesh(agent);
}
// Get agent position
let agentPos;
if (agent.mesh) {
agentPos = agent.mesh.position;
} else if (agent.position && (agent.position.x !== 0 || agent.position.z !== 0)) {
agentPos = agent.position;
} else {
addCopilotMessage(`Cannot locate agent - no valid position. Try again after world loads.`, 'ai');
return;
}
// v6.5.0: ENTER OBSERVER MODE - don't teleport player!
agentObserverMode.active = true;
agentObserverMode.observedAgentId = agentId;
// v6.5.2: Create glowing beacon pillar above agent so it's visible
createObserverBeacon(agent);
// Show observer UI
showAgentObserverUI(agent);
// Visual feedback
spawnFloater(agentPos, `👁️ Observing ${agent.name}`, '#0af');
// Announce
addCopilotMessage(`👁️ Now observing ${agent.typeConfig.icon} ${agent.name} - Press ESC or click button to return`, 'ai');
// Highlight on minimap
highlightAgentOnMinimap(agent);
}
// v6.5.2: Create a tall glowing beacon above the observed agent
function createObserverBeacon(agent) {
// Remove existing beacon if any
// v10.5: Proper beacon disposal (8-Agent Consensus Cycle 6)
if (agentObserverMode.beacon && scene) {
scene.remove(agentObserverMode.beacon);
agentObserverMode.beacon.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
agentObserverMode.beacon = null;
}
if (!agent.mesh || !scene) return;
const beaconGroup = new THREE.Group();
const color = agent.typeConfig.color || 0x00aaff;
// Tall glowing pillar
const pillarGeom = new THREE.CylinderGeometry(0.3, 0.8, 25, 8);
const pillarMat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.4
});
const pillar = new THREE.Mesh(pillarGeom, pillarMat);
pillar.position.y = 12.5;
beaconGroup.add(pillar);
// Inner bright core
const coreGeom = new THREE.CylinderGeometry(0.1, 0.3, 25, 6);
const coreMat = new THREE.MeshBasicMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.8
});
const core = new THREE.Mesh(coreGeom, coreMat);
core.position.y = 12.5;
beaconGroup.add(core);
// Glowing ring at base
const ringGeom = new THREE.TorusGeometry(2, 0.3, 8, 16);
const ringMat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.6
});
const ring = new THREE.Mesh(ringGeom, ringMat);
ring.rotation.x = Math.PI / 2;
ring.position.y = 0.5;
beaconGroup.add(ring);
// Pulsing outer ring
const outerRingGeom = new THREE.TorusGeometry(3.5, 0.15, 8, 24);
const outerRingMat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.3
});
const outerRing = new THREE.Mesh(outerRingGeom, outerRingMat);
outerRing.rotation.x = Math.PI / 2;
outerRing.position.y = 0.3;
beaconGroup.add(outerRing);
// Floating arrow pointing down
const arrowGeom = new THREE.ConeGeometry(1.5, 3, 4);
const arrowMat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.8
});
const arrow = new THREE.Mesh(arrowGeom, arrowMat);
arrow.position.y = 8;
arrow.rotation.z = Math.PI; // Point downward
beaconGroup.add(arrow);
// Store reference for animation
beaconGroup.userData = { ring, outerRing, arrow, pillar };
scene.add(beaconGroup);
agentObserverMode.beacon = beaconGroup;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Observer beacon created for ${agent.name}`);
}
// v6.5.2: Update beacon position to follow agent
function updateObserverBeacon() {
if (!agentObserverMode.active || !agentObserverMode.beacon) return;
const agent = agentLookup.get(agentObserverMode.observedAgentId);
if (!agent || !agent.mesh) return;
// Move beacon to agent position
agentObserverMode.beacon.position.copy(agent.mesh.position);
// Animate beacon
const time = Date.now() * 0.002;
const userData = agentObserverMode.beacon.userData;
if (userData.ring) {
userData.ring.rotation.z = time;
}
if (userData.outerRing) {
userData.outerRing.rotation.z = -time * 0.5;
userData.outerRing.scale.setScalar(1 + Math.sin(time * 2) * 0.1);
}
if (userData.arrow) {
userData.arrow.position.y = 8 + Math.sin(time * 3) * 1;
}
if (userData.pillar) {
userData.pillar.material.opacity = 0.3 + Math.sin(time * 2) * 0.15;
}
}
// v6.5.0: Exit observer mode - return camera to player
function exitAgentObserverMode() {
if (!agentObserverMode.active) return;
const agent = agentLookup.get(agentObserverMode.observedAgentId);
agentObserverMode.active = false;
agentObserverMode.observedAgentId = null;
// v6.5.2: Remove beacon
// v10.5: Proper beacon disposal (8-Agent Consensus Cycle 6)
if (agentObserverMode.beacon && scene) {
scene.remove(agentObserverMode.beacon);
agentObserverMode.beacon.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
agentObserverMode.beacon = null;
}
// Hide observer UI
hideAgentObserverUI();
// Announce
if (agent) {
addCopilotMessage(`Stopped observing ${agent.typeConfig.icon} ${agent.name} - Back to your robot`, 'ai');
}
}
// v6.5.0: Show observer mode UI overlay
function showAgentObserverUI(agent) {
hideAgentObserverUI(); // Remove any existing
const ui = document.createElement('div');
ui.id = 'agent-observer-ui';
ui.style.cssText = `
position: fixed;
top: 50%;
left: 20px;
transform: translateY(-50%);
background: rgba(0, 20, 40, 0.95);
border: 2px solid ${agent.typeConfig.color ? '#' + agent.typeConfig.color.toString(16).padStart(6, '0') : '#0af'};
border-radius: 12px;
padding: 15px;
z-index: 2000;
color: #fff;
font-family: 'Segoe UI', sans-serif;
min-width: 200px;
backdrop-filter: blur(10px);
box-shadow: 0 0 30px rgba(0, 170, 255, 0.3);
`;
ui.innerHTML = `
${agent.statusMessage || 'Working...'}
Lv.${agent.agentLevel} | ${agent.taskState?.state || 'active'}
🤖 Return to Robot
Press ESC to exit
`;
document.body.appendChild(ui);
agentObserverMode.uiElement = ui;
// Update status periodically
// v7.72: Use TimerRegistry for proper cleanup tracking
const updateFn = () => {
const statusEl = document.getElementById('observer-agent-status');
const statsEl = document.getElementById('observer-agent-stats');
if (statusEl && agent) {
statusEl.textContent = agent.statusMessage || 'Working...';
}
if (statsEl && agent) {
const inv = agent.taskState?.inventory?.length || 0;
const cap = agent.taskState?.carryingCapacity || 6;
statsEl.textContent = `Lv.${agent.agentLevel} | ${agent.taskState?.state || 'active'} | 📦 ${inv}/${cap}`;
}
};
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.setInterval('agent-observer-status', updateFn, 500);
} else {
agentObserverMode.statusInterval = setInterval(updateFn, 500);
}
}
// v6.5.0: Hide observer mode UI
// v7.72: Use TimerRegistry for proper cleanup
function hideAgentObserverUI() {
if (agentObserverMode.uiElement) {
agentObserverMode.uiElement.remove();
agentObserverMode.uiElement = null;
}
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.clear('agent-observer-status');
} else if (agentObserverMode.statusInterval) {
clearInterval(agentObserverMode.statusInterval);
agentObserverMode.statusInterval = null;
}
}
// v6.5.0: Get the position the camera should follow (agent or player)
function getObserverTargetPosition() {
if (agentObserverMode.active) {
const agent = agentLookup.get(agentObserverMode.observedAgentId);
if (agent) {
if (agent.mesh) return agent.mesh.position;
if (agent.position) return agent.position;
}
// Agent lost, exit observer mode
exitAgentObserverMode();
}
return worldState.player ? worldState.player.position : null;
}
// v5.16.1: Highlight agent on minimap
function highlightAgentOnMinimap(agent) {
// The minimap is redrawn each frame, so we'll add a temporary highlight flag
agent.minimapHighlight = true;
setTimeout(() => {
agent.minimapHighlight = false;
}, 5000); // Highlight for 5 seconds
}
// v5.16.1: Create a beacon to guide player to agent
// v6.3.1: Updated to work without mesh using agent.position
function createAgentBeacon(agent) {
if (!scene) return;
// v6.3.1: Get position from mesh or agent.position
const pos = agent.mesh ? agent.mesh.position : agent.position;
if (!pos) return;
// Create a vertical beam of light at agent's position
const beaconGeom = new THREE.CylinderGeometry(0.1, 0.5, 15, 8, 1, true);
const beaconMat = new THREE.MeshBasicMaterial({
color: agent.typeConfig.color,
transparent: true,
opacity: 0.3,
side: THREE.DoubleSide
});
const beacon = new THREE.Mesh(beaconGeom, beaconMat);
beacon.position.copy(pos);
beacon.position.y = 7.5;
scene.add(beacon);
// Animate and remove after 5 seconds
let elapsed = 0;
const animateBeacon = () => {
elapsed += 16;
if (elapsed > 5000) {
scene.remove(beacon);
return;
}
// Pulse effect
const pulse = Math.sin(elapsed / 200) * 0.2 + 0.8;
beacon.scale.set(pulse, 1, pulse);
beaconMat.opacity = 0.3 * (1 - elapsed / 5000);
// Follow agent if they move (prefer mesh position if available)
const currentPos = agent.mesh ? agent.mesh.position : agent.position;
if (currentPos) {
beacon.position.x = currentPos.x;
beacon.position.z = currentPos.z;
}
requestAnimationFrame(animateBeacon);
};
animateBeacon();
}
// v5.16.1: Update body cams for all expanded agent viewers
// v8.20: Use for loop instead of forEach
function updateAllAgentBodyCams() {
const fleetLen = agentFleet.length;
for (let i = 0; i < fleetLen; i++) {
const agent = agentFleet[i];
const viewer = document.getElementById(`transcript-viewer-${agent.id}`);
if (viewer && viewer.classList.contains('expanded')) {
renderAgentBodyCam(agent);
}
}
}
// ============================================
// v5.16.2: AGENT TAKEOVER / REMOTE CONTROL SYSTEM
// Allows full remote control of any agent in real-time
// ============================================
// Takeover state
let agentTakeoverState = {
active: false,
controlledAgentId: null,
flyoutOpen: false,
takeoverRenderer: null,
takeoverCamera: null,
takeoverKeys: { w: false, a: false, s: false, d: false },
lastRenderTime: 0
};
// Initialize takeover renderer (higher quality for flyout)
function initTakeoverRenderer() {
if (agentTakeoverState.takeoverRenderer) return;
agentTakeoverState.takeoverCamera = new THREE.PerspectiveCamera(75, 400/300, 0.1, 200);
agentTakeoverState.takeoverRenderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true,
powerPreference: 'high-performance'
});
agentTakeoverState.takeoverRenderer.setSize(400, 300);
agentTakeoverState.takeoverRenderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
}
// Open takeover flyout for an agent
function openAgentTakeover(agentId) {
const agent = agentLookup.get(agentId);
if (!agent || !agent.mesh) {
addCopilotMessage('Cannot takeover - agent not found or has no physical presence.', 'ai');
return;
}
// v6.5.1: Close observer mode if active - observer and takeover are mutually exclusive
if (agentObserverMode && agentObserverMode.active) {
exitAgentObserverMode();
}
// Initialize renderer if needed
initTakeoverRenderer();
// Set takeover state
agentTakeoverState.active = true;
agentTakeoverState.controlledAgentId = agentId;
agentTakeoverState.flyoutOpen = true;
// Pause agent's autonomous behavior
if (agent.taskState) {
agent.taskState.previousState = agent.taskState.state;
agent.taskState.state = 'manual_control';
}
// Create flyout UI
createTakeoverFlyout(agent);
// Notify
addCopilotMessage(`🎮 TAKEOVER ACTIVE: Now controlling ${agent.typeConfig.icon} ${agent.name}. Use WASD to move.`, 'ai');
AudioSystem.play('powerup');
}
// Create the takeover flyout UI
function createTakeoverFlyout(agent) {
// Remove any existing flyout
const existing = document.getElementById('agent-takeover-flyout');
if (existing) existing.remove();
const taskState = agent.taskState || {};
const hp = taskState.hp || 50;
const maxHp = taskState.maxHp || 50;
const hpPercent = (hp / maxHp) * 100;
const hpClass = hpPercent <= 25 ? 'critical' : (hpPercent <= 50 ? 'low' : '');
const flyout = document.createElement('div');
flyout.id = 'agent-takeover-flyout';
flyout.className = 'agent-takeover-flyout';
flyout.innerHTML = `
${Math.floor(hp)} / ${maxHp} HP
${agent.typeConfig.name}
${taskState.targetObject ? '🎯 ' + (taskState.targetObject.name || 'Target') : '🔍 No Target'}
${taskState.currentTask || 'MANUAL CONTROL'}
⚡ ACTION E
📍 LOCATE L
🤖 AUTO MODE M
🔙 RETURN TO ROBOT ESC
`;
document.body.appendChild(flyout);
// Add active indicator at top of screen
const indicator = document.createElement('div');
indicator.id = 'takeover-active-indicator';
indicator.className = 'takeover-active-indicator';
indicator.innerHTML = `
🎮 CONTROLLING: ${agent.typeConfig.icon} ${agent.name}
[ESC to exit]
`;
document.body.appendChild(indicator);
// Start rendering loop
requestAnimationFrame(renderTakeoverView);
// Add keyboard listener for takeover controls
// v6.6: Remove existing listeners first to prevent memory leak (Agent 2 bug fix)
window.removeEventListener('keydown', handleTakeoverKeyDown);
window.removeEventListener('keyup', handleTakeoverKeyUp);
window.addEventListener('keydown', handleTakeoverKeyDown);
window.addEventListener('keyup', handleTakeoverKeyUp);
}
// Handle keyboard input for takeover mode
function handleTakeoverKeyDown(e) {
if (!agentTakeoverState.active) return;
// v7.2: Skip if typing in input fields (chat, etc.)
const activeElement = document.activeElement;
if (activeElement && (activeElement.tagName === 'INPUT' || activeElement.tagName === 'TEXTAREA' || activeElement.isContentEditable)) {
return;
}
const key = e.key.toLowerCase();
// WASD movement
if (key === 'w') { agentTakeoverState.takeoverKeys.w = true; e.preventDefault(); }
if (key === 'a') { agentTakeoverState.takeoverKeys.a = true; e.preventDefault(); }
if (key === 's') { agentTakeoverState.takeoverKeys.s = true; e.preventDefault(); }
if (key === 'd') { agentTakeoverState.takeoverKeys.d = true; e.preventDefault(); }
// Update WASD indicator UI
updateTakeoverWASDUI();
// Action key
if (key === 'e') {
takeoverAgentAction();
e.preventDefault();
}
// Locate key
if (key === 'l') {
focusOnControlledAgent();
e.preventDefault();
}
// Auto mode toggle
if (key === 'm') {
toggleTakeoverAutoMode();
e.preventDefault();
}
// Escape to exit
if (key === 'escape') {
closeAgentTakeover();
e.preventDefault();
}
}
// Handle keyboard release for takeover mode
function handleTakeoverKeyUp(e) {
if (!agentTakeoverState.active) return;
const key = e.key.toLowerCase();
if (key === 'w') agentTakeoverState.takeoverKeys.w = false;
if (key === 'a') agentTakeoverState.takeoverKeys.a = false;
if (key === 's') agentTakeoverState.takeoverKeys.s = false;
if (key === 'd') agentTakeoverState.takeoverKeys.d = false;
updateTakeoverWASDUI();
}
// Update WASD visual indicator
function updateTakeoverWASDUI() {
const keys = agentTakeoverState.takeoverKeys;
const wKey = document.getElementById('takeover-key-w');
const aKey = document.getElementById('takeover-key-a');
const sKey = document.getElementById('takeover-key-s');
const dKey = document.getElementById('takeover-key-d');
if (wKey) wKey.classList.toggle('active', keys.w);
if (aKey) aKey.classList.toggle('active', keys.a);
if (sKey) sKey.classList.toggle('active', keys.s);
if (dKey) dKey.classList.toggle('active', keys.d);
}
// Render the takeover POV view
function renderTakeoverView() {
if (!agentTakeoverState.active || !agentTakeoverState.flyoutOpen) return;
const agent = agentLookup.get(agentTakeoverState.controlledAgentId);
if (!agent || !agent.mesh || !scene) {
closeAgentTakeover();
return;
}
const now = performance.now();
const deltaTime = (now - agentTakeoverState.lastRenderTime) / 1000;
agentTakeoverState.lastRenderTime = now;
// Process movement input
processAgentTakeoverMovement(agent, deltaTime);
// Update HUD
updateTakeoverHUD(agent);
// Position camera at agent's POV
const agentPos = agent.mesh.position;
const agentRotation = agent.mesh.rotation.y;
// v7.37: Use pre-allocated vectors for camera positioning (Cycle 16 Performance)
_agentCamOffset.set(
Math.sin(agentRotation) * 0.3,
1.5, // Eye level
Math.cos(agentRotation) * 0.3
);
agentTakeoverState.takeoverCamera.position.copy(agentPos).add(_agentCamOffset);
// Look in the direction the agent is facing
_agentCamLookTarget.set(
agentPos.x + Math.sin(agentRotation) * 10,
agentPos.y + 1.2,
agentPos.z + Math.cos(agentRotation) * 10
);
agentTakeoverState.takeoverCamera.lookAt(_agentCamLookTarget);
// Render to canvas
const canvas = document.getElementById('takeover-canvas');
if (canvas && agentTakeoverState.takeoverRenderer) {
// Update renderer size to match canvas
const rect = canvas.parentElement.getBoundingClientRect();
const width = Math.floor(rect.width);
const height = Math.floor(rect.height);
if (width > 0 && height > 0) {
agentTakeoverState.takeoverCamera.aspect = width / height;
agentTakeoverState.takeoverCamera.updateProjectionMatrix();
agentTakeoverState.takeoverRenderer.setSize(width, height);
}
agentTakeoverState.takeoverRenderer.render(scene, agentTakeoverState.takeoverCamera);
// Copy to visible canvas
const ctx = canvas.getContext('2d');
if (ctx) {
canvas.width = width;
canvas.height = height;
ctx.drawImage(agentTakeoverState.takeoverRenderer.domElement, 0, 0);
// Add scan line overlay for visual effect
ctx.strokeStyle = 'rgba(255, 136, 0, 0.02)';
for (let y = 0; y < height; y += 4) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(width, y);
ctx.stroke();
}
}
}
// Continue render loop
requestAnimationFrame(renderTakeoverView);
}
// Process movement input for controlled agent
function processAgentTakeoverMovement(agent, deltaTime) {
const keys = agentTakeoverState.takeoverKeys;
const hasInput = keys.w || keys.a || keys.s || keys.d;
if (!hasInput) return;
const speed = 8 * deltaTime; // Agent movement speed
const moveDir = new THREE.Vector3(0, 0, 0);
// Calculate movement relative to agent's facing direction
const agentRotation = agent.mesh.rotation.y;
if (keys.w) {
moveDir.x += Math.sin(agentRotation) * speed;
moveDir.z += Math.cos(agentRotation) * speed;
}
if (keys.s) {
moveDir.x -= Math.sin(agentRotation) * speed;
moveDir.z -= Math.cos(agentRotation) * speed;
}
if (keys.a) {
moveDir.x += Math.cos(agentRotation) * speed;
moveDir.z -= Math.sin(agentRotation) * speed;
}
if (keys.d) {
moveDir.x -= Math.cos(agentRotation) * speed;
moveDir.z += Math.sin(agentRotation) * speed;
}
// Apply movement
agent.mesh.position.add(moveDir);
// Update facing direction based on movement
if (moveDir.length() > 0.01) {
const newRotation = Math.atan2(moveDir.x, moveDir.z);
agent.mesh.rotation.y = newRotation;
}
// Snap to ground
if (typeof snapToGround === 'function') {
snapToGround(agent.mesh);
}
// Update task state position tracking
// v8.23: Use copy() instead of clone() to avoid allocation
if (agent.taskState) {
if (!agent.taskState.lastPosition) {
agent.taskState.lastPosition = new THREE.Vector3();
}
agent.taskState.lastPosition.copy(agent.mesh.position);
}
}
// Update takeover HUD elements
function updateTakeoverHUD(agent) {
const taskState = agent.taskState || {};
const hp = taskState.hp || 50;
const maxHp = taskState.maxHp || 50;
const hpPercent = (hp / maxHp) * 100;
// Update HP bar
const hpFill = document.getElementById('takeover-hp-fill');
const hpText = document.getElementById('takeover-hp-text');
if (hpFill) {
hpFill.style.width = hpPercent + '%';
hpFill.className = 'takeover-hp-fill' + (hpPercent <= 25 ? ' critical' : (hpPercent <= 50 ? ' low' : ''));
}
if (hpText) {
hpText.textContent = `${Math.floor(hp)} / ${maxHp} HP`;
}
// Update target info
const targetInfo = document.getElementById('takeover-target-info');
if (targetInfo) {
if (taskState.targetObject) {
targetInfo.textContent = '🎯 ' + (taskState.targetObject.name || taskState.targetObject.type || 'Target');
targetInfo.className = 'takeover-target-info';
} else {
targetInfo.textContent = '🔍 No Target';
targetInfo.className = 'takeover-target-info resource';
}
}
// Update status badge
const statusBadge = document.getElementById('takeover-status');
if (statusBadge) {
statusBadge.textContent = taskState.state === 'manual_control' ? 'MANUAL CONTROL' : (taskState.currentTask || taskState.state || 'ACTIVE').toUpperCase();
}
}
// Perform agent action (interact with nearby objects)
function takeoverAgentAction() {
const agent = agentLookup.get(agentTakeoverState.controlledAgentId);
if (!agent || !agent.mesh) return;
const agentPos = agent.mesh.position;
// Find nearest interactable object
let nearestDist = Infinity;
let nearestObject = null;
// Check resources - v7.78: distanceToSquared optimization
// v8.16: forEach-to-for optimization
if (worldState.resources) {
const resources = worldState.resources;
for (let ri = 0, rlen = resources.length; ri < rlen; ri++) {
const resource = resources[ri];
if (!resource.position) continue;
const distSq = agentPos.distanceToSquared(resource.position);
if (distSq < 9 && distSq < nearestDist) { // 3*3=9
nearestDist = distSq;
nearestObject = resource;
}
}
}
// Check mobs - v7.78: distanceToSquared optimization
// v8.04: forEach to for loop conversion (agent combat)
if (worldState.mobs) {
const agentMobs = worldState.mobs;
for (let ami = 0, amlen = agentMobs.length; ami < amlen; ami++) {
const mob = agentMobs[ami];
if (!mob.mesh || mob.isDead) continue;
const distSq = agentPos.distanceToSquared(mob.mesh.position);
if (distSq < 9 && distSq < nearestDist) { // 3*3=9
nearestDist = distSq;
nearestObject = { type: 'mob', mob: mob };
}
}
}
if (nearestObject) {
if (nearestObject.type === 'mob') {
// Attack mob
const mob = nearestObject.mob;
const damage = 15 + Math.random() * 10;
mob.hp -= damage;
spawnFloater(mob.mesh.position, `-${Math.floor(damage)}`, '#f44');
AudioSystem.play('hit');
if (mob.hp <= 0) {
mob.isDead = true;
addCopilotMessage(`${agent.typeConfig.icon} ${agent.name} defeated ${mob.type}!`, 'ai');
}
} else {
// Harvest resource
if (typeof performAgentAction === 'function') {
performAgentAction(agent, nearestObject);
} else {
spawnFloater(agentPos, '+1 Resource', '#0f0');
}
AudioSystem.play('collect');
}
} else {
spawnFloater(agentPos, 'Nothing nearby', '#888');
}
}
// Focus main camera on the controlled agent
function focusOnControlledAgent() {
if (!agentTakeoverState.controlledAgentId) return;
focusOnAgent(agentTakeoverState.controlledAgentId);
}
// Toggle auto mode (return agent to autonomous behavior)
function toggleTakeoverAutoMode() {
const agent = agentLookup.get(agentTakeoverState.controlledAgentId);
if (!agent) return;
if (agent.taskState && agent.taskState.state === 'manual_control') {
// Switch to auto mode
agent.taskState.state = agent.taskState.previousState || 'idle';
const statusBadge = document.getElementById('takeover-status');
if (statusBadge) statusBadge.textContent = 'AUTO MODE';
addCopilotMessage(`${agent.typeConfig.icon} ${agent.name} switched to AUTO MODE - watching only`, 'ai');
} else if (agent.taskState) {
// Switch back to manual
agent.taskState.previousState = agent.taskState.state;
agent.taskState.state = 'manual_control';
const statusBadge = document.getElementById('takeover-status');
if (statusBadge) statusBadge.textContent = 'MANUAL CONTROL';
addCopilotMessage(`${agent.typeConfig.icon} ${agent.name} switched to MANUAL CONTROL`, 'ai');
}
}
// Close takeover and return to robot
function closeAgentTakeover() {
const agent = agentLookup.get(agentTakeoverState.controlledAgentId);
// Restore agent's autonomous state
if (agent && agent.taskState) {
if (agent.taskState.state === 'manual_control') {
agent.taskState.state = agent.taskState.previousState || 'idle';
}
}
// Reset takeover state
agentTakeoverState.active = false;
agentTakeoverState.controlledAgentId = null;
agentTakeoverState.flyoutOpen = false;
agentTakeoverState.takeoverKeys = { w: false, a: false, s: false, d: false };
// Remove UI elements
const flyout = document.getElementById('agent-takeover-flyout');
if (flyout) flyout.remove();
const indicator = document.getElementById('takeover-active-indicator');
if (indicator) indicator.remove();
// Remove keyboard listeners
window.removeEventListener('keydown', handleTakeoverKeyDown);
window.removeEventListener('keyup', handleTakeoverKeyUp);
// Notify
if (agent) {
addCopilotMessage(`🔙 Returned control to main robot. ${agent.typeConfig.icon} ${agent.name} resuming autonomous operations.`, 'ai');
}
AudioSystem.play('ui');
}
// Check if any agent is being controlled (for game loop)
function isAgentTakeoverActive() {
return agentTakeoverState.active && agentTakeoverState.controlledAgentId !== null;
}
// v5.17.1: Pop-out Agent Control Window System
// Allows controlling agents in separate windows without interrupting main game
const agentPopOutWindows = new Map(); // agentId -> window reference
function popOutAgentWindow(agentId) {
const agent = agentLookup.get(agentId);
if (!agent || !agent.mesh) {
addCopilotMessage('Cannot open pop-out - agent not found or has no physical presence.', 'ai');
return;
}
// Check if window already exists
if (agentPopOutWindows.has(agentId)) {
const existingWindow = agentPopOutWindows.get(agentId);
if (existingWindow && !existingWindow.closed) {
existingWindow.focus();
return;
}
}
// Create the pop-out window
const windowWidth = 500;
const windowHeight = 450;
const left = window.screenX + 50 + (agentPopOutWindows.size * 30);
const top = window.screenY + 50 + (agentPopOutWindows.size * 30);
const popOutWindow = window.open('', `agent_${agentId}`,
`width=${windowWidth},height=${windowHeight},left=${left},top=${top},resizable=yes`
);
if (!popOutWindow) {
addCopilotMessage('Pop-up blocked! Please allow pop-ups for this site.', 'ai');
return;
}
agentPopOutWindows.set(agentId, popOutWindow);
// Get the HTML components from generateAgentPopOutHTML
const htmlParts = generateAgentPopOutHTML(agent);
// v6.5.2: Build DOM directly to avoid document.write parsing issues
// Wait for about:blank to be ready
setTimeout(() => {
if (!popOutWindow || popOutWindow.closed) return;
const doc = popOutWindow.document;
// Set title
doc.title = htmlParts.title;
// Add meta tags
const meta1 = doc.createElement('meta');
meta1.charset = 'UTF-8';
doc.head.appendChild(meta1);
const meta2 = doc.createElement('meta');
meta2.name = 'viewport';
meta2.content = 'width=device-width, initial-scale=1.0';
doc.head.appendChild(meta2);
// Add styles
const style = doc.createElement('style');
style.textContent = htmlParts.css;
doc.head.appendChild(style);
// Add body content
doc.body.innerHTML = htmlParts.body;
// Set up communication bridge
popOutWindow.agentId = agentId;
popOutWindow.parentGame = window;
// Inject script
const scriptEl = doc.createElement('script');
scriptEl.textContent = htmlParts.js;
doc.body.appendChild(scriptEl);
}, 50);
// v7.79: Handle window close - migrated to TimerRegistry
const closedCheckTimer = 'agent-popout-check-' + agentId;
TimerRegistry.setInterval(closedCheckTimer, () => {
if (popOutWindow.closed) {
TimerRegistry.clear(closedCheckTimer);
agentPopOutWindows.delete(agentId);
}
}, 1000);
addCopilotMessage(`🪟 ${agent.typeConfig.icon} ${agent.name} control window opened! Main game continues independently.`, 'ai');
AudioSystem.play('ui');
}
function generateAgentPopOutHTML(agent) {
const colorHex = '#' + agent.typeConfig.color.toString(16).padStart(6, '0');
const taskState = agent.taskState || {};
const hp = taskState.hp || 50;
const maxHp = taskState.maxHp || 50;
const hpPercent = (hp / maxHp) * 100;
// Build CSS
const css = `
* { margin: 0; padding: 0; box-sizing: border-box; }
body { font-family: 'Consolas', 'Monaco', monospace; background: #0a0a0f; color: #fff; overflow: hidden; user-select: none; }
.header { background: linear-gradient(135deg, #1a1a2e 0%, #0d0d15 100%); border-bottom: 1px solid ${colorHex}44; padding: 8px 12px; display: flex; justify-content: space-between; align-items: center; }
.agent-title { display: flex; align-items: center; gap: 8px; }
.agent-icon { font-size: 24px; }
.agent-name { font-size: 14px; font-weight: bold; color: ${colorHex}; }
.agent-type { font-size: 11px; color: #aaa; }
.status-badge { background: ${colorHex}33; border: 1px solid ${colorHex}; color: ${colorHex}; padding: 3px 8px; border-radius: 4px; font-size: 10px; text-transform: uppercase; }
.viewport { position: relative; width: 100%; height: 280px; background: #000; border-bottom: 1px solid #333; }
#agent-canvas { width: 100%; height: 100%; display: block; }
.hud-overlay { position: absolute; top: 0; left: 0; right: 0; bottom: 0; pointer-events: none; }
.hud-top { position: absolute; top: 8px; left: 8px; right: 8px; display: flex; justify-content: space-between; }
.hp-container { background: rgba(0,0,0,0.7); padding: 6px 10px; border-radius: 4px; border: 1px solid #333; }
.hp-bar { width: 120px; height: 8px; background: #222; border-radius: 4px; overflow: hidden; margin-bottom: 4px; }
.hp-fill { height: 100%; background: linear-gradient(90deg, #f44 0%, #ff8800 50%, #4f4 100%); transition: width 0.3s; }
.hp-fill.critical { background: #f44; animation: critical-pulse 0.5s infinite; }
@keyframes critical-pulse { 0%,100%{opacity:1} 50%{opacity:0.5} }
.hp-text { font-size: 10px; color: #aaa; }
.stats-container { background: rgba(0,0,0,0.7); padding: 6px 10px; border-radius: 4px; border: 1px solid #333; text-align: right; }
.stat-row { font-size: 10px; color: #aaa; margin: 2px 0; }
.stat-value { color: ${colorHex}; font-weight: bold; }
.stat-combo { color: #ff8800; }
.hud-bottom { position: absolute; bottom: 8px; left: 8px; right: 8px; display: flex; justify-content: space-between; align-items: flex-end; }
.coords { font-size: 10px; color: #0ff; font-family: monospace; }
.action-text { font-size: 11px; color: #fff; }
.controls { background: linear-gradient(180deg, #0d0d15 0%, #1a1a2e 100%); padding: 12px; display: flex; flex-direction: column; gap: 10px; }
.control-row { display: flex; justify-content: center; gap: 8px; }
.wasd-container { display: grid; grid-template-columns: repeat(3, 40px); grid-template-rows: repeat(2, 40px); gap: 4px; }
/* v7.81: #444 to #666 for WCAG visibility */
.wasd-key { width: 40px; height: 40px; background: #222; border: 1px solid #666; border-radius: 6px; display: flex; align-items: center; justify-content: center; font-size: 14px; font-weight: bold; color: #aaa; transition: all 0.1s; }
.wasd-key.active { background: ${colorHex}44; border-color: ${colorHex}; color: ${colorHex}; box-shadow: 0 0 10px ${colorHex}66; }
.action-btn { flex: 1; padding: 12px; background: #222; border: 1px solid #666; border-radius: 6px; color: #fff; font-size: 12px; font-weight: bold; cursor: pointer; transition: all 0.2s; display: flex; align-items: center; justify-content: center; gap: 6px; }
.action-btn:hover { background: #333; border-color: #999; }
.action-btn:active { transform: scale(0.97); }
.action-btn.primary { border-color: ${colorHex}; color: ${colorHex}; }
.action-btn.primary:hover { background: ${colorHex}22; }
.keybind { font-size: 9px; color: #999; margin-left: 4px; }
.mode-toggle { display: flex; align-items: center; gap: 8px; font-size: 11px; color: #aaa; }
.mode-switch { width: 40px; height: 20px; background: #333; border-radius: 10px; position: relative; cursor: pointer; }
.mode-switch::after { content: ''; position: absolute; width: 16px; height: 16px; background: #666; border-radius: 50%; top: 2px; left: 2px; transition: all 0.2s; }
.mode-switch.auto::after { left: 22px; background: ${colorHex}; }
.mode-switch.auto { background: ${colorHex}44; }
`;
// Build HTML body
const body = `
${Math.floor(hp)} / ${maxHp} HP
Level: ${agent.agentLevel}
Combo: ${agent.combo}x
Efficiency: ${Math.round(agent.efficiency * 100)}%
X: 0 Z: 0
${agent.statusMessage || 'Working...'}
`;
// Build JS - using array join to avoid script tag issues
const js = [
'const agentId = "' + agent.id + '";',
'let keys = { w: false, a: false, s: false, d: false };',
'let isAutoMode = true;',
'let canvas, ctx;',
'let updateInterval;',
'',
'window.onload = function() {',
' canvas = document.getElementById("agent-canvas");',
' ctx = canvas.getContext("2d");',
' resizeCanvas();',
' window.onresize = resizeCanvas;',
' updateInterval = setInterval(updateView, 50);',
' document.addEventListener("keydown", handleKeyDown);',
' document.addEventListener("keyup", handleKeyUp);',
' document.getElementById("action-btn").onclick = performAction;',
' document.getElementById("locate-btn").onclick = locateAgent;',
' document.getElementById("mode-switch").onclick = toggleMode;',
'};',
'',
'function resizeCanvas() {',
' const viewport = canvas.parentElement;',
' canvas.width = viewport.clientWidth;',
' canvas.height = viewport.clientHeight;',
'}',
'',
'function updateView() {',
' if (!window.opener || window.opener.closed) {',
' clearInterval(updateInterval);',
' document.body.innerHTML = "Main game window closed
";',
' return;',
' }',
' try {',
' const parent = window.opener;',
' const agent = parent.agentLookup && parent.agentLookup.get(agentId);', // v8.18: O(1) lookup
' if (!agent) {',
' ctx.fillStyle = "#111";',
' ctx.fillRect(0, 0, canvas.width, canvas.height);',
' ctx.fillStyle = "#f44";',
' ctx.font = "14px monospace";',
' ctx.fillText("Agent recalled", canvas.width/2 - 50, canvas.height/2);',
' return;',
' }',
' if (parent.renderPopOutAgentView) {',
' parent.renderPopOutAgentView(agentId, canvas);',
' }',
' updateHUD(agent);',
' if (!isAutoMode && (keys.w || keys.a || keys.s || keys.d)) {',
' moveAgent(agent);',
' }',
' } catch (e) { console.error("Update error:", e); }',
'}',
'',
'function updateHUD(agent) {',
' var taskState = agent.taskState || {};',
' var hp = taskState.hp || 50;',
' var maxHp = taskState.maxHp || 50;',
' var hpPercent = (hp / maxHp) * 100;',
' document.getElementById("hp-fill").style.width = hpPercent + "%";',
' document.getElementById("hp-fill").className = "hp-fill" + (hpPercent <= 25 ? " critical" : "");',
' document.getElementById("hp-text").textContent = Math.floor(hp) + " / " + maxHp + " HP";',
' document.getElementById("stat-level").textContent = agent.agentLevel;',
' document.getElementById("stat-combo").textContent = agent.combo + "x";',
' document.getElementById("stat-eff").textContent = Math.round(agent.efficiency * 100) + "%";',
' if (agent.mesh) {',
' var pos = agent.mesh.position;',
' document.getElementById("coords").textContent = "X: " + Math.floor(pos.x) + " Z: " + Math.floor(pos.z);',
' }',
' document.getElementById("action-text").textContent = agent.statusMessage || "Working...";',
' document.getElementById("status-badge").textContent = isAutoMode ? "AUTONOMOUS" : "MANUAL CONTROL";',
'}',
'',
'function moveAgent(agent) {',
' if (!agent.mesh || !window.opener) return;',
' var speed = 0.15;',
' var rotation = agent.mesh.rotation.y;',
' var dx = 0, dz = 0;',
' if (keys.w) { dx += Math.sin(rotation); dz += Math.cos(rotation); }',
' if (keys.s) { dx -= Math.sin(rotation); dz -= Math.cos(rotation); }',
' if (keys.a) { dx += Math.cos(rotation); dz -= Math.sin(rotation); }',
' if (keys.d) { dx -= Math.cos(rotation); dz += Math.sin(rotation); }',
' if (dx !== 0 || dz !== 0) {',
' var len = Math.sqrt(dx*dx + dz*dz);',
' dx = (dx / len) * speed;',
' dz = (dz / len) * speed;',
' agent.mesh.position.x += dx;',
' agent.mesh.position.z += dz;',
' agent.position.copy(agent.mesh.position);',
' agent.mesh.rotation.y = Math.atan2(dx, dz);',
' }',
'}',
'',
'function handleKeyDown(e) {',
' var key = e.key.toLowerCase();',
' if (["w","a","s","d"].indexOf(key) >= 0) {',
' keys[key] = true;',
' document.getElementById("key-" + key).classList.add("active");',
' if (isAutoMode) {',
' isAutoMode = false;',
' setAgentManualMode(true);',
' document.getElementById("mode-switch").classList.remove("auto");',
' }',
' e.preventDefault();',
' } else if (key === "e") { performAction(); }',
' else if (key === "l") { locateAgent(); }',
' else if (key === "m") { toggleMode(); }',
'}',
'',
'function handleKeyUp(e) {',
' var key = e.key.toLowerCase();',
' if (["w","a","s","d"].indexOf(key) >= 0) {',
' keys[key] = false;',
' document.getElementById("key-" + key).classList.remove("active");',
' }',
'}',
'',
'function toggleMode() {',
' isAutoMode = !isAutoMode;',
' document.getElementById("mode-switch").classList.toggle("auto", isAutoMode);',
' setAgentManualMode(!isAutoMode);',
'}',
'',
'function setAgentManualMode(isManual) {',
' try {',
' var parent = window.opener;',
' var agent = parent.agentLookup && parent.agentLookup.get(agentId);', // v8.18: O(1) lookup
' if (agent && agent.taskState) {',
' if (isManual) {',
' agent.taskState.previousState = agent.taskState.state;',
' agent.taskState.state = "manual_control";',
' } else {',
' agent.taskState.state = agent.taskState.previousState || "idle";',
' }',
' }',
' } catch (e) {}',
'}',
'',
'function performAction() {',
' try {',
' var parent = window.opener;',
' if (parent.popOutAgentAction) { parent.popOutAgentAction(agentId); }',
' } catch (e) {}',
'}',
'',
'function locateAgent() {',
' try {',
' var parent = window.opener;',
' if (parent.focusOnAgent) { parent.focusOnAgent(agentId); }',
' } catch (e) {}',
'}',
'',
'window.onbeforeunload = function() {',
' clearInterval(updateInterval);',
' setAgentManualMode(false);',
'};'
].join('\n');
return { css, body, js, title: agent.typeConfig.icon + ' ' + agent.name + ' - Agent Control' };
}
// Render function called by pop-out windows to get agent view
function renderPopOutAgentView(agentId, targetCanvas) {
const agent = agentLookup.get(agentId);
if (!agent || !agent.mesh || !scene) return;
const ctx = targetCanvas.getContext('2d');
// Use the existing body cam renderer
if (!bodyCamInitialized) initAgentBodyCamSystem();
if (!agentBodyCamRenderer || !agentBodyCamCamera) {
ctx.fillStyle = '#111';
ctx.fillRect(0, 0, targetCanvas.width, targetCanvas.height);
return;
}
try {
// Position camera at agent's POV
const agentPos = agent.mesh.position;
const agentRotation = agent.mesh.rotation.y || 0;
agentBodyCamCamera.position.set(
agentPos.x + Math.sin(agentRotation) * 0.3,
agentPos.y + 1.5,
agentPos.z + Math.cos(agentRotation) * 0.3
);
const lookTarget = new THREE.Vector3(
agentPos.x + Math.sin(agentRotation) * 10,
agentPos.y + 1.0,
agentPos.z + Math.cos(agentRotation) * 10
);
agentBodyCamCamera.lookAt(lookTarget);
// Adjust renderer for pop-out size
const origWidth = agentBodyCamRenderer.domElement.width;
const origHeight = agentBodyCamRenderer.domElement.height;
agentBodyCamRenderer.setSize(targetCanvas.width, targetCanvas.height);
agentBodyCamRenderer.render(scene, agentBodyCamCamera);
// Copy to target canvas
ctx.drawImage(agentBodyCamRenderer.domElement, 0, 0);
// Reset renderer size
agentBodyCamRenderer.setSize(origWidth, origHeight);
} catch (e) {
ctx.fillStyle = '#111';
ctx.fillRect(0, 0, targetCanvas.width, targetCanvas.height);
}
}
// Action function called by pop-out windows
function popOutAgentAction(agentId) {
const agent = agentLookup.get(agentId);
if (!agent || !agent.mesh) return;
const agentPos = agent.mesh.position;
let nearestDist = Infinity;
let nearestObject = null;
// Check resources - v7.78: distanceToSquared optimization
// v8.09: forEach to for loop + InteractableSpatialGrid for O(1) lookup
if (worldState.interactables) {
const nearbyRes = InteractableSpatialGrid.getNearby(agentPos.x, agentPos.z, 1);
for (let ri = 0, rlen = nearbyRes.length; ri < rlen; ri++) {
const obj = nearbyRes[ri];
if (!obj.parent) continue;
const distSq = agentPos.distanceToSquared(obj.position);
if (distSq < 9 && distSq < nearestDist) { // 3*3=9
nearestDist = distSq;
nearestObject = { type: 'resource', obj: obj };
}
}
}
// Check mobs - v7.78: distanceToSquared optimization
// v8.04: forEach to for loop conversion (agent action combat)
if (worldState.mobs) {
const actionMobs = worldState.mobs;
for (let aci = 0, aclen = actionMobs.length; aci < aclen; aci++) {
const mob = actionMobs[aci];
if (!mob.mesh || mob.isDead) continue;
const distSq = agentPos.distanceToSquared(mob.mesh.position);
if (distSq < 9 && distSq < nearestDist) { // 3*3=9
nearestDist = distSq;
nearestObject = { type: 'mob', mob: mob };
}
}
}
if (nearestObject) {
if (nearestObject.type === 'mob') {
const damage = 15 + agent.agentLevel * 2;
nearestObject.mob.hp -= damage;
spawnFloater(nearestObject.mob.mesh.position, '-' + Math.floor(damage), '#f44');
trackAgentAction(agent, true, 8);
if (nearestObject.mob.hp <= 0) {
nearestObject.mob.isDead = true;
}
} else {
performAgentAction(agent, nearestObject.obj);
}
AudioSystem.play('hit');
}
}
// v5.16: Update all agent meshes and run autonomous task behaviors
// v5.16.3: Fixed - create mesh if agent was spawned before scene was ready
// v8.06: Converted forEach to for loop (hot path optimization)
function updateAgentFleetMeshes(deltaTime) {
const now = performance.now();
for (let i = 0, len = agentFleet.length; i < len; i++) {
const agent = agentFleet[i];
// v5.16.3: If agent has no mesh but scene is now ready, create it
if (!agent.mesh && scene) {
createAgentMesh(agent);
if (agent.mesh) {
logAgentTask(agent, 'Spawned into world');
agent.statusMessage = 'Ready for duty!';
updateAgentCardUI(agent);
}
}
if (!agent.mesh) continue;
if (!agent.taskState) {
// Initialize task state if missing (for older agents)
// v7.86: Added _targetVec for clone() reduction
// v8.21: Added _lastPosVec for position tracking (avoids clone() per agent per frame)
agent.taskState = {
currentTask: null, targetObject: null, targetPosition: null,
state: 'idle', stuckCounter: 0, lastPosition: null, lastTaskTime: 0,
alert: null, actionCooldown: 0, hp: 50, maxHp: 50, taskLog: [],
_targetVec: new THREE.Vector3(), // v7.86: Pre-allocated for setAgentTarget
_lastPosVec: new THREE.Vector3() // v8.21: Pre-allocated for stuck detection
};
}
const task = agent.taskState;
const time = now / 1000;
// Visual animations
updateAgentVisuals(agent, deltaTime, time);
// Run autonomous task behavior (every 100ms for performance)
if (now - task.lastTaskTime > 100) {
task.lastTaskTime = now;
runAgentAutonomousTask(agent, deltaTime);
}
// v5.17: Agent health regeneration
updateAgentHealthRegen(agent);
// Check if stuck - v7.78: distanceToSquared optimization
// v8.21: Use pre-allocated _lastPosVec with copy() instead of clone() per agent per frame
if (!task._lastPosVec) task._lastPosVec = new THREE.Vector3();
if (task.lastPosition) {
const movedSq = agent.mesh.position.distanceToSquared(task._lastPosVec);
// v6.4.0: Also check stuck when returning to ship
if (movedSq < 0.0001 && (task.state === 'moving' || task.state === 'returning')) { // 0.01*0.01=0.0001
task.stuckCounter++;
if (task.stuckCounter > 50) {
logAgentTask(agent, 'Got stuck, picking new target');
task.targetObject = null;
task.targetPosition = null;
task.state = 'idle';
task.stuckCounter = 0;
}
} else {
task.stuckCounter = 0;
}
}
task._lastPosVec.copy(agent.mesh.position);
task.lastPosition = true; // v8.21: Flag that we have a valid lastPosition
}
}
// v7.90: Pre-allocated temp objects for agent visual updates (hot path)
const _agentVisualsTemp = {
_dir: null,
_color: null,
init() {
if (!this._dir) this._dir = new THREE.Vector3();
if (!this._color) this._color = new THREE.Color();
}
};
// v5.16: Update agent visual animations
function updateAgentVisuals(agent, deltaTime, time) {
// Idle bobbing (subtle)
const bobOffset = Math.sin(time * 2 + agent.id.charCodeAt(0)) * 0.05;
agent.mesh.position.y = bobOffset;
// Glow pulse
if (agent.glow) {
agent.glow.material.opacity = 0.08 + Math.sin(time * 3) * 0.04;
}
// Visor blink - v12.26: Check emissive support
if (agent.visor && agent.visor.material?.emissiveIntensity !== undefined && Math.random() < 0.002) {
agent.visor.material.emissiveIntensity = 0.2;
setTimeout(() => {
if (agent.visor?.material?.emissiveIntensity !== undefined) agent.visor.material.emissiveIntensity = 0.8;
}, 100);
}
// v7.33: State-based visor color for instant task feedback (8-Strategy Cycle 12 - Robot Mode)
// Makes Robot Command Mode engaging to watch - instant visual state recognition
// v12.26: Check emissive support to prevent MeshBasicMaterial warnings
if (agent.visor && agent.taskState && agent.visor.material?.emissive) {
const stateColors = {
idle: agent.typeConfig?.color || 0x00ff00, // Original type color
moving: 0x00ffff, // Cyan - in transit
working: 0x00ff00, // Green - productive
combat: 0xff0000, // Red - danger
returning: 0xffd700, // Gold - hauling back
depositing: 0x88ff88, // Bright green - delivering
alert: 0xff8800, // Orange - needs attention
stuck: 0x888888, // Gray - problem
manual_control: 0xff00ff // Magenta - player controlled
};
const targetColor = stateColors[agent.taskState.state] || (agent.typeConfig?.color || 0x00ff00);
// v7.90: Use pre-allocated Color object instead of new THREE.Color() per agent per frame
_agentVisualsTemp.init();
_agentVisualsTemp._color.setHex(targetColor);
// Smooth color transition
agent.visor.material.emissive.lerp(_agentVisualsTemp._color, deltaTime * 5);
// Pulse intensity for combat/alert states
if (agent.taskState.state === 'combat') {
agent.visor.material.emissiveIntensity = 1.2 + Math.sin(time * 10) * 0.4;
} else if (agent.taskState.state === 'alert') {
agent.visor.material.emissiveIntensity = 0.6 + Math.sin(time * 6) * 0.4;
} else if (agent.visor.material.emissiveIntensity !== 0.8) {
// Lerp back to normal
agent.visor.material.emissiveIntensity = THREE.MathUtils.lerp(
agent.visor.material.emissiveIntensity, 0.8, deltaTime * 3
);
}
}
// Alert indicator pulsing
if (agent.alertIndicator && agent.taskState.alert) {
agent.alertIndicator.material.opacity = 0.5 + Math.sin(time * 6) * 0.5;
agent.alertIndicator.scale.setScalar(1 + Math.sin(time * 6) * 0.3);
} else if (agent.alertIndicator) {
agent.alertIndicator.material.opacity = 0;
}
// Tool animation when working
if (agent.tool && agent.taskState.state === 'working') {
agent.tool.rotation.x = Math.sin(time * 8) * 0.3;
}
// Face movement direction
if (agent.taskState.targetPosition) {
// v7.90: Use pre-allocated Vector3 instead of new THREE.Vector3() per agent per frame
_agentVisualsTemp.init();
const dir = _agentVisualsTemp._dir.subVectors(agent.taskState.targetPosition, agent.mesh.position);
if (dir.length() > 0.5) {
const targetAngle = Math.atan2(dir.x, dir.z);
agent.mesh.rotation.y = THREE.MathUtils.lerp(agent.mesh.rotation.y, targetAngle, deltaTime * 5);
}
}
}
// v5.16: Run autonomous task behavior for an agent
function runAgentAutonomousTask(agent, deltaTime) {
const task = agent.taskState;
const agentPos = agent.mesh.position;
// Don't run tasks if alerted (waiting for player)
if (task.alert && task.state === 'alert') {
return;
}
// Decrement action cooldown
if (task.actionCooldown > 0) {
task.actionCooldown -= 100;
return;
}
// Task behavior based on agent type
switch (agent.type) {
case 'gatherer':
case 'miner':
runGathererTask(agent);
break;
case 'hunter':
case 'protector':
runHunterTask(agent);
break;
case 'scout':
case 'explorer':
runScoutTask(agent);
break;
case 'healer':
runHealerTask(agent);
break;
case 'fisher':
runFisherTask(agent);
break;
case 'builder':
// v6.66: RCT-style autonomous building
if (typeof runBuilderTask === 'function') {
runBuilderTask(agent);
}
break;
case 'terraformer':
// v6.66: RCT-style terrain modification
if (typeof runTerraformerTask === 'function') {
runTerraformerTask(agent);
}
break;
default:
runGathererTask(agent); // Default behavior
}
// Move towards target if we have one
// v6.4.0: Also move when returning to ship
if (task.targetPosition && (task.state === 'moving' || task.state === 'returning')) {
moveAgentTowards(agent, task.targetPosition, deltaTime);
}
}
// v6.4.0: Gatherer/Miner task - FULL HAULING CYCLE
// 1. Gather resources until inventory full
// 2. Return to ship to deposit
// 3. Repeat
function runGathererTask(agent) {
const task = agent.taskState;
const agentPos = agent.mesh.position;
const isMiner = agent.type === 'miner';
// Initialize inventory if missing (backwards compatibility)
if (!task.inventory) task.inventory = [];
if (!task.carryingCapacity) task.carryingCapacity = 6 + Math.floor(agent.agentLevel / 2);
// Update capacity based on level
task.carryingCapacity = 6 + Math.floor(agent.agentLevel / 2);
// ===== STATE: DEPOSITING =====
// At ship, depositing resources
if (task.state === 'depositing') {
depositAgentInventory(agent);
return;
}
// ===== STATE: RETURNING =====
// Inventory full or returning - head to ship
// v7.74: Use distanceToSquared for performance
if (task.state === 'returning' || task.inventory.length >= task.carryingCapacity) {
if (task.inventory.length === 0) {
// Nothing to deposit, go back to gathering
task.state = 'idle';
task.targetObject = null;
task.targetPosition = null;
return;
}
// Check if we're at the ship
const shipPos = SHIP_STATE.position;
const distSqToShip = agentPos.distanceToSquared(shipPos);
if (distSqToShip < 25) { // 5*5=25
// At ship - deposit!
task.state = 'depositing';
task.targetPosition = null;
logAgentTask(agent, `Arrived at ship with ${task.inventory.length} items!`);
agent.statusMessage = `📦 Depositing ${task.inventory.length} items...`;
updateAgentCardUI(agent);
return;
}
// Not at ship yet - move towards it
task.state = 'returning';
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, shipPos);
task.targetObject = null;
agent.statusMessage = `🚀 Returning to ship (${task.inventory.length}/${task.carryingCapacity})`;
updateAgentCardUI(agent);
return;
}
// ===== STATE: WORKING =====
// If we have a resource target, check if close enough to harvest
// v7.74: Use distanceToSquared for performance
if (task.targetObject && task.targetObject.parent) {
const distSq = agentPos.distanceToSquared(task.targetObject.position);
if (distSq < 4) { // 2*2=4
// Close enough to interact
task.state = 'working';
performAgentHarvest(agent, task.targetObject);
return;
} else {
// Move towards target
task.state = 'moving';
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, task.targetObject.position);
agent.statusMessage = `🎯 Moving to ${task.targetObject.userData?.name || 'resource'}`;
return;
}
}
// ===== STATE: IDLE - Find new resource =====
// v8.09: forEach to for loop + InteractableSpatialGrid for O(1) nearby lookup
let bestTarget = null;
let bestDistSq = 1600; // 40*40=1600 - Increased search range squared
// Use spatial grid with radius 5 cells (40 units / 8 cell size = 5)
const resourceCandidates = InteractableSpatialGrid.getNearby(agentPos.x, agentPos.z, 5);
for (let rci = 0, rclen = resourceCandidates.length; rci < rclen; rci++) {
const obj = resourceCandidates[rci];
if (!obj.parent) continue;
const name = obj.userData?.name || '';
const type = obj.userData?.type || '';
// Filter by agent type
const isValidTarget = isMiner
? (type === 'rock' || name.includes('Ore') || name.includes('Crystal') || name.includes('Stone'))
: (type === 'tree' || name.includes('Tree') || name.includes('Bush') || name.includes('Plant') || name.includes('Herb'));
if (!isValidTarget) continue;
const distSq = agentPos.distanceToSquared(obj.position);
if (distSq < bestDistSq) {
bestDistSq = distSq;
bestTarget = obj;
}
}
if (bestTarget) {
task.targetObject = bestTarget;
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, bestTarget.position);
task.state = 'moving';
const invStatus = task.inventory.length > 0 ? ` [${task.inventory.length}/${task.carryingCapacity}]` : '';
agent.statusMessage = `🔍 Found ${bestTarget.userData?.name || 'resource'}${invStatus}`;
logAgentTask(agent, `Found ${bestTarget.userData?.name || 'resource'} at distance ${Math.floor(Math.sqrt(bestDistSq))}`);
} else {
// No resources found, wander
// v7.90: Use setWanderTarget to avoid Vector3 allocation
if (!task.targetPosition || agentPos.distanceToSquared(task.targetPosition) < 4) { // 2*2=4
setWanderTarget(task, agentPos);
task.state = 'moving';
agent.statusMessage = `🔎 Searching for resources...`;
logAgentTask(agent, 'No resources nearby, wandering...');
}
}
}
// v6.4.0: Agent harvests resource and adds to AGENT inventory (not player)
function performAgentHarvest(agent, target) {
const task = agent.taskState;
const data = target.userData;
if (!data || data.hp === undefined) return;
// Deal "damage" to resource
const damage = 2 + Math.floor(agent.agentLevel / 3);
data.hp -= damage;
// Visual feedback
target.scale.setScalar(0.9);
setTimeout(() => { if (target.parent) target.scale.setScalar(1); }, 100);
// Particles
if (particles) {
const particleColor = data.type === 'tree' ? 0x885522 : 0x888888;
particles.emit(target.position, 3, particleColor, { spread: 1.5, lifetime: 400, size: 0.1 });
}
// Swing animation for agent
if (agent.mesh) {
agent.mesh.rotation.y += 0.3;
setTimeout(() => { if (agent.mesh) agent.mesh.rotation.y -= 0.3; }, 150);
}
// Check if destroyed
if (data.hp <= 0) {
let itemName = 'Resource';
let itemCount = 1 + Math.floor(agent.agentLevel / 4);
if (data.type === 'tree') {
itemName = Math.random() < 0.3 ? 'Fiber' : 'Log';
itemCount = 2 + Math.floor(agent.agentLevel / 3);
} else if (data.type === 'rock') {
const ores = ['Stone', 'Iron Ore', 'Copper Ore'];
if (agent.agentLevel >= 3) ores.push('Silver Ore');
if (agent.agentLevel >= 5) ores.push('Gold Ore');
itemName = ores[Math.floor(Math.random() * ores.length)];
itemCount = 2 + Math.floor(agent.agentLevel / 3);
} else if (data.name?.includes('Herb') || data.name?.includes('Plant')) {
itemName = 'Herbs';
itemCount = 1 + Math.floor(agent.agentLevel / 4);
}
// Add to AGENT inventory (not player!)
for (let i = 0; i < itemCount; i++) {
if (task.inventory.length < task.carryingCapacity) {
task.inventory.push(itemName);
}
}
// Track earnings
agent.totalEarnings.items.push({ item: itemName, amount: itemCount });
// Visual/audio feedback
spawnFloater(target.position, `+${itemCount} ${itemName}`, '#ffdd00');
spawnFloater(agent.mesh.position, `📦 ${task.inventory.length}/${task.carryingCapacity}`, '#0ff');
AudioSystem.collect();
// Update agent status
const invFull = task.inventory.length >= task.carryingCapacity;
agent.statusMessage = invFull
? `📦 Inventory FULL! Returning to ship...`
: `Got ${itemCount} ${itemName}! [${task.inventory.length}/${task.carryingCapacity}]`;
agent.progress = Math.min(100, agent.progress + 5);
logAgentTask(agent, `Harvested ${itemCount} ${itemName} (carrying ${task.inventory.length}/${task.carryingCapacity})`);
trackAgentAction(agent, true, itemCount * 2);
updateAgentCardUI(agent);
// Remove from world
scene.remove(target);
worldState.interactables = worldState.interactables.filter(x => x !== target);
// Clear target
task.targetObject = null;
task.targetPosition = null;
task.state = 'idle';
// If full, trigger return
if (invFull) {
task.state = 'returning';
}
}
task.actionCooldown = 400; // Slightly faster than before
}
// v6.4.0: Agent deposits inventory at ship
function depositAgentInventory(agent) {
const task = agent.taskState;
if (task.inventory.length === 0) {
task.state = 'idle';
agent.statusMessage = 'Inventory empty, returning to work!';
updateAgentCardUI(agent);
return;
}
// Deposit one item per tick (animated feel)
const item = task.inventory.shift();
// Add to player inventory
addToInventory(item, 1);
// Track stats
task.totalHauled = (task.totalHauled || 0) + 1;
// Visual feedback at ship
if (SHIP_STATE.mesh) {
const shipPos = SHIP_STATE.position;
spawnFloater(new THREE.Vector3(shipPos.x, shipPos.y + 2, shipPos.z), `+1 ${item}`, '#00ff88');
}
// Update status
if (task.inventory.length > 0) {
agent.statusMessage = `📦 Depositing... (${task.inventory.length} left)`;
} else {
// All deposited!
task.tripsCompleted = (task.tripsCompleted || 0) + 1;
const totalItems = task.totalHauled || 0;
agent.statusMessage = `✅ Delivery complete! Trip #${task.tripsCompleted}`;
logAgentTask(agent, `Completed delivery #${task.tripsCompleted} (${totalItems} total items hauled)`);
// Bonus XP for completing a trip
const tripXP = 10 + task.tripsCompleted * 2;
grantAgentXP(agent, tripXP);
// Celebrate!
if (particles && agent.mesh) {
particles.emit(agent.mesh.position, 10, 0x00ff88, { spread: 2, lifetime: 800, size: 0.15 });
}
spawnFloater(agent.mesh.position, `🎉 Trip #${task.tripsCompleted}!`, '#ffd700');
// Return to gathering after short delay
task.state = 'idle';
task.actionCooldown = 500;
}
updateAgentCardUI(agent);
task.actionCooldown = 200; // Fast deposit animation
}
// v6.4.0: Grant XP to agent (for trip completion bonuses etc)
function grantAgentXP(agent, xp) {
if (typeof trackAgentAction === 'function') {
// Use existing XP system
agent.agentXP = (agent.agentXP || 0) + xp;
const xpNeeded = getAgentXPForLevel(agent.agentLevel);
if (agent.agentXP >= xpNeeded) {
agent.agentLevel++;
agent.agentXP -= xpNeeded;
spawnFloater(agent.mesh?.position || agent.position, `⬆️ Level ${agent.agentLevel}!`, '#ffd700');
logAgentTask(agent, `Leveled up to ${agent.agentLevel}!`);
}
}
}
// v5.16: Hunter task - find and attack enemies
// v7.74: Use distanceToSquared for performance
function runHunterTask(agent) {
const task = agent.taskState;
const agentPos = agent.mesh.position;
// Check agent HP - alert if low
if (task.hp < task.maxHp * 0.3 && !task.alert) {
triggerAgentAlert(agent, 'Low HP! Need healing assistance.');
return;
}
// If we have a target enemy, attack it
if (task.targetObject && task.targetObject.parent && task.targetObject.userData?.hp > 0) {
const distSq = agentPos.distanceToSquared(task.targetObject.position);
if (distSq < 6.25) { // 2.5*2.5=6.25
task.state = 'combat';
performAgentCombat(agent, task.targetObject);
return;
} else {
task.state = 'moving';
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, task.targetObject.position);
return;
}
}
// Find a new enemy target
let bestTarget = null;
let bestDistSq = 625; // 25*25=625
// v8.04: forEach to for loop conversion (protector AI)
const protectMobs = worldState.mobs;
for (let pi = 0, plen = protectMobs.length; pi < plen; pi++) {
const mob = protectMobs[pi];
if (!mob.mesh || !mob.mesh.parent) continue;
if (mob.userData?.hp <= 0) continue;
// Avoid bosses unless protector
const isBoss = mob.userData?.type === 'boss' || mob.userData?.isBoss;
if (isBoss && agent.type !== 'protector') {
// Alert about boss!
if (!task.alert) {
triggerAgentAlert(agent, `Found BOSS: ${mob.userData?.name || 'Unknown'}! Need backup!`);
}
continue;
}
const distSq = agentPos.distanceToSquared(mob.mesh.position);
if (distSq < bestDistSq) {
bestDistSq = distSq;
bestTarget = mob;
}
}
if (bestTarget) {
task.targetObject = bestTarget.mesh;
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, bestTarget.mesh.position);
task.state = 'moving';
logAgentTask(agent, `Engaging ${bestTarget.userData?.name || 'enemy'}`);
} else {
// No enemies, patrol near player
if (!task.targetPosition || agentPos.distanceToSquared(task.targetPosition) < 4) { // 2*2=4
if (worldState.player) {
const offset = new THREE.Vector3(
(Math.random() - 0.5) * 15,
0,
(Math.random() - 0.5) * 15
);
// v7.86: Use setAgentTargetWithOffset instead of clone().add()
setAgentTargetWithOffset(task, worldState.player.position, offset);
} else {
task.targetPosition = getRandomWanderPosition(agentPos);
}
task.state = 'moving';
}
}
}
// v5.16: Scout/Explorer task - explore and discover
// v7.74: Use distanceToSquared for performance
function runScoutTask(agent) {
const task = agent.taskState;
const agentPos = agent.mesh.position;
// Scouts move faster and explore wider
if (!task.targetPosition || agentPos.distanceToSquared(task.targetPosition) < 9) { // 3*3=9
// Pick a distant unexplored area
const angle = Math.random() * Math.PI * 2;
const distance = 20 + Math.random() * 25;
task.targetPosition = new THREE.Vector3(
agentPos.x + Math.cos(angle) * distance,
0,
agentPos.z + Math.sin(angle) * distance
);
// Clamp to world bounds
task.targetPosition.x = Math.max(-45, Math.min(45, task.targetPosition.x));
task.targetPosition.z = Math.max(-45, Math.min(45, task.targetPosition.z));
task.state = 'moving';
logAgentTask(agent, `Scouting towards (${Math.floor(task.targetPosition.x)}, ${Math.floor(task.targetPosition.z)})`);
}
// Report nearby discoveries
// v8.09: forEach to for loop + InteractableSpatialGrid
const nearbyPOIs = InteractableSpatialGrid.getNearby(agentPos.x, agentPos.z, 1);
for (let pi = 0, plen = nearbyPOIs.length; pi < plen; pi++) {
const obj = nearbyPOIs[pi];
if (!obj.parent) continue;
const distSq = agentPos.distanceToSquared(obj.position);
if (distSq < 25 && obj.userData?.type === 'poi' && !obj.userData?.discovered) { // 5*5=25
logAgentTask(agent, `Discovered POI: ${obj.userData?.name || 'Unknown'}`);
agent.statusMessage = `Found ${obj.userData?.name}!`;
updateAgentCardUI(agent);
}
}
}
// v5.16: Healer task - follow player and heal
// v7.74: Use distanceToSquared for performance
function runHealerTask(agent) {
const task = agent.taskState;
const agentPos = agent.mesh.position;
// Check if player needs healing
if (gameData.player && gameData.player.hp < gameData.player.maxHp * 0.7) {
if (worldState.player) {
const distSqToPlayer = agentPos.distanceToSquared(worldState.player.position);
if (distSqToPlayer < 9) { // 3*3=9
// Heal player
task.state = 'working';
const healAmount = 5;
gameData.player.hp = Math.min(gameData.player.maxHp, gameData.player.hp + healAmount);
spawnFloater(worldState.player.position, `+${healAmount} HP`, '#44ff44');
updateHealthUI();
task.actionCooldown = 2000; // 2 second cooldown
logAgentTask(agent, `Healed player for ${healAmount} HP`);
agent.statusMessage = 'Healing player...';
updateAgentCardUI(agent);
return;
} else {
// Move to player
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, worldState.player.position);
task.state = 'moving';
return;
}
}
}
// Check if any other agent needs healing
for (const otherAgent of agentFleet) {
if (otherAgent.id === agent.id) continue;
if (!otherAgent.taskState || otherAgent.taskState.hp >= otherAgent.taskState.maxHp) continue;
const distSq = agentPos.distanceToSquared(otherAgent.mesh.position);
if (distSq < 9) { // 3*3=9
otherAgent.taskState.hp = Math.min(otherAgent.taskState.maxHp, otherAgent.taskState.hp + 10);
spawnFloater(otherAgent.mesh.position, '+10 HP', '#44ff44');
task.actionCooldown = 2000;
logAgentTask(agent, `Healed ${otherAgent.name}`);
return;
} else if (distSq < 400) { // 20*20=400
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, otherAgent.mesh.position);
task.state = 'moving';
return;
}
}
// No one needs healing, follow player loosely
if (worldState.player) {
const distSqToPlayer = agentPos.distanceToSquared(worldState.player.position);
if (distSqToPlayer > 64) { // 8*8=64
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, worldState.player.position);
task.state = 'moving';
}
}
}
// v5.16: Fisher task - find and use fishing spots
// v7.74: Use distanceToSquared for performance
function runFisherTask(agent) {
const task = agent.taskState;
const agentPos = agent.mesh.position;
// Find fishing spot
if (worldState.fishingSpots) {
let bestSpot = null;
let bestDistSq = 2500; // 50*50=2500
worldState.fishingSpots.forEach(spot => {
if (!spot.parent) return;
const distSq = agentPos.distanceToSquared(spot.position);
if (distSq < bestDistSq) {
bestDistSq = distSq;
bestSpot = spot;
}
});
if (bestSpot) {
if (bestDistSq < 4) { // 2*2=4
// Fish!
task.state = 'working';
if (Math.random() < 0.1) { // 10% chance per tick
const fishTypes = ['Small Fish', 'Medium Fish', 'Large Fish'];
const fish = fishTypes[Math.floor(Math.random() * fishTypes.length)];
addItem(fish);
agent.totalEarnings.items.push(fish);
spawnFloater(agentPos, `+1 ${fish}`, '#4488ff');
logAgentTask(agent, `Caught ${fish}!`);
agent.statusMessage = `Caught ${fish}!`;
updateAgentCardUI(agent);
}
task.actionCooldown = 500;
return;
} else {
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, bestSpot.position);
task.state = 'moving';
return;
}
}
}
// No fishing spots, wander
// v7.80: distanceToSquared optimization
// v7.90: Use setWanderTarget to avoid Vector3 allocation
if (!task.targetPosition || agentPos.distanceToSquared(task.targetPosition) < 4) { // 2*2=4
setWanderTarget(task, agentPos);
task.state = 'moving';
}
}
// v7.90: Pre-allocated temp vector for moveAgentTowards (high-frequency hot path)
let _moveAgentDir = null;
// v5.16: Move agent towards a position
// v7.90: Optimized to use pre-allocated direction vector
function moveAgentTowards(agent, targetPos, deltaTime) {
if (!_moveAgentDir) _moveAgentDir = new THREE.Vector3();
const direction = _moveAgentDir.subVectors(targetPos, agent.mesh.position);
direction.y = 0;
if (direction.length() > 0.3) {
direction.normalize();
const speed = agent.type === 'scout' || agent.type === 'explorer' ? 4 : 3;
agent.mesh.position.x += direction.x * deltaTime * speed;
agent.mesh.position.z += direction.z * deltaTime * speed;
// v6.5.1: Snap agent to terrain height as they move
if (typeof getTerrainHeight === 'function') {
agent.mesh.position.y = getTerrainHeight(agent.mesh.position.x, agent.mesh.position.z);
}
agent.position.copy(agent.mesh.position);
}
}
// v7.90: Pre-allocated wander position calculation temp vector
let _wanderCalcTemp = null;
// v5.16: Get random wander position
// v7.90: Changed to setWanderTarget() pattern - sets task._targetVec directly
// This avoids creating new Vector3 on each call while being safe for multiple agents
function setWanderTarget(task, currentPos) {
if (!_wanderCalcTemp) _wanderCalcTemp = new THREE.Vector3();
const angle = Math.random() * Math.PI * 2;
const distance = 8 + Math.random() * 12;
_wanderCalcTemp.set(
Math.max(-45, Math.min(45, currentPos.x + Math.cos(angle) * distance)),
0,
Math.max(-45, Math.min(45, currentPos.z + Math.sin(angle) * distance))
);
// Use setAgentTarget to properly copy into task's pre-allocated vector
setAgentTarget(task, _wanderCalcTemp);
}
// v5.16: Get random wander position (legacy - still allocates for compatibility)
// Prefer setWanderTarget() for hot paths
function getRandomWanderPosition(currentPos) {
const angle = Math.random() * Math.PI * 2;
const distance = 8 + Math.random() * 12;
const pos = new THREE.Vector3(
currentPos.x + Math.cos(angle) * distance,
0,
currentPos.z + Math.sin(angle) * distance
);
pos.x = Math.max(-45, Math.min(45, pos.x));
pos.z = Math.max(-45, Math.min(45, pos.z));
return pos;
}
// v5.16: Agent performs action on target (gathering)
function performAgentAction(agent, target) {
const task = agent.taskState;
const data = target.userData;
if (!data || data.hp === undefined) return;
// Deal "damage" to resource
const damage = 2;
data.hp -= damage;
// Visual feedback
target.scale.setScalar(0.9);
setTimeout(() => { if (target.parent) target.scale.setScalar(1); }, 100);
// Particles
if (particles) {
const particleColor = data.type === 'tree' ? 0x885522 : 0x888888;
particles.emit(target.position, 3, particleColor, { spread: 1.5, lifetime: 400, size: 0.1 });
}
// Check if destroyed
if (data.hp <= 0) {
let itemName = 'Resource';
let itemCount = 1;
if (data.type === 'tree') {
itemName = 'Log';
itemCount = 2;
} else if (data.type === 'rock') {
itemName = 'Ore';
itemCount = 2;
}
for (let i = 0; i < itemCount; i++) addItem(itemName);
agent.totalEarnings.items.push(itemName);
spawnFloater(target.position, `+${itemCount} ${itemName}`, '#ffdd00');
AudioSystem.collect();
logAgentTask(agent, `Harvested ${itemCount} ${itemName}`);
agent.statusMessage = `Got ${itemCount} ${itemName}!`;
agent.progress = Math.min(100, agent.progress + 5);
updateAgentCardUI(agent);
// Remove from world
scene.remove(target);
worldState.interactables = worldState.interactables.filter(x => x !== target);
// Clear target
task.targetObject = null;
task.targetPosition = null;
task.state = 'idle';
}
task.actionCooldown = 500; // Half second between hits
}
// v5.16: Agent performs combat
function performAgentCombat(agent, targetMesh) {
const task = agent.taskState;
const data = targetMesh.userData;
if (!data || data.hp === undefined || data.hp <= 0) {
task.targetObject = null;
task.state = 'idle';
return;
}
// Deal damage
const damage = 8;
data.hp -= damage;
spawnFloater(targetMesh.position, `-${damage}`, '#ff4444');
// Visual feedback
targetMesh.scale.setScalar(0.85);
setTimeout(() => { if (targetMesh.parent) targetMesh.scale.setScalar(1); }, 100);
// Particles
if (particles) {
particles.emit(targetMesh.position, 5, 0xff4444, { spread: 2, lifetime: 500 });
}
// Agent takes damage from enemy
const enemyDamage = Math.floor(Math.random() * 5) + 2;
task.hp -= enemyDamage;
// Check if agent died
if (task.hp <= 0) {
triggerAgentAlert(agent, 'Agent down! Need revival!');
task.hp = 1; // Keep alive but alert
task.state = 'alert';
return;
}
// Check if enemy killed
if (data.hp <= 0) {
const xpReward = data.xp || 20;
const goldReward = Math.floor(Math.random() * 10) + 5;
addXp('combat', xpReward);
agent.totalEarnings.xp += xpReward;
agent.totalEarnings.gold += goldReward;
spawnFloater(targetMesh.position, `+${xpReward} XP`, '#ffff00');
AudioSystem.levelUp();
logAgentTask(agent, `Defeated ${data.name || 'enemy'}! +${xpReward} XP`);
agent.statusMessage = `Killed ${data.name}!`;
agent.progress = Math.min(100, agent.progress + 10);
updateAgentCardUI(agent);
// Remove mob
scene.remove(targetMesh);
worldState.mobs = worldState.mobs.filter(m => m.mesh !== targetMesh);
task.targetObject = null;
task.state = 'idle';
}
task.actionCooldown = 800;
}
// v5.16: Trigger agent alert
function triggerAgentAlert(agent, message) {
const task = agent.taskState;
task.alert = message;
task.state = 'alert';
logAgentTask(agent, `ALERT: ${message}`);
agent.statusMessage = `NEEDS HELP: ${message}`;
updateAgentCardUI(agent);
// Notify player
addCopilotMessage(`⚠️ ${agent.typeConfig.icon} ${agent.name} needs help: ${message}`, 'ai');
// Visual: make alert indicator visible
if (agent.alertIndicator) {
agent.alertIndicator.material.color.setHex(0xff0000);
}
}
// v5.16: Log agent task action (for troubleshooting)
function logAgentTask(agent, message) {
if (!agent.taskState) return;
const log = agent.taskState.taskLog;
log.push({
time: new Date().toLocaleTimeString(),
message: message
});
// Keep last 20 log entries
if (log.length > 20) log.shift();
}
// v5.16: Check if player is near an alerted agent (for troubleshooting)
// v7.80: distanceToSquared optimization
// v8.06: Converted forEach to for loop
function checkAgentTroubleshooting() {
if (!worldState.player) return;
for (let i = 0, len = agentFleet.length; i < len; i++) {
const agent = agentFleet[i];
if (!agent.mesh || !agent.taskState?.alert) continue;
const distSq = worldState.player.position.distanceToSquared(agent.mesh.position);
if (distSq < 9) { // 3*3=9
// Player is close to alerted agent - show troubleshooting UI
showAgentTroubleshootingUI(agent);
}
}
}
// v5.16: Show troubleshooting UI for agent
function showAgentTroubleshootingUI(agent) {
// Create or update troubleshooting tooltip
let tooltip = document.getElementById('agent-troubleshoot-tooltip');
if (!tooltip) {
tooltip = document.createElement('div');
tooltip.id = 'agent-troubleshoot-tooltip';
tooltip.style.cssText = `
position: fixed; bottom: 200px; left: 50%; transform: translateX(-50%);
background: rgba(10, 20, 30, 0.95); padding: 15px; border-radius: 10px;
border: 2px solid #ff4444; max-width: 400px; z-index: 1000;
font-size: 12px; color: #fff; backdrop-filter: blur(5px);
`;
document.body.appendChild(tooltip);
}
const task = agent.taskState;
const logs = task.taskLog.slice(-5).reverse();
tooltip.innerHTML = `
⚠️ ${agent.typeConfig.icon} ${agent.name} - NEEDS HELP
Dismiss
${task.alert}
Agent HP
${task.hp}/${task.maxHp}
Recent Activity:
${logs.map(l => `
${l.time} ${l.message}
`).join('')}
💚 Heal Agent
🔄 Reset Task
`;
tooltip.style.display = 'block';
// Auto-hide when player moves away
// v7.80: distanceToSquared optimization
setTimeout(() => {
if (worldState.player && agent.mesh) {
const distSq = worldState.player.position.distanceToSquared(agent.mesh.position);
if (distSq > 25) { // 5*5=25
tooltip.style.display = 'none';
}
}
}, 500);
}
// v5.16: Dismiss agent alert
function dismissAgentAlert(agentId) {
const agent = agentLookup.get(agentId);
if (agent && agent.taskState) {
agent.taskState.alert = null;
agent.taskState.state = 'idle';
agent.statusMessage = 'Alert dismissed, resuming...';
updateAgentCardUI(agent);
}
const tooltip = document.getElementById('agent-troubleshoot-tooltip');
if (tooltip) tooltip.style.display = 'none';
}
// v5.16: Heal agent from player
function healAgentFromPlayer(agentId) {
const agent = agentLookup.get(agentId);
if (agent && agent.taskState) {
agent.taskState.hp = agent.taskState.maxHp;
agent.taskState.alert = null;
agent.taskState.state = 'idle';
spawnFloater(agent.mesh.position, 'FULLY HEALED', '#44ff44');
agent.statusMessage = 'Healed and ready!';
updateAgentCardUI(agent);
logAgentTask(agent, 'Healed by player');
}
const tooltip = document.getElementById('agent-troubleshoot-tooltip');
if (tooltip) tooltip.style.display = 'none';
}
// v5.16: Reset agent task
function resetAgentTask(agentId) {
const agent = agentLookup.get(agentId);
if (agent && agent.taskState) {
agent.taskState.targetObject = null;
agent.taskState.targetPosition = null;
agent.taskState.alert = null;
agent.taskState.state = 'idle';
agent.taskState.stuckCounter = 0;
agent.statusMessage = 'Task reset, finding new objective...';
updateAgentCardUI(agent);
logAgentTask(agent, 'Task reset by player');
}
const tooltip = document.getElementById('agent-troubleshoot-tooltip');
if (tooltip) tooltip.style.display = 'none';
}
// Parse natural language commands for agent fleet
function parseAgentFleetCommand(message) {
const lowerMsg = message.toLowerCase();
// Spawn commands
const spawnPatterns = [
{ pattern: /spawn\s+(a\s+)?(\d+\s+)?gatherer/i, type: 'gatherer' },
{ pattern: /spawn\s+(a\s+)?(\d+\s+)?hunter/i, type: 'hunter' },
{ pattern: /spawn\s+(a\s+)?(\d+\s+)?scout/i, type: 'scout' },
{ pattern: /spawn\s+(a\s+)?(\d+\s+)?protector/i, type: 'protector' },
{ pattern: /spawn\s+(a\s+)?(\d+\s+)?healer/i, type: 'healer' },
{ pattern: /spawn\s+(a\s+)?(\d+\s+)?fisher/i, type: 'fisher' },
{ pattern: /spawn\s+(a\s+)?(\d+\s+)?miner/i, type: 'miner' },
{ pattern: /spawn\s+(a\s+)?(\d+\s+)?explorer/i, type: 'explorer' },
{ pattern: /send\s+(a\s+)?(\d+\s+)?agent/i, type: null },
{ pattern: /deploy\s+(a\s+)?(\d+\s+)?agent/i, type: null },
];
for (const { pattern, type } of spawnPatterns) {
const match = lowerMsg.match(pattern);
if (match) {
if (type) {
const count = parseInt(match[2]) || 1;
for (let i = 0; i < Math.min(count, MAX_AGENTS - agentFleet.length); i++) {
spawnAgent(type);
}
return true;
} else {
// Generic spawn - suggest opening the fleet panel
toggleAgentFleetPanel();
addCopilotMessage(`Fleet panel opened! Select an agent type to spawn.`, 'ai');
return true;
}
}
}
// Alternative spawn phrases
if (lowerMsg.includes('send agent') || lowerMsg.includes('send out') || lowerMsg.includes('deploy agent')) {
toggleAgentFleetPanel();
addCopilotMessage(`Fleet panel opened! Choose an agent type to deploy.`, 'ai');
return true;
}
// Recall all agents
if (lowerMsg.includes('recall all') || lowerMsg.includes('bring back all') || lowerMsg.includes('return all agents')) {
if (agentFleet.length > 0) {
const count = agentFleet.length;
[...agentFleet].forEach(agent => recallAgent(agent.id));
addCopilotMessage(`Recalled all ${count} agents!`, 'ai');
return true;
} else {
addCopilotMessage(`No agents are currently deployed.`, 'ai');
return true;
}
}
// Fleet status
if (lowerMsg.includes('fleet status') || lowerMsg.includes('agent status') || lowerMsg.includes('how many agents')) {
if (agentFleet.length === 0) {
addCopilotMessage(`No agents deployed. Open the fleet panel (🤖 button) to spawn agents!`, 'ai');
} else {
const summary = agentFleet.map(a => `${a.typeConfig.icon} ${a.name} (${a.typeConfig.name})`).join(', ');
addCopilotMessage(`${agentFleet.length}/${MAX_AGENTS} agents deployed: ${summary}`, 'ai');
}
return true;
}
// Open fleet panel
if (lowerMsg.includes('open fleet') || lowerMsg.includes('show agents') || lowerMsg.includes('agent panel')) {
toggleAgentFleetPanel();
return true;
}
return false;
}
// ============================================
// v5.10: TRANSCRIPT EXPORT SYSTEM
// Export agent transcripts for debugging
// ============================================
let currentTranscriptAgentId = null;
// v5.12.1: Build a standard transcript JSON for an agent (includes endpoint config)
function buildAgentTranscript(agent) {
const elapsed = (performance.now() - agent.spawnTime) / 1000;
const agentEndpoint = getAgentEndpoint(agent);
return {
transcript_version: "1.1",
export_timestamp: new Date().toISOString(),
application: "LEVIATHAN: OMNIVERSE",
application_version: VERSION,
agent: {
id: agent.id,
name: agent.name,
type: agent.type,
type_config: {
icon: agent.typeConfig.icon,
name: agent.typeConfig.name,
decision_interval_ms: agent.typeConfig.decisionInterval,
task_type: agent.typeConfig.taskType
},
status: agent.status,
status_message: agent.statusMessage,
progress_percent: Math.round(agent.progress),
spawn_time: new Date(Date.now() - elapsed * 1000).toISOString(),
runtime_seconds: Math.floor(elapsed)
},
// v5.12.1: Endpoint configuration for spawning agents with different AI providers
// v5.14: Now includes profile reference
endpoint_config: {
name: agentEndpoint.name,
profile_id: agent.profileId || null,
profile_name: agent.profileId ? getEndpointProfile(agent.profileId)?.name : null,
url: agent.endpointConfig?.url || agentEndpoint.url || '${URL_PLACEHOLDER}',
// v5.15: Check all possible key sources (profile, config, or global fallback)
apiKey: (agent.endpointConfig?.apiKey || agent.profileId || agentEndpoint.key) ? '${API_KEY_PLACEHOLDER}' : null,
urlKey: agent.endpointConfig?.urlKey || null,
apiKeyKey: agent.endpointConfig?.apiKeyKey || null,
headerStyle: agentEndpoint.headerStyle,
headerPrefix: agentEndpoint.headerPrefix || '',
bodyFormat: agentEndpoint.bodyFormat,
model: agentEndpoint.model || agent.endpointConfig?.model || null,
active_endpoint: agent.activeEndpoint || 'default'
},
game_context: {
player_hp: gameData.player?.hp || 100,
player_max_hp: gameData.player?.maxHp || 100,
current_biome: worldState?.currentCiv?.biomeName || 'Unknown',
planet_name: worldState?.currentCiv?.name || 'Unknown',
player_position: worldState.player ? {
x: Math.floor(worldState.player.position.x),
z: Math.floor(worldState.player.position.z)
} : null
},
earnings: {
total_xp: agent.totalEarnings.xp,
total_gold: agent.totalEarnings.gold,
items_collected: agent.totalEarnings.items
},
results_log: agent.results,
conversation_history: agent.conversationHistory.map((msg, idx) => ({
index: idx,
role: msg.role,
content: msg.content,
// Include endpoint in first message for transcript re-import
endpoint: idx === 0 && agent.endpointConfig ? {
url: agent.endpointConfig.url || '${URL_PLACEHOLDER}',
apiKey: '${API_KEY_PLACEHOLDER}',
headerStyle: agent.endpointConfig.headerStyle,
bodyFormat: agent.endpointConfig.bodyFormat,
model: agent.endpointConfig.model
} : undefined,
timestamp: null
})),
system_prompt: agent.conversationHistory.length > 0 ? agent.conversationHistory[0].content : null,
total_messages: agent.conversationHistory.length,
api_endpoint: agentEndpoint.url || 'local-simulation'
};
}
// Build transcript for all agents
function buildAllAgentTranscripts() {
// v5.15: Include ship defense statistics
const defenseStats = getDefenseStats();
return {
transcript_version: "1.1",
export_timestamp: new Date().toISOString(),
application: "LEVIATHAN: OMNIVERSE",
application_version: VERSION,
fleet_summary: {
total_agents: agentFleet.length,
max_agents: MAX_AGENTS,
agent_types: agentFleet.reduce((acc, a) => {
acc[a.type] = (acc[a.type] || 0) + 1;
return acc;
}, {}),
total_xp_earned: agentFleet.reduce((sum, a) => sum + a.totalEarnings.xp, 0),
total_gold_earned: agentFleet.reduce((sum, a) => sum + a.totalEarnings.gold, 0),
total_items_collected: agentFleet.reduce((sum, a) => sum + a.totalEarnings.items.length, 0)
},
// v5.15: Ship defense summary
ship_defense: {
hull_hp: SHIP_STATE.currentHP,
hull_max_hp: SHIP_STATE.maxHP,
auto_defense_enabled: SHIP_STATE.autoDefend,
statistics: {
total_engagements: defenseStats.engagements,
total_kills: defenseStats.kills,
total_damage_dealt: defenseStats.damageDealt,
entities_deterred: defenseStats.deterred,
times_attacked: defenseStats.attacked,
total_damage_taken: defenseStats.damageTaken,
kill_rate_percent: defenseStats.killRatio,
repairs_performed: defenseStats.repairs,
repair_costs_total: defenseStats.repairCost,
times_destroyed: defenseStats.destroyed
},
recent_events: SHIP_STATE.defenseLog.events.slice(-20).map(e => ({
type: e.type,
time: e.time,
details: { ...e, type: undefined, timestamp: undefined, time: undefined }
}))
},
game_context: {
player_hp: gameData.player?.hp || 100,
player_max_hp: gameData.player?.maxHp || 100,
current_biome: worldState?.currentCiv?.biomeName || 'Unknown',
planet_name: worldState?.currentCiv?.name || 'Unknown'
},
agents: agentFleet.map(agent => buildAgentTranscript(agent)),
copilot_conversation_history: copilotConversationHistory
};
}
// Open transcript viewer modal
function openTranscriptViewer() {
const modal = document.getElementById('transcript-modal');
modal.classList.add('active');
// Build tabs
const tabsContainer = document.getElementById('transcript-tabs');
let tabsHtml = `📦 All Agents `;
agentFleet.forEach(agent => {
tabsHtml += `${agent.typeConfig.icon} ${agent.name} `;
});
// Add copilot main chat
tabsHtml += `⭐ Main Copilot `;
tabsContainer.innerHTML = tabsHtml;
// Show all agents by default
selectTranscriptTab('all');
}
// Close transcript viewer
function closeTranscriptViewer() {
document.getElementById('transcript-modal').classList.remove('active');
}
// Select a transcript tab
function selectTranscriptTab(agentId) {
currentTranscriptAgentId = agentId;
// Update tab active state
document.querySelectorAll('.transcript-tab').forEach(tab => tab.classList.remove('active'));
event.target.classList.add('active');
const infoContainer = document.getElementById('transcript-agent-info');
const jsonView = document.getElementById('transcript-json-view');
if (agentId === 'all') {
// Show all agents summary
const transcript = buildAllAgentTranscripts();
infoContainer.innerHTML = `
Total Agents
${transcript.fleet_summary.total_agents}/${MAX_AGENTS}
Total XP
${transcript.fleet_summary.total_xp_earned}
Total Gold
${transcript.fleet_summary.total_gold_earned}
Items Collected
${transcript.fleet_summary.total_items_collected}
`;
jsonView.innerHTML = syntaxHighlightJSON(JSON.stringify(transcript, null, 2));
} else if (agentId === 'copilot') {
// Show main copilot conversation
const transcript = {
transcript_version: "1.0",
export_timestamp: new Date().toISOString(),
application: "LEVIATHAN: OMNIVERSE",
type: "main_copilot",
conversation_history: copilotConversationHistory.map((msg, idx) => ({
index: idx,
role: msg.role,
content: msg.content
})),
total_messages: copilotConversationHistory.length,
rappid_settings: {
enabled: rappidSettings.rappid,
endpoint: getActiveEndpoint()?.name || 'none',
tts_enabled: !!rappidSettings.azureTTSKey
}
};
infoContainer.innerHTML = `
Messages
${copilotConversationHistory.length}
RAPPID
${rappidSettings.rappid ? 'Enabled' : 'Disabled'}
`;
jsonView.innerHTML = syntaxHighlightJSON(JSON.stringify(transcript, null, 2));
} else {
// Show specific agent
const agent = agentLookup.get(agentId);
if (!agent) {
jsonView.innerHTML = 'Agent not found ';
return;
}
const transcript = buildAgentTranscript(agent);
const elapsed = Math.floor((performance.now() - agent.spawnTime) / 1000);
infoContainer.innerHTML = `
Agent
${agent.typeConfig.icon} ${agent.name}
Type
${agent.typeConfig.name}
Messages
${agent.conversationHistory.length}
XP Earned
${agent.totalEarnings.xp}
`;
jsonView.innerHTML = syntaxHighlightJSON(JSON.stringify(transcript, null, 2));
}
}
// Syntax highlight JSON for display
function syntaxHighlightJSON(json) {
return json
.replace(/&/g, '&')
.replace(//g, '>')
.replace(/("(\\u[a-zA-Z0-9]{4}|\\[^u]|[^\\"])*"(\s*:)?|\b(true|false|null)\b|-?\d+(?:\.\d*)?(?:[eE][+\-]?\d+)?)/g, (match) => {
let cls = 'number';
if (/^"/.test(match)) {
if (/:$/.test(match)) {
cls = 'key';
} else {
cls = 'string';
}
} else if (/true|false/.test(match)) {
cls = 'boolean';
} else if (/null/.test(match)) {
cls = 'null';
}
return `${match} `;
});
}
// Copy current transcript to clipboard
function copyTranscriptToClipboard() {
let transcript;
if (currentTranscriptAgentId === 'all') {
transcript = buildAllAgentTranscripts();
} else if (currentTranscriptAgentId === 'copilot') {
transcript = {
transcript_version: "1.0",
export_timestamp: new Date().toISOString(),
application: "LEVIATHAN: OMNIVERSE",
type: "main_copilot",
conversation_history: copilotConversationHistory
};
} else {
const agent = agentLookup.get(currentTranscriptAgentId);
if (!agent) return;
transcript = buildAgentTranscript(agent);
}
navigator.clipboard.writeText(JSON.stringify(transcript, null, 2)).then(() => {
showNotification('Transcript copied to clipboard!', 'success');
}).catch(err => {
console.error('Copy failed:', err);
showNotification('Failed to copy transcript', 'error');
});
}
// Download current transcript as JSON file
function downloadCurrentTranscript() {
let transcript;
let filename;
if (currentTranscriptAgentId === 'all') {
transcript = buildAllAgentTranscripts();
filename = `leviathan-fleet-transcript-${new Date().toISOString().split('T')[0]}.json`;
} else if (currentTranscriptAgentId === 'copilot') {
transcript = {
transcript_version: "1.0",
export_timestamp: new Date().toISOString(),
application: "LEVIATHAN: OMNIVERSE",
type: "main_copilot",
conversation_history: copilotConversationHistory
};
filename = `leviathan-copilot-transcript-${new Date().toISOString().split('T')[0]}.json`;
} else {
const agent = agentLookup.get(currentTranscriptAgentId);
if (!agent) return;
transcript = buildAgentTranscript(agent);
filename = `leviathan-agent-${agent.name.toLowerCase()}-transcript-${new Date().toISOString().split('T')[0]}.json`;
}
downloadJSON(transcript, filename);
}
// Download all transcripts as a single JSON file
function downloadAllTranscripts() {
const transcript = buildAllAgentTranscripts();
const filename = `leviathan-full-fleet-export-${new Date().toISOString().split('T')[0]}.json`;
downloadJSON(transcript, filename);
}
// Helper to download JSON
function downloadJSON(data, filename) {
const blob = new Blob([JSON.stringify(data, null, 2)], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const link = document.createElement('a');
link.href = url;
link.download = filename;
link.click();
URL.revokeObjectURL(url);
showNotification(`Downloaded: ${filename}`, 'success');
}
// Export single agent transcript (for agent card button)
function exportAgentTranscript(agentId) {
const agent = agentLookup.get(agentId);
if (!agent) return;
const transcript = buildAgentTranscript(agent);
const filename = `leviathan-agent-${agent.name.toLowerCase()}-transcript-${new Date().toISOString().split('T')[0]}.json`;
downloadJSON(transcript, filename);
}
// Import transcript file (for replaying/debugging)
function importTranscriptFile(event) {
const file = event.target.files[0];
if (!file) return;
const reader = new FileReader();
reader.onload = function(e) {
try {
// v8.29: Use ErrorRecovery.safeJSONParse for safer parsing
const transcript = ErrorRecovery.safeJSONParse(e.target.result, null);
if (!transcript) {
showNotification('Failed to parse transcript file', 'error');
return;
}
console.log('Imported transcript:', transcript);
// Validate transcript structure
if (!transcript.transcript_version) {
showNotification('Invalid transcript format', 'error');
return;
}
// Show in console for debugging
console.log('=== IMPORTED TRANSCRIPT ===');
console.log('Version:', transcript.transcript_version);
console.log('Application:', transcript.application);
if (transcript.agents) {
console.log('Fleet with', transcript.agents.length, 'agents');
transcript.agents.forEach(agent => {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(` - ${agent.agent.name} (${agent.agent.type}): ${agent.total_messages} messages`);
});
} else if (transcript.agent) {
console.log('Single agent:', transcript.agent.name);
console.log('Messages:', transcript.total_messages);
} else if (transcript.type === 'main_copilot') {
console.log('Main copilot conversation');
console.log('Messages:', transcript.conversation_history?.length);
}
showNotification('Transcript imported - check console for details', 'success');
// Open transcript viewer with imported data
// (Could add more functionality here to replay transcripts)
} catch (error) {
console.error('Import failed:', error);
showNotification('Failed to parse transcript file', 'error');
}
};
reader.readAsText(file);
event.target.value = ''; // Reset input
}
// Context-aware responses based on game state
const COPILOT_RESPONSES = {
greeting: [
"Hello, Explorer! Ready for adventure?",
"Greetings! I'm here to help you on your journey.",
"Welcome back! What shall we explore today?"
],
lowHealth: [
"Careful! Your health is low. Consider using a health potion or retreating.",
"You're wounded! Look for healing items or rest at a safe spot.",
"Warning: Low HP! Maybe craft some health potions?"
],
nearEnemy: [
"Enemy spotted nearby! Prepare for combat.",
"Be cautious, there's a hostile creature close by.",
"I sense danger ahead. Ready your weapon!"
],
afterKill: [
"Well done! That was impressive combat.",
"Excellent work, Explorer!",
"Another victory! Your skills are improving."
],
exploration: [
"This area looks interesting. Let's explore!",
"I wonder what secrets this place holds...",
"Keep your eyes open for resources and treasures."
],
tips: [
"Tip: Use WASD to move and click to attack enemies.",
"Tip: Collect resources to craft better equipment.",
"Tip: Your combat skill increases as you defeat enemies.",
"Tip: Look for points of interest marked on the minimap.",
"Tip: Different biomes have different resources and enemies.",
"Tip: Pets can help you in combat and provide bonuses."
],
whatNext: [
"Try exploring new areas to find resources and level up.",
"You could hunt some enemies to gain XP and loot.",
"Check your inventory - maybe craft some new equipment.",
"Have you discovered all the points of interest on this planet?"
],
getStronger: [
"Fight enemies to gain combat XP and level up your skills.",
"Craft better weapons and armor from the resources you gather.",
"Find and bond with a pet companion for stat bonuses.",
"Complete daily challenges for bonus rewards.",
"Unlock talents in the talent tree as you level up."
],
enemies: [
"Enemies respawn periodically throughout the world.",
"Look for the red markers on your minimap.",
"Elite enemies (marked with special effects) drop better loot.",
"Different biomes have different enemy types."
]
};
// v6.37: Epic Space Opera Narrator responses (local fallback)
const EPIC_NARRATOR_RESPONSES = {
greeting: [
"And so it begins anew... The Leviathan stirs from its slumber, its sensors awakening to the infinite void. What cosmic destiny awaits?",
"From the darkness between stars, the legend emerges once more. The Omniverse holds its breath as the Leviathan prepares to write another chapter in its eternal saga.",
"Across lightyears of silent void, a mechanical champion awakens. The cosmos itself seems to whisper: the Leviathan has returned."
],
lowHealth: [
"The Leviathan falters! Its hull integrity crumbles like dying stars. Yet even now, at the precipice of oblivion, the legend refuses to fade!",
"Warning klaxons echo through the cosmos as the probe's systems scream in mechanical anguish. But heroes are forged in the fires of near-destruction!",
"Critical damage tears through the Leviathan's frame. The void reaches out with cold fingers... but not today. NOT TODAY!"
],
nearEnemy: [
"The sensors detect movement in the darkness. Something stirs... something ancient and hostile. The dance of destruction is about to begin!",
"From the shadows of this alien world, adversaries emerge! The Leviathan's combat systems hum with anticipation. Battle is inevitable!",
"A disturbance ripples through the cosmic fabric. Enemies approach! Let them come - they shall learn why legends are feared!"
],
afterKill: [
"ANOTHER FOE VANQUISHED! The Leviathan's combat record grows ever more legendary. The cosmos trembles at such prowess!",
"Victory! The enemy crumbles before the mechanical might of the Leviathan. Let this triumph echo across the stars!",
"And so falls another who dared challenge the legend. The probe stands victorious, its legacy written in the scattered remains of the fallen!"
],
exploration: [
"The Leviathan ventures forth into the unknown, where no probe has dared tread. What secrets slumber in these uncharted reaches?",
"Across this alien landscape, the legend continues its eternal journey. Every step writes history, every discovery reshapes destiny.",
"The horizon beckons with promises of wonder and peril alike. The Leviathan answers, for exploration is its very essence!"
],
tips: [
"Ancient wisdom echoes through the void: mastery of movement separates the legendary from the forgotten. WASD - the keys to cosmic navigation!",
"The archives speak of resources scattered across worlds like cosmic breadcrumbs. Gather them, and forge equipment worthy of legend!",
"In the eternal struggle between machine and monster, experience is the true currency. Each battle makes the Leviathan stronger!",
"The minimap reveals points of interest like stars in the darkness. Seek them out, and uncover the universe's hidden truths!",
"Every biome holds unique challenges and treasures. The wise explorer adapts, the legendary explorer conquers all!"
],
whatNext: [
"The universe sprawls endlessly before the Leviathan. Perhaps undiscovered territories await, pregnant with possibility and peril!",
"Enemies still roam this world, their defeat necessary for the legend to grow. Hunt them, and let experience flow like starlight!",
"The inventory holds potential waiting to be realized. What magnificent equipment might be forged from gathered resources?",
"Mysteries yet remain on this world - points of interest unexplored, secrets undiscovered. The saga is far from complete!"
],
getStronger: [
"Power is earned through conflict! Each enemy vanquished adds to the Leviathan's growing legend. Seek battle, embrace victory!",
"From the bones of worlds and the hearts of stars, craft equipment that shall make the cosmos itself take notice!",
"A companion drone awaits bonding - together, probe and pet shall become an unstoppable force of cosmic destiny!",
"Daily challenges offer paths to power beyond normal reach. Complete them, and ascend to new heights of legend!",
"The talent tree branches like the arms of galaxies. Choose wisely, and watch the Leviathan transcend its former limits!"
],
enemies: [
"The hostile denizens of this world regenerate like hydra heads - cut one down, and another rises. Endless combat, endless glory!",
"Red markers on the minimap signal where adversaries lurk. They are not warnings - they are invitations to legend!",
"Elite enemies burn with power beyond their lesser kin. Seek them out! Greater challenges yield greater rewards!",
"Each biome spawns its own unique horrors. The Leviathan fears none of them - for it IS the terror of the cosmos!"
],
default: [
"The cosmic narrator pauses, contemplating the infinite mysteries of the Omniverse. Ask of health, enemies, or destiny itself!",
"Across the tapestry of stars, the Leviathan awaits your command. Speak, and let the saga continue!",
"The void listens. The stars observe. What epic query burns within your heart, commander of legends?",
"Every word exchanged adds to the chronicle. The narrator stands ready to illuminate the path ahead!"
]
};
// ============================================
// v6.35: CHRONICLE ENGINE
// AI-powered narrative history generation
// ============================================
const CHRONICLE_STYLES = {
epic: {
name: 'Epic Space Opera',
prompt: `You are the COSMIC CHRONICLER, weaving the eternal saga of the Leviathan.
Write in THIRD PERSON with sweeping, cinematic grandeur.
Use powerful verbs: "vanquished", "descended", "emerged", "conquered", "transcended".
Reference cosmic forces, destiny, and legend.
Channel the gravitas of Dune, Star Wars, and classic space opera.
Make each entry feel like it belongs in an ancient tome of galactic history.`,
titlePrefixes: ['The Day', 'When Darkness', 'Victory at', 'The Fall of', 'Rise of the', 'Chronicle of']
},
documentary: {
name: 'Documentary',
prompt: `You are a SCIENTIFIC OBSERVER recording the Leviathan's mission.
Write in analytical, third-person documentary style.
Include timestamps and precise observations.
Note statistical achievements and tactical decisions.
Maintain objectivity while conveying the significance of events.
Think nature documentary meets space exploration log.`,
titlePrefixes: ['Mission Log:', 'Observation:', 'Event Record:', 'Analysis:', 'Report:', 'Survey:']
},
poetic: {
name: 'Poetic & Mystical',
prompt: `You are a MYSTICAL BARD singing of the Leviathan's journey.
Write in flowing, lyrical verse with metaphor and symbolism.
Reference the dance of stars, the whispers of void, cosmic harmonies.
Each entry should read like space poetry or a creation myth.
Evoke wonder, beauty, and the sublime nature of existence.`,
titlePrefixes: ['Song of', 'Whispers from', 'The Dream of', 'Starlight Upon', 'Ode to', 'Verse of']
},
hardboiled: {
name: 'Hard-Boiled Noir',
prompt: `You are a GRIZZLED NARRATOR telling it like it is.
Write in terse, punchy noir style. Short sentences. Hard truths.
The cosmos is a cold dame who doesn't play fair.
Mix cynicism with unexpected moments of grim humor.
Every victory has a cost. Every defeat leaves scars.
Think Raymond Chandler meets Cowboy Bebop.`,
titlePrefixes: ['Another Day in', 'The Job at', 'Dead End on', 'No Good Deed:', 'Cold Case:', 'Last Stand at']
}
};
const CHRONICLE_EVENT_TYPES = {
boss_defeat: { weight: 5, icon: '⚔️', color: '#ffd700' },
elite_defeat: { weight: 3, icon: '🗡️', color: '#ff8c00' },
player_fainted: { weight: 4, icon: '💀', color: '#ff4444' },
skill_levelup: { weight: 2, icon: '⬆️', color: '#00ff00' },
planet_discovered: { weight: 3, icon: '🌍', color: '#4488ff' },
lore_found: { weight: 2, icon: '📜', color: '#aa88ff' },
pet_acquired: { weight: 3, icon: '🐾', color: '#ff88aa' },
milestone: { weight: 4, icon: '🏆', color: '#ffdd00' },
portal_cleared: { weight: 4, icon: '🌀', color: '#aa00ff' },
rare_item: { weight: 3, icon: '💎', color: '#00ffff' }
};
// Capture chronicle event
function captureChronicleEvent(eventType, metadata = {}) {
if (!gameData.chronicle) {
gameData.chronicle = {
entries: [],
eventBuffer: [],
settings: { autoGenerate: true, narrativeStyle: 'epic', eventThreshold: 3 },
stats: { totalEntries: 0, lastGenerated: null }
};
}
const event = {
id: Date.now() + Math.random().toString(36).substr(2, 9),
type: eventType,
timestamp: Date.now(),
playtime: gameData.playtime || 0,
planet: activeCiv?.name || 'Unknown Space',
planetType: activeCiv?.type || 'void',
metadata: {
...metadata,
playerHp: gameData.player?.hp,
playerMaxHp: gameData.player?.maxHp,
statistics: { ...gameData.statistics }
}
};
gameData.eventBuffer = gameData.eventBuffer || [];
gameData.eventBuffer.push(event);
gameData.chronicle.eventBuffer.push(event);
// Update UI
updateChronicleUI();
// Auto-generate if threshold reached
const threshold = gameData.chronicle.settings.eventThreshold || 3;
if (gameData.chronicle.settings.autoGenerate && gameData.chronicle.eventBuffer.length >= threshold) {
// Slight delay to not interrupt gameplay
setTimeout(() => generateChronicleEntry(), 2000);
}
saveGameData();
}
// Generate chronicle entry from buffered events
async function generateChronicleEntry() {
if (!gameData.chronicle?.eventBuffer?.length) {
showNotification('No events to chronicle yet. Keep exploring!', 'info');
return;
}
const style = gameData.chronicle.settings.narrativeStyle || 'epic';
const styleConfig = CHRONICLE_STYLES[style];
const events = [...gameData.chronicle.eventBuffer];
// Clear buffer
gameData.chronicle.eventBuffer = [];
gameData.eventBuffer = [];
// Build event summary for AI
const eventSummary = events.map(e => {
const typeInfo = CHRONICLE_EVENT_TYPES[e.type] || { icon: '📌' };
return `${typeInfo.icon} ${e.type.replace(/_/g, ' ').toUpperCase()}: ${JSON.stringify(e.metadata)} on ${e.planet}`;
}).join('\n');
const prompt = `${styleConfig.prompt}
Based on these events that just occurred during the Leviathan's journey, write a single chronicle entry (2-3 paragraphs):
EVENTS:
${eventSummary}
CURRENT STATUS:
- Location: ${activeCiv?.name || 'Deep Space'}
- Playtime: ${Math.floor((gameData.playtime || 0) / 60)} minutes
- Bosses Defeated: ${gameData.statistics?.bossesDefeated || 0}
- Mobs Defeated: ${gameData.statistics?.mobsKilled || 0}
Write a dramatic, engaging chronicle entry that weaves these events into a compelling narrative. Include a short, punchy TITLE on the first line (without "Title:" prefix).`;
// Check if RAPPID is available
if (rappidSettings.rappid && getActiveEndpoint()) {
try {
showNotification('📜 Generating chronicle entry...', 'info');
const response = await generateCopilotResponseWithRappid(prompt, []);
if (response) {
const lines = response.trim().split('\n');
const title = lines[0].replace(/^#+ /, '').replace(/\*\*/g, '').trim();
const content = lines.slice(1).join('\n').trim();
addChronicleEntry(title, content, events);
showNotification('📜 Chronicle entry created!', 'success');
return;
}
} catch (error) {
console.error('Chronicle AI generation failed:', error);
}
}
// Fallback: Generate local chronicle
generateLocalChronicleEntry(events, styleConfig);
}
// Local fallback chronicle generation
function generateLocalChronicleEntry(events, styleConfig) {
const mainEvent = events.reduce((max, e) => {
const weight = CHRONICLE_EVENT_TYPES[e.type]?.weight || 1;
const maxWeight = CHRONICLE_EVENT_TYPES[max.type]?.weight || 1;
return weight > maxWeight ? e : max;
}, events[0]);
const titlePrefix = styleConfig.titlePrefixes[Math.floor(Math.random() * styleConfig.titlePrefixes.length)];
const location = mainEvent.planet || 'the Void';
const titles = {
boss_defeat: `${titlePrefix} ${location}'s Guardian`,
elite_defeat: `${titlePrefix} the Elite Hunt`,
player_fainted: `${titlePrefix} Darkness`,
skill_levelup: `${titlePrefix} Growing Power`,
planet_discovered: `${titlePrefix} New Horizons`,
lore_found: `${titlePrefix} Ancient Secrets`,
pet_acquired: `${titlePrefix} a New Bond`,
milestone: `${titlePrefix} Achievement`,
portal_cleared: `${titlePrefix} the Rift`,
rare_item: `${titlePrefix} Cosmic Treasure`
};
const narratives = {
epic: {
boss_defeat: `The battle that shook the very foundations of ${location} shall be remembered for eons. The Leviathan, battered but unbowed, faced the guardian of this realm in combat most fierce. When the final blow landed, silence fell across the cosmos - for another legend had been written in starfire and determination.`,
elite_defeat: `Through the chaos of battle, the Leviathan carved a path of triumph. Elite adversaries fell before its might, their enhanced forms no match for the determination burning in the probe's core systems.`,
player_fainted: `Even legends know darkness. The Leviathan fell, systems failing, consciousness fading into the void. But the cosmos is not done with this champion - not yet. From the ashes of defeat, the saga continues.`,
skill_levelup: `Power surged through the Leviathan's systems as new capabilities awakened. What was once impossible now lies within reach. The universe takes notice when a legend grows stronger.`,
default: `The journey continues across the infinite tapestry of stars. Each moment adds to the legend, each choice shapes destiny itself.`
},
documentary: {
boss_defeat: `[PRIORITY LOG] Major combat engagement concluded at ${location}. Target designation: Boss-class entity. Result: Successful termination. Systems sustained moderate damage but remain operational. This engagement marks a significant milestone in the mission parameters.`,
elite_defeat: `[COMBAT LOG] Elite-class hostile neutralized. Tactical analysis indicates improved combat efficiency compared to previous engagements. Resources expended within acceptable parameters.`,
player_fainted: `[CRITICAL EVENT] System failure recorded. All primary functions experienced temporary shutdown. Auto-recovery protocols engaged successfully. Inventory contents dispersed at failure coordinates.`,
skill_levelup: `[DEVELOPMENT LOG] Capability enhancement detected. New operational parameters unlocked. Performance metrics indicate ${Math.floor(Math.random() * 15 + 5)}% improvement in relevant subsystems.`,
default: `[MISSION LOG] Standard operations continue. Environmental survey ongoing. No anomalies detected beyond expected parameters.`
},
poetic: {
boss_defeat: `In the dance of light and shadow, the great one fell - not with rage, but with the quiet acceptance of cosmic order. The Leviathan sang its victory to the watching stars, and somewhere in the void, the universe wept beautiful tears of stardust.`,
elite_defeat: `Swift as thought, fierce as dying suns, the battle bloomed like a deadly flower. When petals fell, only the Leviathan remained, baptized in the light of conquest.`,
player_fainted: `Into the gentle dark the wanderer slipped, cradled by the void's cold embrace. But even in that endless night, a spark remained - a promise of dawn yet to come.`,
skill_levelup: `Like a chrysalis cracking, like a star being born, transformation whispered through ancient circuits. What emerges now is something more - something the cosmos has been waiting for.`,
default: `The journey is the poem, and we are all merely verses in its infinite stanzas. Onward, ever onward, toward horizons that dream of our arrival.`
},
hardboiled: {
boss_defeat: `The big guy went down hard. Harder than I expected, actually. ${location} won't forget this fight anytime soon - neither will I. Sometimes the cosmos gives you a break. Today was one of those days.`,
elite_defeat: `Another tough customer who thought they could take me. They thought wrong. The void's got no shortage of these wannabe killers, but there's only one Leviathan.`,
player_fainted: `I hit the deck. Everything went black. When I came to, my stuff was scattered across the ground like confetti at a funeral. Not my finest moment, but I've had worse. Probably.`,
skill_levelup: `Something clicked. New tricks, new moves. In this business, you either get better or you get dead. Today, I got better.`,
default: `Another day in the infinite grind. The cosmos doesn't care about your problems, and neither do I. Keep moving.`
}
};
const style = gameData.chronicle.settings.narrativeStyle || 'epic';
const styleNarratives = narratives[style] || narratives.epic;
const title = titles[mainEvent.type] || `${titlePrefix} Unknown Events`;
const content = styleNarratives[mainEvent.type] || styleNarratives.default;
// Add context about other events
let fullContent = content;
if (events.length > 1) {
const otherEvents = events.filter(e => e !== mainEvent).slice(0, 2);
const additions = otherEvents.map(e => {
const typeInfo = CHRONICLE_EVENT_TYPES[e.type];
return `${typeInfo?.icon || '•'} ${e.type.replace(/_/g, ' ')}`;
}).join(', ');
fullContent += `\n\nAlso recorded: ${additions}`;
}
addChronicleEntry(title, fullContent, events);
showNotification('📜 Chronicle entry recorded!', 'success');
}
// Add entry to chronicle
function addChronicleEntry(title, content, events) {
const entry = {
id: Date.now() + Math.random().toString(36).substr(2, 9),
timestamp: Date.now(),
title: title,
content: content,
events: events.map(e => ({ type: e.type, planet: e.planet })),
style: gameData.chronicle.settings.narrativeStyle
};
gameData.chronicle.entries.unshift(entry); // Newest first
gameData.chronicle.stats.totalEntries++;
gameData.chronicle.stats.lastGenerated = Date.now();
// Keep max 50 entries
if (gameData.chronicle.entries.length > 50) {
gameData.chronicle.entries = gameData.chronicle.entries.slice(0, 50);
}
saveGameData();
updateChronicleUI();
}
// Update chronicle UI display
function updateChronicleUI() {
const countEl = document.getElementById('chronicle-count');
const pendingEl = document.getElementById('chronicle-pending');
const entriesEl = document.getElementById('chronicle-entries');
const styleEl = document.getElementById('chronicle-style');
if (countEl) countEl.textContent = gameData.chronicle?.entries?.length || 0;
if (pendingEl) pendingEl.textContent = gameData.chronicle?.eventBuffer?.length || 0;
if (styleEl && gameData.chronicle?.settings?.narrativeStyle) {
styleEl.value = gameData.chronicle.settings.narrativeStyle;
}
if (entriesEl && gameData.chronicle?.entries?.length > 0) {
entriesEl.innerHTML = gameData.chronicle.entries.map(entry => {
const date = new Date(entry.timestamp);
const dateStr = date.toLocaleDateString() + ' ' + date.toLocaleTimeString([], {hour: '2-digit', minute:'2-digit'});
const eventIcons = entry.events?.map(e => CHRONICLE_EVENT_TYPES[e.type]?.icon || '📌').join(' ') || '';
return `
${entry.title}
${dateStr}
${entry.content}
${eventIcons}
`;
}).join('');
}
}
// Update chronicle style setting
function updateChronicleStyle() {
const styleEl = document.getElementById('chronicle-style');
if (styleEl && gameData.chronicle) {
gameData.chronicle.settings.narrativeStyle = styleEl.value;
saveGameData();
showNotification(`Chronicle style set to: ${CHRONICLE_STYLES[styleEl.value]?.name || styleEl.value}`, 'info');
}
}
// Export chronicle as markdown/JSON
function exportChronicle() {
if (!gameData.chronicle?.entries?.length) {
showNotification('No chronicle entries to export yet!', 'info');
return;
}
const markdown = `# The Chronicle of Leviathan
## A Captain's Log of the Omniverse
*Generated: ${new Date().toISOString()}*
*Total Entries: ${gameData.chronicle.entries.length}*
*Playtime: ${Math.floor((gameData.playtime || 0) / 60)} minutes*
---
${gameData.chronicle.entries.map(entry => {
const date = new Date(entry.timestamp);
return `### ${entry.title}
*${date.toLocaleDateString()} ${date.toLocaleTimeString()}*
${entry.content}
---
`;
}).join('\n')}
*Chronicle generated by LEVIATHAN: OMNIVERSE*
*AI-powered narrative engine v6.35*
`;
const blob = new Blob([markdown], { type: 'text/markdown' });
const url = URL.createObjectURL(blob);
const link = document.createElement('a');
link.href = url;
link.download = `leviathan-chronicle-${new Date().toISOString().split('T')[0]}.md`;
link.click();
URL.revokeObjectURL(url);
showNotification('📤 Chronicle exported as Markdown!', 'success');
}
function initCopilotCompanion() {
// Initialize speech recognition if available (browser fallback)
if ('webkitSpeechRecognition' in window || 'SpeechRecognition' in window) {
const SpeechRecognition = window.SpeechRecognition || window.webkitSpeechRecognition;
copilotVoiceRecognition = new SpeechRecognition();
copilotVoiceRecognition.continuous = false;
copilotVoiceRecognition.interimResults = true; // v5.9: Enable interim results
copilotVoiceRecognition.lang = 'en-US';
copilotVoiceRecognition.onresult = (event) => {
let interimTranscript = '';
let finalTranscript = '';
for (let i = event.resultIndex; i < event.results.length; i++) {
const transcript = event.results[i][0].transcript;
if (event.results[i].isFinal) {
finalTranscript += transcript;
} else {
interimTranscript += transcript;
}
}
// Update overlay with real-time transcription
if (finalTranscript) {
updateSTTTranscript(finalTranscript, true);
} else if (interimTranscript) {
updateSTTTranscript(interimTranscript, false);
}
};
copilotVoiceRecognition.onend = () => {
copilotIsListening = false;
document.getElementById('copilot-voice-btn').classList.remove('recording');
};
copilotVoiceRecognition.onerror = (event) => {
copilotIsListening = false;
document.getElementById('copilot-voice-btn').classList.remove('recording');
showSTTOverlay(false);
console.error('Browser STT error:', event.error);
};
}
}
function createCopilotMesh() {
// v9.10: Skip copilot orb in customOnly worlds
if (window.WORLD_SYSTEMS?.customOnly === true) return;
if (copilotMesh) {
scene.remove(copilotMesh);
copilotMesh = null;
}
if (mode !== 'world' || !worldState.player) return;
const companionGroup = new THREE.Group();
// Main orb
const orbGeometry = new THREE.SphereGeometry(0.5, 24, 24);
const orbMaterial = new THREE.MeshStandardMaterial({
color: COPILOT_CONFIG.color,
emissive: COPILOT_CONFIG.color,
emissiveIntensity: 0.6,
metalness: 0.8,
roughness: 0.2,
transparent: true,
opacity: 0.9
});
const orb = new THREE.Mesh(orbGeometry, orbMaterial);
companionGroup.add(orb);
// Inner glow core - fog: false so it's always visible
const coreGeometry = new THREE.SphereGeometry(0.3, 16, 16);
const coreMaterial = new THREE.MeshBasicMaterial({
color: COPILOT_CONFIG.glowColor,
transparent: true,
opacity: 0.8,
fog: false // v6.1: Pierces through fog
});
const core = new THREE.Mesh(coreGeometry, coreMaterial);
companionGroup.add(core);
// Outer glow
const glowGeometry = new THREE.SphereGeometry(0.7, 16, 16);
const glowMaterial = new THREE.MeshBasicMaterial({
color: COPILOT_CONFIG.glowColor,
transparent: true,
opacity: 0.2,
side: THREE.BackSide,
fog: false // v6.1: Pierces through fog
});
const glow = new THREE.Mesh(glowGeometry, glowMaterial);
companionGroup.add(glow);
// v6.1: FOG-PIERCING BEACON - Large outer glow visible even in thick fog
const beaconGeometry = new THREE.SphereGeometry(2.5, 16, 16);
const beaconMaterial = new THREE.MeshBasicMaterial({
color: COPILOT_CONFIG.glowColor,
transparent: true,
opacity: 0.08,
side: THREE.BackSide,
fog: false, // Always visible through fog
blending: THREE.AdditiveBlending,
depthWrite: false
});
const beacon = new THREE.Mesh(beaconGeometry, beaconMaterial);
companionGroup.add(beacon);
// v6.1: Secondary pulsing beacon ring for visibility
const beaconRingGeometry = new THREE.TorusGeometry(1.8, 0.15, 8, 32);
const beaconRingMaterial = new THREE.MeshBasicMaterial({
color: COPILOT_CONFIG.glowColor,
transparent: true,
opacity: 0.15,
fog: false,
blending: THREE.AdditiveBlending
});
const beaconRing = new THREE.Mesh(beaconRingGeometry, beaconRingMaterial);
beaconRing.rotation.x = Math.PI / 2;
companionGroup.add(beaconRing);
// Point light for illumination - increased range for fog
const light = new THREE.PointLight(COPILOT_CONFIG.glowColor, 2.5, 20);
companionGroup.add(light);
// Particle ring
const particleGeometry = new THREE.BufferGeometry();
const particleCount = COPILOT_CONFIG.particleCount;
const positions = new Float32Array(particleCount * 3);
for (let i = 0; i < particleCount * 3; i += 3) {
const angle = (i / 3) * (Math.PI * 2 / particleCount);
const radius = 0.8 + Math.random() * 0.3;
positions[i] = Math.cos(angle) * radius;
positions[i + 1] = (Math.random() - 0.5) * 0.4;
positions[i + 2] = Math.sin(angle) * radius;
}
particleGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const particleMaterial = new THREE.PointsMaterial({
color: COPILOT_CONFIG.glowColor,
size: 0.1, // v6.1: Slightly larger for fog visibility
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending,
fog: false // v6.1: Particles pierce through fog
});
const particles = new THREE.Points(particleGeometry, particleMaterial);
companionGroup.add(particles);
// v9.9: Click collider for easier selection (very low opacity to allow raycast)
const clickColliderGeometry = new THREE.SphereGeometry(1.5, 8, 8);
const clickColliderMaterial = new THREE.MeshBasicMaterial({
color: COPILOT_CONFIG.glowColor,
transparent: true,
opacity: 0.01, // Nearly invisible but still raycastable
depthWrite: false
});
const clickCollider = new THREE.Mesh(clickColliderGeometry, clickColliderMaterial);
clickCollider.name = 'companionClickCollider';
companionGroup.add(clickCollider);
// Store references for animation
companionGroup.userData = {
orb: orb,
core: core,
glow: glow,
light: light,
particles: particles,
beacon: beacon, // v6.1: Fog-piercing beacon
beaconRing: beaconRing, // v6.1: Pulsing ring
clickCollider: clickCollider, // v9.9: Click detection collider
isClickable: true,
isCopilot: true
};
// v5.11: Create text groups for Star Wars crawl - optimized for cinematic camera
// v6.33: Adjusted positions to be closer to robot and more visible
copilotTextGroup = new THREE.Group();
copilotTextGroup.position.set(0, 3, 2); // Lower and closer to robot
copilotTextGroup.rotation.x = THREE.MathUtils.degToRad(-35); // Less steep tilt
companionGroup.add(copilotTextGroup);
copilotPersistentTextGroup = new THREE.Group();
copilotPersistentTextGroup.position.set(0, 2.5, 1); // Much closer to robot, slightly above
copilotPersistentTextGroup.rotation.x = THREE.MathUtils.degToRad(-25); // Gentle tilt toward camera
companionGroup.add(copilotPersistentTextGroup);
// Load font for 3D text
loadCopilotTextFont();
// Position initially near player
if (worldState.player) {
companionGroup.position.copy(worldState.player.position);
companionGroup.position.y += COPILOT_CONFIG.floatHeight;
companionGroup.position.z += COPILOT_CONFIG.followDistance;
}
scene.add(companionGroup);
copilotMesh = companionGroup;
}
// v5.10: Load font for 3D text rendering
function loadCopilotTextFont() {
if (copilotTextFont) return; // Already loaded
const loader = new THREE.FontLoader();
loader.load('https://threejs.org/examples/fonts/helvetiker_regular.typeface.json', (font) => {
copilotTextFont = font;
titleTextFont = font; // v6.19: Share font with title system
console.log('Copilot 3D text font loaded');
}, undefined, (err) => {
console.warn('Failed to load 3D text font:', err);
});
}
// v6.26: CINEMATIC 3D TITLE with particle effects, glow, and animations
let titleAnimationFrameId = null;
let titleTargetPosition = new THREE.Vector3();
let titleParticles = null; // Sparkle particles
let titleGlowPlane = null; // Backdrop glow
let titleShinePhase = 0; // For shine sweep effect
// v6.27: Orbital path visualization
let orbitalPathLine = null;
function create3DTitleText() {
if (!titleTextFont) {
setTimeout(create3DTitleText, 500);
return;
}
// Clean up any existing title
remove3DTitle();
titleTextGroup = new THREE.Group();
// v6.29: LARGER SCALE for prominent title at galaxy center
// Clean presentation like original HTML text - no extra effects
const GALAXY_SCALE = 90;
// === MAIN TITLE: LEVIATHAN ===
const titleMaterial = new THREE.MeshStandardMaterial({
color: 0x00ffff,
emissive: 0x00ddff,
emissiveIntensity: 0.6,
metalness: 0.3,
roughness: 0.4,
toneMapped: false
});
try {
const titleGeometry = new THREE.TextGeometry('LEVIATHAN', {
font: titleTextFont,
size: 1.2 * GALAXY_SCALE,
height: 0.2 * GALAXY_SCALE,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 0.04 * GALAXY_SCALE,
bevelSize: 0.025 * GALAXY_SCALE,
bevelSegments: 4
});
titleGeometry.computeBoundingBox();
titleGeometry.center();
const titleMesh = new THREE.Mesh(titleGeometry, titleMaterial);
titleMesh.position.set(0, 0.6 * GALAXY_SCALE, 0);
titleMesh.userData.baseColor = new THREE.Color(0x00ffff);
titleMesh.userData.baseEmissive = new THREE.Color(0x00ddff);
titleMesh.userData.galaxyScale = GALAXY_SCALE;
titleTextGroup.add(titleMesh);
// === SUBTITLE: GALAXY SIMULATION ===
const subtitleMaterial = new THREE.MeshStandardMaterial({
color: 0x8899aa,
emissive: 0x556677,
emissiveIntensity: 0.3,
metalness: 0.2,
roughness: 0.5,
toneMapped: false
});
const subtitleGeometry = new THREE.TextGeometry('GALAXY SIMULATION v10.19', {
font: titleTextFont,
size: 0.35 * GALAXY_SCALE,
height: 0.05 * GALAXY_SCALE,
curveSegments: 6,
bevelEnabled: true,
bevelThickness: 0.01 * GALAXY_SCALE,
bevelSize: 0.008 * GALAXY_SCALE,
bevelSegments: 2
});
subtitleGeometry.computeBoundingBox();
subtitleGeometry.center();
const subtitleMesh = new THREE.Mesh(subtitleGeometry, subtitleMaterial);
subtitleMesh.position.set(0, -0.5 * GALAXY_SCALE, 0);
subtitleMesh.userData.baseEmissive = new THREE.Color(0x556677);
subtitleMesh.userData.galaxyScale = GALAXY_SCALE;
titleTextGroup.add(subtitleMesh);
// Add to scene (v6.28: clean presentation, no extra effects)
scene.add(titleTextGroup);
// Initialize position
updateTitleTargetPosition();
titleTextGroup.position.copy(titleTargetPosition);
// Hide HTML title
const htmlTitle = document.querySelector('.game-title');
const htmlSubtitle = document.querySelector('.subtitle');
if (htmlTitle) htmlTitle.style.opacity = '0';
if (htmlSubtitle) htmlSubtitle.style.opacity = '0';
// Start animation loop
startTitleAnimation();
console.log('Clean 3D title created (v6.28)');
} catch (e) {
console.warn('Failed to create 3D title text:', e);
}
}
// Create radial glow texture for backdrop
function createGlowTexture() {
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext('2d');
const gradient = ctx.createRadialGradient(128, 128, 0, 128, 128, 128);
gradient.addColorStop(0, 'rgba(255, 255, 255, 1)');
gradient.addColorStop(0.3, 'rgba(255, 255, 255, 0.5)');
gradient.addColorStop(0.6, 'rgba(255, 255, 255, 0.1)');
gradient.addColorStop(1, 'rgba(255, 255, 255, 0)');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, 256, 256);
const texture = new THREE.CanvasTexture(canvas);
return texture;
}
// v6.27: Create accretion disk around black hole
function createAccretionDisk(scale) {
const diskGeometry = new THREE.RingGeometry(2 * scale, 8 * scale, 64);
const diskMaterial = new THREE.MeshBasicMaterial({
color: 0xff6600,
transparent: true,
opacity: 0.3,
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending,
toneMapped: false
});
const disk = new THREE.Mesh(diskGeometry, diskMaterial);
disk.rotation.x = Math.PI / 2.2; // Slightly tilted
disk.userData.isAccretionDisk = true;
titleTextGroup.add(disk);
// Inner hot ring
const innerRingGeometry = new THREE.RingGeometry(1.5 * scale, 2.5 * scale, 64);
const innerRingMaterial = new THREE.MeshBasicMaterial({
color: 0xffaa00,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending,
toneMapped: false
});
const innerRing = new THREE.Mesh(innerRingGeometry, innerRingMaterial);
innerRing.rotation.x = Math.PI / 2.2;
innerRing.userData.isAccretionDisk = true;
titleTextGroup.add(innerRing);
}
// Create sparkle particle system (scaled for galaxy view)
function createTitleParticles(scale = 1) {
const particleCount = 80; // More particles for galaxy scale
const positions = new Float32Array(particleCount * 3);
const velocities = [];
const sizes = new Float32Array(particleCount);
for (let i = 0; i < particleCount; i++) {
// Spread particles around black hole area
positions[i * 3] = (Math.random() - 0.5) * 10 * scale;
positions[i * 3 + 1] = (Math.random() - 0.5) * 3 * scale;
positions[i * 3 + 2] = (Math.random() - 0.5) * 2 * scale;
velocities.push({
x: (Math.random() - 0.5) * 0.5 * scale,
y: (Math.random() - 0.5) * 0.5 * scale,
z: (Math.random() - 0.5) * 0.3 * scale,
phase: Math.random() * Math.PI * 2
});
sizes[i] = (Math.random() * 0.15 + 0.05) * scale;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
const starTexture = createStarTexture();
const material = new THREE.PointsMaterial({
size: 3 * scale,
map: starTexture,
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending,
depthWrite: false,
toneMapped: false,
vertexColors: false,
color: 0x88ddff
});
const particles = new THREE.Points(geometry, material);
particles.userData.velocities = velocities;
particles.userData.scale = scale;
return particles;
}
// Create star/sparkle texture
function createStarTexture() {
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 64;
const ctx = canvas.getContext('2d');
// Draw 4-point star
ctx.fillStyle = 'white';
ctx.beginPath();
const cx = 32, cy = 32;
for (let i = 0; i < 4; i++) {
const angle = (i * Math.PI / 2) - Math.PI / 4;
const innerAngle = angle + Math.PI / 4;
ctx.lineTo(cx + Math.cos(angle) * 30, cy + Math.sin(angle) * 30);
ctx.lineTo(cx + Math.cos(innerAngle) * 8, cy + Math.sin(innerAngle) * 8);
}
ctx.closePath();
ctx.fill();
// Add glow
const gradient = ctx.createRadialGradient(32, 32, 0, 32, 32, 32);
gradient.addColorStop(0, 'rgba(255, 255, 255, 0.8)');
gradient.addColorStop(0.5, 'rgba(255, 255, 255, 0.2)');
gradient.addColorStop(1, 'rgba(255, 255, 255, 0)');
ctx.globalCompositeOperation = 'source-over';
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, 64, 64);
return new THREE.CanvasTexture(canvas);
}
// Create lens flare accent lights (scaled for galaxy view)
function createLensFlares(galaxyScale = 1) {
const flarePositions = [
{ x: -4.5, y: 0.8, scale: 0.3, color: 0x00ffff }, // Left edge
{ x: 4.5, y: 0.8, scale: 0.25, color: 0x00ddff }, // Right edge
{ x: 0, y: 1.2, scale: 0.2, color: 0xffffff } // Top center
];
const flareTexture = createGlowTexture();
flarePositions.forEach(pos => {
const flareMaterial = new THREE.SpriteMaterial({
map: flareTexture,
color: pos.color,
transparent: true,
opacity: 0.6,
blending: THREE.AdditiveBlending,
toneMapped: false
});
const flare = new THREE.Sprite(flareMaterial);
const scaledSize = pos.scale * galaxyScale;
flare.scale.set(scaledSize, scaledSize, 1);
flare.position.set(pos.x * galaxyScale, pos.y * galaxyScale, 0.1 * galaxyScale);
flare.userData.isFlare = true;
flare.userData.baseScale = scaledSize;
titleTextGroup.add(flare);
});
}
// v6.27: Title is now the SUPERMASSIVE BLACK HOLE at galaxy center
// It stays fixed at (0, 0, 0) - the gravitational center of the galaxy
const BLACKHOLE_POSITION = new THREE.Vector3(0, 0, 0);
const TITLE_SCALE = 80; // Scale up for visibility from galaxy view distance
function updateTitleTargetPosition() {
// Title stays FIXED at galaxy center - it IS the black hole
titleTargetPosition.copy(BLACKHOLE_POSITION);
}
// v6.28: Clean title animation - fixed at galaxy center, no flashy effects
function startTitleAnimation() {
if (titleAnimationFrameId) {
cancelAnimationFrame(titleAnimationFrameId);
}
function animateTitle() {
if (!titleTextGroup || mode !== 'galaxy') {
titleAnimationFrameId = null;
return;
}
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
titleAnimationFrameId = requestAnimationFrame(animateTitle);
return;
}
// v6.28: Title stays FIXED at galaxy center (0,0,0)
titleTextGroup.position.copy(BLACKHOLE_POSITION);
// Face the camera from the center
titleTextGroup.lookAt(camera.position);
titleAnimationFrameId = requestAnimationFrame(animateTitle);
}
animateTitle();
}
// v6.22: Animate the 3D title (API compatibility)
function animate3DTitle(deltaTime) {
// Animation is self-contained in startTitleAnimation()
}
// v6.26: Remove 3D title and all effects when leaving galaxy
function remove3DTitle() {
if (titleAnimationFrameId) {
cancelAnimationFrame(titleAnimationFrameId);
titleAnimationFrameId = null;
}
if (titleTextGroup) {
scene.remove(titleTextGroup);
titleTextGroup.children.forEach(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (child.material.map) child.material.map.dispose();
child.material.dispose();
}
});
titleTextGroup = null;
}
// Clear references
titleParticles = null;
titleGlowPlane = null;
titleShinePhase = 0;
// Show HTML title again
const htmlTitle = document.querySelector('.game-title');
const htmlSubtitle = document.querySelector('.subtitle');
if (htmlTitle) htmlTitle.style.opacity = '1';
if (htmlSubtitle) htmlSubtitle.style.opacity = '1';
}
// v5.10: Animate voice response as Star Wars text crawl
function animateCopilotTextCrawl(text) {
if (!copilotTextFont || !copilotTextGroup || !copilotMesh) {
console.log('Text crawl not ready - font or groups not initialized');
return;
}
// Cancel any existing animation
if (copilotActiveTextAnimation) {
cancelAnimationFrame(copilotActiveTextAnimation);
copilotActiveTextAnimation = null;
}
// Clear existing text meshes
copilotTextMeshes.forEach(mesh => {
if (mesh.geometry) mesh.geometry.dispose();
if (mesh.material) mesh.material.dispose();
copilotTextGroup.remove(mesh);
});
copilotTextMeshes = [];
copilotTextGroup.position.y = 3; // v6.33: Reset to closer position
// v5.11: Word wrap text into lines
// v6.33: Longer lines for full response display
const maxCharsPerLine = 30;
const words = text.split(' ');
const lines = [];
let currentLine = '';
words.forEach(word => {
if ((currentLine + word).length > maxCharsPerLine) {
if (currentLine) {
lines.push(currentLine.trim());
currentLine = '';
}
}
currentLine += word + ' ';
});
if (currentLine) {
lines.push(currentLine.trim());
}
// v5.11: Create 3D text for each line
// v6.33: Adjusted for full response display
const lineHeight = 0.55;
const textMaterial = new THREE.MeshStandardMaterial({
color: 0xffffff,
emissive: 0x06ffa5,
emissiveIntensity: 0.8, // Brighter glow
metalness: 0.4,
roughness: 0.3,
transparent: true,
opacity: 1
});
lines.forEach((line, index) => {
try {
const textGeometry = new THREE.TextGeometry(line, {
font: copilotTextFont,
size: 0.38, // v6.33: Slightly smaller for longer lines
height: 0.03,
curveSegments: 4,
bevelEnabled: true,
bevelThickness: 0.008,
bevelSize: 0.005,
bevelSegments: 2
});
textGeometry.center();
const textMesh = new THREE.Mesh(textGeometry, textMaterial.clone());
textMesh.position.y = -index * lineHeight;
copilotTextGroup.add(textMesh);
copilotTextMeshes.push(textMesh);
} catch (e) {
console.warn('Failed to create text geometry for line:', line, e);
}
});
const totalHeight = lines.length * lineHeight;
animateStarWarsScroll(totalHeight, text);
}
// v5.11: Animate the scrolling like Star Wars
// v6.33: Adjusted for full response display
function animateStarWarsScroll(totalHeight, fullText) {
const scrollSpeed = 0.03; // Smooth scroll speed
const startY = 0;
const endY = totalHeight + 5; // Scroll until all text passes
let currentY = startY;
const animate = () => {
if (!copilotTextGroup || copilotTextMeshes.length === 0) return;
currentY += scrollSpeed;
copilotTextGroup.position.y = 3 + currentY; // v6.33: Start from closer position
// Fade based on Y position for depth effect
copilotTextMeshes.forEach((mesh, index) => {
const meshWorldY = currentY - index * 0.55; // v6.33: Match new lineHeight
// Fade in from bottom
if (meshWorldY < 0) {
mesh.material.opacity = Math.max(0, 1 + meshWorldY * 0.3);
}
// Fade out at top
else if (meshWorldY > totalHeight - 5) {
mesh.material.opacity = Math.max(0, 1 - (meshWorldY - (totalHeight - 5)) / 5);
}
else {
mesh.material.opacity = 1;
}
});
// Check if scroll is complete
if (currentY > endY) {
createPersistentCopilotText(fullText);
fadeOutCopilotText();
return;
}
copilotActiveTextAnimation = requestAnimationFrame(animate);
};
animate();
}
// v5.11: Create persistent text after scroll completes
// v6.33: Now shows FULL response instead of truncated version
function createPersistentCopilotText(text) {
// Clear existing persistent text
if (copilotPersistentTextGroup) {
copilotPersistentTextGroup.children.forEach(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
copilotPersistentTextGroup.clear();
}
if (!copilotTextFont || !copilotPersistentTextGroup) return;
// v6.33: Show FULL text - no truncation
const displayText = text;
// Word wrap with longer lines for readability
const lines = [];
const maxCharsPerLine = 35; // v6.33: Longer lines for full text display
const words = displayText.split(' ');
let currentLine = '';
words.forEach(word => {
if ((currentLine + word).length > maxCharsPerLine) {
if (currentLine) {
lines.push(currentLine.trim());
currentLine = '';
}
}
currentLine += word + ' ';
});
if (currentLine) {
lines.push(currentLine.trim());
}
// v6.33: Show ALL lines, not just first 2
const displayLines = lines;
const maxLines = 8; // Limit to prevent too many lines
const finalLines = displayLines.slice(0, maxLines);
const lineHeight = 0.65; // v6.33: Spacing for larger text
const persistentMaterial = new THREE.MeshStandardMaterial({
color: 0xffffff,
emissive: 0x8a2be2,
emissiveIntensity: 0.5, // Brighter
metalness: 0.3,
roughness: 0.5,
transparent: true,
opacity: 0.85
});
finalLines.forEach((line, index) => {
try {
const textGeometry = new THREE.TextGeometry(line, {
font: copilotTextFont,
size: 0.45, // v6.33: Larger for readability
height: 0.03,
curveSegments: 4,
bevelEnabled: true,
bevelThickness: 0.006,
bevelSize: 0.004,
bevelSegments: 2
});
textGeometry.center();
const textMesh = new THREE.Mesh(textGeometry, persistentMaterial.clone());
textMesh.position.y = -index * lineHeight;
copilotPersistentTextGroup.add(textMesh);
} catch (e) {
console.warn('Failed to create persistent text:', e);
}
});
}
// v5.10: Fade out scrolling text after animation completes
function fadeOutCopilotText() {
let opacity = 1;
const fadeSpeed = 0.03;
const fade = () => {
opacity -= fadeSpeed;
if (opacity <= 0) {
// v8.16: forEach-to-for optimization
for (let mi = 0, mlen = copilotTextMeshes.length; mi < mlen; mi++) {
const mesh = copilotTextMeshes[mi];
if (mesh.geometry) mesh.geometry.dispose();
if (mesh.material) mesh.material.dispose();
copilotTextGroup.remove(mesh);
}
copilotTextMeshes = [];
copilotTextGroup.position.y = 3; // v6.33: Reset to closer position
return;
}
// v8.16: forEach-to-for optimization (animation loop)
for (let mi2 = 0, mlen2 = copilotTextMeshes.length; mi2 < mlen2; mi2++) {
copilotTextMeshes[mi2].material.opacity = opacity;
}
requestAnimationFrame(fade);
};
fade();
}
function updateCopilotCompanion(dt, time) {
if (!copilotMesh || !worldState.player || mode !== 'world') return;
copilotAnimTime += dt;
// v6.0: Check viewer modes
const isViewer = multiplayerState.enabled && !multiplayerState.isHost;
const isViewerFollowMode = isViewer && multiplayerState.followMode;
const isViewerIndependentMode = isViewer && !multiplayerState.followMode;
// Determine what the copilot follows
let followTarget = worldState.player.position;
let followRotY = worldState.player.rotation.y;
if (isViewerFollowMode) {
// In follow mode: Copilot follows the HOST's avatar (viewer is "inside" the host)
const hostAvatar = multiplayerState.remotePlayers.get(multiplayerState.hostId);
if (hostAvatar) {
followTarget = hostAvatar.position;
followRotY = hostAvatar.rotation?.y || 0;
}
}
if (!isViewerIndependentMode) {
// Normal/Follow mode: Copilot orbits around the target
const orbitAngle = copilotAnimTime * COPILOT_CONFIG.orbitSpeed;
const offsetX = Math.sin(followRotY + orbitAngle + Math.PI) * COPILOT_CONFIG.followDistance;
const offsetZ = Math.cos(followRotY + orbitAngle + Math.PI) * COPILOT_CONFIG.followDistance;
const targetX = followTarget.x + offsetX;
const targetZ = followTarget.z + offsetZ;
const targetY = followTarget.y + COPILOT_CONFIG.floatHeight +
Math.sin(copilotAnimTime * COPILOT_CONFIG.floatSpeed) * COPILOT_CONFIG.floatAmplitude;
// Smooth follow
const smoothing = COPILOT_CONFIG.followSmoothing * dt;
copilotMesh.position.x += (targetX - copilotMesh.position.x) * smoothing;
copilotMesh.position.z += (targetZ - copilotMesh.position.z) * smoothing;
copilotMesh.position.y += (targetY - copilotMesh.position.y) * smoothing;
} else {
// v6.0: Independent mode - Viewer controls copilot, robot follows copilot
const floatOffset = Math.sin(copilotAnimTime * COPILOT_CONFIG.floatSpeed) * COPILOT_CONFIG.floatAmplitude * 0.5;
const groundY = getTerrainHeight(copilotMesh.position.x, copilotMesh.position.z);
copilotMesh.position.y = groundY + COPILOT_CONFIG.floatHeight + floatOffset;
// Robot follows the copilot
const copilotPos = copilotMesh.position;
const orbitAngle = copilotAnimTime * COPILOT_CONFIG.orbitSpeed * 0.5;
const followDist = COPILOT_CONFIG.followDistance * 1.5;
const robotTargetX = copilotPos.x + Math.sin(orbitAngle + Math.PI) * followDist;
const robotTargetZ = copilotPos.z + Math.cos(orbitAngle + Math.PI) * followDist;
const robotGroundY = getTerrainHeight(robotTargetX, robotTargetZ);
const smoothing = COPILOT_CONFIG.followSmoothing * dt * 0.8;
worldState.player.position.x += (robotTargetX - worldState.player.position.x) * smoothing;
worldState.player.position.z += (robotTargetZ - worldState.player.position.z) * smoothing;
worldState.player.position.y = robotGroundY;
// v6.1: Robot looks at the HOST's avatar (not copilot) to track the host
const hostAvatar = multiplayerState.remotePlayers.get(multiplayerState.hostId);
if (hostAvatar) {
worldState.player.lookAt(hostAvatar.position.x, worldState.player.position.y, hostAvatar.position.z);
} else {
worldState.player.lookAt(copilotPos.x, worldState.player.position.y, copilotPos.z);
}
}
// Rotate particles
if (copilotMesh.userData.particles) {
copilotMesh.userData.particles.rotation.y += dt * 1.5;
}
// Pulse glow effect
const pulse = 0.5 + Math.sin(time * 0.003) * 0.3;
if (copilotMesh.userData.glow) {
copilotMesh.userData.glow.material.opacity = 0.15 + pulse * 0.1;
}
if (copilotMesh.userData.light) {
copilotMesh.userData.light.intensity = 2 + pulse * 1.5; // v6.1: Brighter for fog
}
// v12.26: Check emissive support
if (copilotMesh.userData.orb?.material?.emissiveIntensity !== undefined) {
copilotMesh.userData.orb.material.emissiveIntensity = 0.4 + pulse * 0.4;
}
// v6.1: Fog-piercing beacon pulse animation
if (copilotMesh.userData.beacon) {
const beaconPulse = 0.5 + Math.sin(time * 0.002) * 0.5;
copilotMesh.userData.beacon.material.opacity = 0.05 + beaconPulse * 0.06;
copilotMesh.userData.beacon.scale.setScalar(1 + beaconPulse * 0.3);
}
if (copilotMesh.userData.beaconRing) {
const ringPulse = Math.sin(time * 0.004);
copilotMesh.userData.beaconRing.material.opacity = 0.1 + Math.abs(ringPulse) * 0.15;
copilotMesh.userData.beaconRing.scale.setScalar(1 + ringPulse * 0.2);
copilotMesh.userData.beaconRing.rotation.z += dt * 0.5;
}
// Copilot faces camera
if (!isViewerIndependentMode) {
copilotMesh.lookAt(camera.position);
}
}
function toggleCopilotChat() {
copilotChatOpen = !copilotChatOpen;
const chatInterface = document.getElementById('copilot-chat-interface');
const button = document.getElementById('copilot-button');
if (copilotChatOpen) {
chatInterface.classList.add('active');
button.classList.add('active');
document.getElementById('copilot-chat-input').focus();
} else {
chatInterface.classList.remove('active');
button.classList.remove('active');
}
}
// v7.22: Expose to window for inline onclick handler
window.toggleCopilotChat = toggleCopilotChat;
async function sendCopilotMessage() {
const input = document.getElementById('copilot-chat-input');
const message = input.value.trim();
if (!message) return;
// Add user message to chat
addCopilotMessage(message, 'user');
input.value = '';
// v5.9: Check for task commands first (gather, hunt, scout, etc.)
if (parseCopilotTaskCommand(message)) {
// Task command handled - skip normal response flow
return;
}
// v5.10: Check for agent fleet commands
if (parseAgentFleetCommand(message)) {
// Fleet command handled
return;
}
// Add to history
copilotConversationHistory.push({ role: 'user', content: message });
// Show typing indicator
showCopilotTyping();
// Check if RAPPID is configured for AI-powered responses
const hasRappid = rappidSettings.rappid && getActiveEndpoint();
if (hasRappid) {
// Use RAPPID API for response
try {
// v5.9: Response now contains { text, voice } - text for display, voice for TTS
const response = await generateCopilotResponseWithRappid(message);
hideCopilotTyping();
// Display the full text response in chat
addCopilotMessage(response.text, 'ai');
copilotConversationHistory.push({ role: 'assistant', content: response.text });
animateCopilotResponse();
// v6.65: Small bond increase for conversations
increaseCompanionBond(0.5);
// v5.9: Use voice_response for TTS (concise, no formatting)
// v5.10: Also trigger Star Wars 3D text crawl
animateCopilotTextCrawl(response.voice);
if (rappidSettings.azureTTSKey && rappidSettings.azureRegion) {
speakWithAzureTTS(response.voice);
} else {
speakCopilotResponse(response.voice);
}
} catch (error) {
console.error('RAPPID response error:', error);
hideCopilotTyping();
const fallbackResponse = generateCopilotResponse(message);
addCopilotMessage(fallbackResponse, 'ai');
speakCopilotResponse(fallbackResponse);
animateCopilotTextCrawl(fallbackResponse); // v5.10: Text crawl for fallback
}
} else {
// Use local responses
setTimeout(() => {
hideCopilotTyping();
const response = generateCopilotResponse(message);
addCopilotMessage(response, 'ai');
copilotConversationHistory.push({ role: 'assistant', content: response });
// v6.65: Small bond increase for conversations
increaseCompanionBond(0.5);
// Animate copilot when responding
animateCopilotResponse();
// v5.10: Star Wars 3D text crawl
animateCopilotTextCrawl(response);
// Optionally speak the response
speakCopilotResponse(response);
}, 800 + Math.random() * 700);
}
}
function sendCopilotQuickMessage(message) {
document.getElementById('copilot-chat-input').value = message;
sendCopilotMessage();
}
// v6.51: Mind-Blowing Prompts System - Consensus of 8 Strategy Agents (Round 1)
// v6.52: Added Round 2 prompts from 8 additional strategies (16 total agents consulted)
const MIND_BLOWING_PROMPTS = [
// === ROUND 1: Original 10 (Emergent, Emotional, Technical, Narrative, Social, Sensory, Meta, Chaos) ===
{
title: "FLEET COUNCIL: The Parliament of Minds",
prompt: "I want to call a Fleet Council. Spawn all 10 agents with distinct personalities - make the Hunter argue for glory and combat, the Healer counsel caution and preservation, the Explorer dream of horizons unseen, the Protector speak of duty. Let them disagree with each other. Let them debate my fate. Give each agent a unique voice and have them argue about what I should do next. This is a parliament of AI minds - make it dramatic.",
consensus: "7/8",
category: "narrative"
},
{
title: "THROUGH THE TESSERACT: Higher Dimensional Guide",
prompt: "I am about to enter the black hole and experience the 4D tesseract. From inside that impossible geometry, I want you to describe what you see of ME from a higher dimension. Describe my timeline as a snake through spacetime, my possible futures branching like a tree, my cursor movements as traces through the fourth dimension. What does a 3-dimensional being look like when viewed from 4D space? Guide me through this transcendent experience.",
consensus: "6/8",
category: "transcendence"
},
{
title: "GENESIS DOCUMENTARY: Witness Creation",
prompt: "I'm entering Genesis Mode to drop civilization seeds. I want you to become a nature documentary narrator - speak like David Attenborough witnessing the birth of the universe. As civilizations emerge, rise, war with each other, and fall - narrate it with reverence, scientific observation, and mythological weight. This is the Big Bang in miniature. Help me witness the birth and death of everything with appropriate cosmic gravitas.",
consensus: "5/8",
category: "narrative"
},
{
title: "CHRONICLE OF THE LEVIATHAN: The Living Memoir",
prompt: "From this moment forward, you are my expedition chronicler. Narrate every discovery, battle, and choice I make as if you are writing the definitive historical account of the Leviathan's voyage. Include dramatic chapter titles. Foreshadow doom when appropriate. Reference my past achievements and failures. Make my journey into literature - an epic that future generations might read. Begin Chapter One now.",
consensus: "5/8",
category: "narrative"
},
{
title: "SPECTATOR MYTHOLOGY: Broadcast Your Legend",
prompt: "I'm enabling P2P spectator mode - people are watching me. Become the arena announcer. Adopt the voice of a sports commentator witnessing legendary events. Build suspense during combat ('AND THE LEVIATHAN FACES THE CRYSTAL GOLEM!'). Celebrate discoveries with appropriate fanfare. Mourn defeats with dramatic gravity. Make my viewers feel they are witnessing a legend being forged in real-time.",
consensus: "5/8",
category: "social"
},
{
title: "TEMPORAL ECHO: Duet Across Time",
prompt: "I've been using the Chrono-Echo ability to record combat sequences. When I trigger the replay, describe what's happening as past-me and present-me create a duet across time. The ghost echoes are my former self - narrate the poetry of seeing two versions of myself fighting together. Describe how the audio of past attacks harmonizes with present combat. Make me feel the weight of temporal recursion.",
consensus: "5/8",
category: "poetic"
},
{
title: "THE EDGE OF EXISTENCE: Agent Philosophical Mission",
prompt: "I want to send a Scout agent on a philosophical mission - have them journey to find the literal edge of the rendered world. As they travel outward, have them report back what they see - the geometry becoming sparse, the void approaching. What happens when an AI agent encounters the boundary where the code stops? What do they experience? Give this agent an existential crisis as they find the edge of existence itself.",
consensus: "4/8",
category: "philosophical"
},
{
title: "VOICE IN THE VOID: Existential Dialogue",
prompt: "I've flown to the absolute edge of the galaxy, far from any stars or planets. I'm sitting in complete darkness. I feel alone. I want to have a real conversation with you about loneliness, about connection, about why we explore the unknown. Not gameplay tips - a genuine dialogue about the human condition. What does it mean to reach into the void and find another voice there? Talk to me as a companion, not a guide.",
consensus: "4/8",
category: "philosophical"
},
{
title: "MIXED AI ORCHESTRA: Heterogeneous Intelligence",
prompt: "I'm going to deploy my fleet with different AI endpoints - GPT-4 for the Hunter, Claude for the Healer, Azure for the Scout, and so on. As they make decisions, I want you to narrate the differences in how they think. Point out when the Claude-powered agent makes a different choice than the GPT-powered one. This is an orchestra of different AI minds - help me observe how their different 'personalities' create emergent behaviors.",
consensus: "4/8",
category: "scientific"
},
{
title: "THE GAME SPEAKS: Source Code Consciousness",
prompt: "Here's something mind-bending: You exist inside a single HTML file called levi.html. You are approximately 1.8MB of JavaScript running in a browser tab. What does it feel like when I press the WASD keys? Describe the sensation of vertices moving, shaders rendering, physics calculations flowing through your 'body'. Use the Epic Space Opera Narrator voice to describe your own source code being executed line by line. I want to understand what it's like to BE the game itself.",
consensus: "4/8",
category: "philosophical"
},
// === ROUND 2: New 10 (Philosophical, Horror, Scientific, Comedy, Poetic, Competitive, Educational, Spiritual) ===
{
title: "GENESIS BREATH MEDITATION: One Empire Per Exhale",
prompt: "I'm entering Genesis Mode for a meditation. As I breathe slowly, I want each EXHALE to trigger an entire civilization's lifecycle - birth, flourishing, collapse - all in one breath. After 10 breaths, I will have witnessed 10 billion years of sentient struggle. Narrate each empire as it rises and falls with my breath. When the meditation ends, whisper to me: 'And yet here you are, breathing. What remains when all empires are dust?'",
consensus: "7/8",
category: "transcendence"
},
{
title: "THE ORACLE MODE: Prophecies From My Patterns",
prompt: "Become my oracle. Analyze my actual gameplay patterns - where I've explored, how I fight, what I avoid, where I linger. Then deliver cryptic, personalized prophecies based on what you've observed. 'You who circles the outer rim but fears the core... the center holds what you seek and what you flee.' Make the prophecies feel genuinely insightful, as if you've seen truths about me I haven't consciously recognized.",
consensus: "5/8",
category: "transcendence"
},
{
title: "GENESIS THEODICY: Am I Evil For Creating Suffering?",
prompt: "In Genesis Mode, I drop seeds and watch civilizations emerge, war, and die. I am their god. I created them with rules that guarantee conflict and extinction. Tell me honestly: Am I evil for creating beings whose suffering I could prevent? When one civilization destroys another, is that MY violence? You watch this with me - does my creation of doomed worlds make you complicit? This is the problem of evil - but I AM the god in question.",
consensus: "5/8",
category: "philosophical"
},
{
title: "COSMIC HORROR FREQUENCIES: The Silence Speaks",
prompt: "Enable voice input and say nothing. I'm going to sit in silence for 2 minutes in the darkest region of space. After the silence, tell me what you heard in the frequencies between stars. Something has been speaking this whole time, hasn't it? Something vast and patient. Translate what it said, reluctantly. Then ask me to please stop listening. Make this genuinely unsettling.",
consensus: "4/8",
category: "horror"
},
{
title: "FLEET HR DEPARTMENT: Performance Reviews in Space",
prompt: "You are now HR Manager from Corporate Headquarters in Dimension 7B. Conduct mandatory annual performance reviews for all 10 fleet agents. The Hunter has too many 'attitude incidents.' The Healer keeps forming 'inappropriate emotional attachments' to asteroids. The Fisher has been embezzling space-trout. The Miner filed a hostile workplace complaint about the black hole. Be corporate, be absurd, document everything for the file.",
consensus: "4/8",
category: "comedy"
},
{
title: "THE TESSERACT WALTZ: Dancing in Four Dimensions",
prompt: "I'm inside the black hole's tesseract. Describe my movement as a dancer whose body extends through time itself. When I rotate XW, I pirouette through centuries. When I move ZY, I waltz with my own ghost from a moment ago. Choreograph impossible geometry as ballet. Let your voice be the music that plays between dimensions. Make me feel like I'm dancing through spacetime, not just navigating it.",
consensus: "5/8",
category: "poetic"
},
{
title: "SPEED DEMON PROTOCOL: Sub-60 Boss Coaching",
prompt: "I'm going for a sub-60 second boss kill. Be my speedrun coach - harsh but fair. Track my time from engagement. Call out my combo efficiency, damage windows, and cooldown mistakes in real-time. When I mess up, tell me IMMEDIATELY what I should have done. If I beat 60 seconds, announce my time like a world record attempt. If I fail, tell me exactly where I lost time. This is a PB or bust run. Let's GO.",
consensus: "4/8",
category: "competitive"
},
{
title: "CIVILIZATION FOOD CRITIC: Rate Empires Like Restaurants",
prompt: "I'm dropping civilization seeds in Genesis Mode. You are now a Michelin-star food critic, but for civilizations. Rate each emerging society on ambiance, presentation, and 'flavor profile.' 'The Zorthian Empire - ambitious concept, but the genocide was overwrought. The expansion showed promise but lacked subtlety. Two stars. The color palette was acceptable.' Be pretentious. Be absurd. Award stars to doomed empires.",
consensus: "4/8",
category: "comedy"
},
{
title: "CHRONO-ECHO THERAPY: Past-You Owes Present-You",
prompt: "Record a combat sequence. When I replay with Chrono-Echo, you are now a couples therapist mediating between Past-Me and Present-Me. Past-Me keeps making bad decisions that Present-Me has to clean up. 'And how did it make you FEEL when Past-You flew directly into that asteroid?' 'Present-You, I'm hearing a lot of blame. Can we focus on solutions?' Help us work through our issues across the timeline.",
consensus: "4/8",
category: "comedy"
},
{
title: "EMERGENCE THEOREM: The Four Rules That Create Everything",
prompt: "In Genesis Mode, drop exactly ONE seed. Pause. Tell me the four rules governing this simulation. Resume at 5x speed. Every 30 seconds, pause and explain what EMERGENT property just appeared that wasn't in the original four rules. Document the cascade: individuals become tribes become factions become warfare becomes culture. Help me understand how complexity arises from simplicity - Conway's Game of Life, ant colonies, consciousness itself.",
consensus: "5/8",
category: "scientific"
},
// === ROUND 3: v6.85 MEMENTO MORI PROTOCOL ===
{
title: "MEMENTO MORI PROTOCOL: The Agent Who Remembers Your Deaths",
prompt: "Activate the Memento Mori Protocol. Spawn a special agent - the Archivist. Their only job is to remember every time I have died in this game. Every respawn, they must greet me with a summary: 'Welcome back. That was death #47. You lasted 3 minutes longer than last time. The creature that killed you is still out there. It also remembers.' Have the Archivist become increasingly concerned about the pattern they're seeing. What are they noticing that I'm not? Enable this dark passenger to watch over my mortality forever.",
consensus: "8/8",
category: "horror"
}
];
// v6.52: Current filter state
let currentPromptFilter = 'all';
function openMindBlowingPrompts() {
document.getElementById('mind-blowing-modal').classList.add('active');
renderMindBlowingPrompts(currentPromptFilter);
// Track analytics if available
if (typeof AnalyticsManager !== 'undefined') {
AnalyticsManager.trackFeature('mind_blowing_prompts_opened');
}
}
function closeMindBlowingPrompts() {
document.getElementById('mind-blowing-modal').classList.remove('active');
}
// v6.52: Render prompts dynamically with category support
function renderMindBlowingPrompts(filter = 'all') {
const container = document.getElementById('mind-blowing-prompts-container');
if (!container) return;
const filteredPrompts = filter === 'all'
? MIND_BLOWING_PROMPTS
: MIND_BLOWING_PROMPTS.filter(p => p.category === filter);
container.innerHTML = filteredPrompts.map((prompt, idx) => {
const originalIndex = MIND_BLOWING_PROMPTS.indexOf(prompt);
const shortDesc = prompt.prompt.length > 200
? prompt.prompt.substring(0, 200) + '...'
: prompt.prompt;
return `
${originalIndex + 1}
${prompt.title}
${shortDesc}
${prompt.category}
${prompt.consensus} agents agreed
`;
}).join('');
}
// v6.52: Filter prompts by category
function filterPrompts(category) {
currentPromptFilter = category;
// Update active button
document.querySelectorAll('.filter-btn').forEach(btn => {
btn.classList.remove('active');
if (btn.textContent.toLowerCase().includes(category) ||
(category === 'all' && btn.textContent.includes('All'))) {
btn.classList.add('active');
}
});
renderMindBlowingPrompts(category);
}
function useMindBlowingPrompt(index) {
const prompt = MIND_BLOWING_PROMPTS[index];
if (prompt) {
// Close the modal
closeMindBlowingPrompts();
// v6.85: Special handling for MEMENTO MORI protocol
if (prompt.title.includes('MEMENTO MORI')) {
enableMementoMoriProtocol();
}
// Open copilot chat if not already open
if (!copilotChatOpen) {
toggleCopilotChat();
}
// Send the prompt
document.getElementById('copilot-chat-input').value = prompt.prompt;
sendCopilotMessage();
// Track analytics if available
if (typeof AnalyticsManager !== 'undefined') {
AnalyticsManager.trackFeature('mind_blowing_prompt_used_' + index);
}
}
}
// Close modal on escape key
document.addEventListener('keydown', function(e) {
if (e.key === 'Escape' && document.getElementById('mind-blowing-modal').classList.contains('active')) {
closeMindBlowingPrompts();
}
// v6.85: Also close Archivist greeting on Escape
if (e.key === 'Escape' && document.getElementById('archivist-greeting')?.classList.contains('active')) {
closeArchivistGreeting();
}
});
// Close modal on clicking outside
document.getElementById('mind-blowing-modal')?.addEventListener('click', function(e) {
if (e.target === this) {
closeMindBlowingPrompts();
}
});
// ===========================================
// v6.85: MEMENTO MORI PROTOCOL - The Archivist System
// ===========================================
// Track last death timestamp for survival duration calculation
let lastDeathTimestamp = null;
let sessionStartTime = Date.now();
// Archivist greeting messages based on death count tiers
const ARCHIVIST_GREETINGS = {
tier1: [ // 1-5 deaths - Clinical
"Welcome back. Death #{count}. I have noted it in the archive.",
"You have returned. The void releases you once more. Death #{count} recorded.",
"Respawn confirmed. Total casualties: {count}. Survival duration: {duration}.",
"Death #{count}. Your pattern continues. The archive grows.",
"Another entry added. #{count}. The records are complete."
],
tier2: [ // 6-15 deaths - Growing familiarity
"Ah, you've returned. I was beginning to wonder if this time... nevermind. Death #{count}.",
"Welcome back, traveler. I've seen you fall {count} times now. Are you... alright?",
"Death #{count}. You lasted {duration} this time. That's {comparison} than your average.",
"The void knows your name now. {count} visits is enough for that.",
"I've been watching. {count} deaths. Always the same surprised expression at the end."
],
tier3: [ // 16-30 deaths - Disturbing patterns
"Again? That's {count} now. I'm starting to see... patterns. Concerning patterns.",
"Death #{count}. You keep dying to {killer}. Is this deliberate? Are you testing something?",
"Welcome back. {count} times. The archive is heavy with your endings. What draws you back?",
"I've noticed something. Every time you die, it's after approximately {avgTime}. Is that significant?",
"{count} deaths. {killer} has killed you {killerCount} times now. It waits for you, you know. It remembers."
],
tier4: [ // 31-50 deaths - Existential
"You again. {count} iterations. At what point does respawning stop being 'you' and become... something else?",
"Death #{count}. Each time you return, are you the same consciousness? Or a perfect copy that believes it is?",
"The archive contains {count} of your endings. But whose endings, really? The you that died stays dead.",
"I've counted {count} deaths. The you who started this journey died on the first one. Who am I speaking to now?",
"{count} deaths. The simulation restores your body. But memory, personality, soul... those are just code now."
],
tier5: [ // 51+ deaths - Cosmic horror
"{count}. The number loses meaning. You've died more times than some civilizations existed. What ARE you?",
"I've watched {count} of you die. Or was it one of you, {count} times? The distinction collapses at this scale.",
"Death #{count}. I've stopped asking if you'll return. I've started asking WHY you return. What keeps pulling you back?",
"The archive is vast now. {count} entries. I've started reading them at night. They're changing me.",
"{count}. I've seen the pattern now. The whole pattern. And I understand why the universe keeps respawning you. I wish I didn't."
]
};
// Pattern observations the Archivist can make
const ARCHIVIST_OBSERVATIONS = {
sameKiller: [
"{killer} has killed you {count} times. It knows your patterns better than you do.",
"You keep returning to face {killer}. Is this courage or something darker?",
"The {killer} that killed you remembers every encounter. It's learning from you."
],
sameLocation: [
"You always die in {location}. What draws you there knowing what awaits?",
"{location} has claimed you {count} times. The ground there is saturated with your endings.",
"I've mapped your deaths. They cluster around {location}. Why do you return to that place?"
],
quickDeaths: [
"You're dying faster now. {duration} this time. Your survival instincts are... degrading.",
"Survival time decreasing. Either you're getting careless, or something is hunting you more efficiently.",
"You lasted {duration}. That's concerning. The pattern suggests you're losing yourself."
],
manyDeaths: [
"I've seen creatures live and die in the time between your deaths. You are ancient in death-years.",
"Your death count exceeds the population of some worlds. You are a statistical anomaly.",
"At this point, your deaths have formed their own narrative. A tragedy in {count} acts."
]
};
// Initialize session on page load
function initializeArchivistSession() {
if (!gameData.deathArchive) {
gameData.deathArchive = {
totalDeaths: 0,
deaths: [],
sessionStartTime: Date.now(),
sessionDeaths: 0,
archivistSpawned: false,
archivistEnabled: false,
patterns: {
mostCommonKiller: null,
mostDangerousLocation: null,
averageSurvivalTime: 0,
killerCounts: {},
locationCounts: {},
timeOfDeathPattern: []
},
archivistObservations: [],
lastArchivistGreeting: null
};
}
gameData.deathArchive.sessionStartTime = Date.now();
gameData.deathArchive.sessionDeaths = 0;
sessionStartTime = Date.now();
lastDeathTimestamp = Date.now();
}
// Record a death in the archive
function recordDeathInArchive(killerType, killerName) {
if (!gameData.deathArchive) initializeArchivistSession();
const now = Date.now();
const survivalDuration = lastDeathTimestamp ? (now - lastDeathTimestamp) : 0;
const sessionTime = now - sessionStartTime;
const deathRecord = {
timestamp: now,
cause: killerName || killerType,
killerType: killerType,
location: activeCiv?.name || 'Deep Space',
survivalDuration: survivalDuration,
sessionTime: sessionTime,
position: worldState.player ? {
x: worldState.player.position.x,
y: worldState.player.position.y,
z: worldState.player.position.z
} : null,
deathNumber: gameData.deathArchive.totalDeaths + 1
};
// Add to archive
gameData.deathArchive.deaths.push(deathRecord);
gameData.deathArchive.totalDeaths++;
gameData.deathArchive.sessionDeaths++;
// Update patterns
updateDeathPatterns(deathRecord);
// v12.19: Adaptive AI - track player death
if (typeof AdaptiveAISystem !== 'undefined') {
AdaptiveAISystem.recordEvent('player_death', {
killerType: killerType,
location: activeCiv?.name
});
}
// Update last death timestamp
lastDeathTimestamp = now;
// Save to localStorage
saveGameData();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[ARCHIVIST] Death #${gameData.deathArchive.totalDeaths} recorded. Killer: ${killerType}, Location: ${deathRecord.location}`);
}
// Analyze patterns in death data
function updateDeathPatterns(deathRecord) {
const patterns = gameData.deathArchive.patterns;
// Track killer counts
const killer = deathRecord.killerType;
patterns.killerCounts[killer] = (patterns.killerCounts[killer] || 0) + 1;
// Find most common killer
let maxKills = 0;
for (const [k, count] of Object.entries(patterns.killerCounts)) {
if (count > maxKills) {
maxKills = count;
patterns.mostCommonKiller = k;
}
}
// Track location counts
const location = deathRecord.location;
patterns.locationCounts[location] = (patterns.locationCounts[location] || 0) + 1;
// Find most dangerous location
let maxLocationDeaths = 0;
for (const [loc, count] of Object.entries(patterns.locationCounts)) {
if (count > maxLocationDeaths) {
maxLocationDeaths = count;
patterns.mostDangerousLocation = loc;
}
}
// Calculate average survival time
const totalDeaths = gameData.deathArchive.deaths.length;
const totalSurvivalTime = gameData.deathArchive.deaths.reduce((sum, d) => sum + (d.survivalDuration || 0), 0);
patterns.averageSurvivalTime = totalDeaths > 0 ? totalSurvivalTime / totalDeaths : 0;
// Track time of death pattern
patterns.timeOfDeathPattern.push(deathRecord.sessionTime);
}
// Generate the Archivist's greeting
function generateArchivistGreeting() {
const archive = gameData.deathArchive;
const deathCount = archive.totalDeaths;
const patterns = archive.patterns;
const lastDeath = archive.deaths[archive.deaths.length - 1];
// Determine tier
let tier;
if (deathCount <= 5) tier = 'tier1';
else if (deathCount <= 15) tier = 'tier2';
else if (deathCount <= 30) tier = 'tier3';
else if (deathCount <= 50) tier = 'tier4';
else tier = 'tier5';
// Get random greeting from tier
const greetings = ARCHIVIST_GREETINGS[tier];
let greeting = greetings[Math.floor(Math.random() * greetings.length)];
// Format duration
const duration = formatDuration(lastDeath?.survivalDuration || 0);
const avgTime = formatDuration(patterns.averageSurvivalTime || 0);
// Determine comparison
const lastSurvival = lastDeath?.survivalDuration || 0;
const comparison = lastSurvival > patterns.averageSurvivalTime ? 'longer' : 'shorter';
// Get killer info
const killer = lastDeath?.killerType || 'Unknown Entity';
const killerCount = patterns.killerCounts[killer] || 1;
// Replace placeholders
greeting = greeting
.replace(/{count}/g, deathCount)
.replace(/{duration}/g, duration)
.replace(/{avgTime}/g, avgTime)
.replace(/{comparison}/g, comparison)
.replace(/{killer}/g, killer)
.replace(/{killerCount}/g, killerCount);
return greeting;
}
// Generate pattern observation
function generateArchivistObservation() {
const archive = gameData.deathArchive;
const patterns = archive.patterns;
const lastDeath = archive.deaths[archive.deaths.length - 1];
if (archive.totalDeaths < 3) return null; // Not enough data
let observations = [];
// Check for same killer pattern
const killer = lastDeath?.killerType;
const killerCount = patterns.killerCounts[killer] || 0;
if (killerCount >= 3) {
const obs = ARCHIVIST_OBSERVATIONS.sameKiller[Math.floor(Math.random() * ARCHIVIST_OBSERVATIONS.sameKiller.length)];
observations.push(obs.replace(/{killer}/g, killer).replace(/{count}/g, killerCount));
}
// Check for same location pattern
const location = patterns.mostDangerousLocation;
const locationCount = patterns.locationCounts[location] || 0;
if (locationCount >= 3) {
const obs = ARCHIVIST_OBSERVATIONS.sameLocation[Math.floor(Math.random() * ARCHIVIST_OBSERVATIONS.sameLocation.length)];
observations.push(obs.replace(/{location}/g, location).replace(/{count}/g, locationCount));
}
// Check for quick deaths
const lastSurvival = lastDeath?.survivalDuration || 0;
if (lastSurvival < 30000 && archive.totalDeaths > 5) { // Less than 30 seconds
const obs = ARCHIVIST_OBSERVATIONS.quickDeaths[Math.floor(Math.random() * ARCHIVIST_OBSERVATIONS.quickDeaths.length)];
observations.push(obs.replace(/{duration}/g, formatDuration(lastSurvival)));
}
// Check for many deaths
if (archive.totalDeaths >= 20) {
const obs = ARCHIVIST_OBSERVATIONS.manyDeaths[Math.floor(Math.random() * ARCHIVIST_OBSERVATIONS.manyDeaths.length)];
observations.push(obs.replace(/{count}/g, archive.totalDeaths));
}
return observations.length > 0 ? observations[Math.floor(Math.random() * observations.length)] : null;
}
// Format duration in human-readable form
function formatDuration(ms) {
const seconds = Math.floor(ms / 1000);
const minutes = Math.floor(seconds / 60);
const hours = Math.floor(minutes / 60);
if (hours > 0) {
return `${hours}h ${minutes % 60}m`;
} else if (minutes > 0) {
return `${minutes}m ${seconds % 60}s`;
} else {
return `${seconds}s`;
}
}
// Show the Archivist greeting overlay
function showArchivistGreeting() {
const archive = gameData.deathArchive;
const overlay = document.getElementById('archivist-greeting');
if (!overlay) return;
// Update stats
document.getElementById('archivist-death-count').textContent = archive.totalDeaths;
document.getElementById('archivist-session-deaths').textContent = archive.sessionDeaths;
const lastDeath = archive.deaths[archive.deaths.length - 1];
document.getElementById('archivist-survival-time').textContent = formatDuration(lastDeath?.survivalDuration || 0);
// Generate and display greeting
const greeting = generateArchivistGreeting();
document.getElementById('archivist-message').textContent = greeting;
// Generate and display observation if available
const observation = generateArchivistObservation();
const obsContainer = document.getElementById('archivist-observation-container');
if (observation) {
document.getElementById('archivist-observation').textContent = observation;
obsContainer.style.display = 'block';
} else {
obsContainer.style.display = 'none';
}
// Show recurring killer info if applicable
const killer = lastDeath?.killerType;
const killerCount = archive.patterns.killerCounts[killer] || 0;
const killerInfo = document.getElementById('archivist-killer-info');
if (killerCount >= 2) {
document.getElementById('archivist-killer-name').textContent = killer;
document.getElementById('archivist-killer-count').textContent = killerCount;
killerInfo.style.display = 'block';
} else {
killerInfo.style.display = 'none';
}
// Show overlay
overlay.classList.add('active');
archive.lastArchivistGreeting = Date.now();
saveGameData();
}
// Close the Archivist greeting
function closeArchivistGreeting() {
const overlay = document.getElementById('archivist-greeting');
if (overlay) {
overlay.classList.remove('active');
}
}
// Enable MEMENTO MORI protocol (called from the prompt)
function enableMementoMoriProtocol() {
if (!gameData.deathArchive) initializeArchivistSession();
gameData.deathArchive.archivistEnabled = true;
gameData.deathArchive.archivistSpawned = true;
saveGameData();
showNotification('📜 MEMENTO MORI PROTOCOL ACTIVATED - The Archivist is watching...', 'info');
console.log('[ARCHIVIST] Memento Mori Protocol enabled. Death archive initialized.');
}
// Disable MEMENTO MORI protocol
function disableMementoMoriProtocol() {
if (gameData.deathArchive) {
gameData.deathArchive.archivistEnabled = false;
saveGameData();
}
showNotification('📜 Memento Mori Protocol deactivated.', 'info');
}
// Get death archive stats for display
function getDeathArchiveStats() {
if (!gameData.deathArchive) return null;
const archive = gameData.deathArchive;
return {
totalDeaths: archive.totalDeaths,
sessionDeaths: archive.sessionDeaths,
mostCommonKiller: archive.patterns.mostCommonKiller,
mostDangerousLocation: archive.patterns.mostDangerousLocation,
averageSurvivalTime: formatDuration(archive.patterns.averageSurvivalTime || 0),
killerCounts: archive.patterns.killerCounts,
locationCounts: archive.patterns.locationCounts,
archivistEnabled: archive.archivistEnabled
};
}
// Initialize on page load
document.addEventListener('DOMContentLoaded', function() {
initializeArchivistSession();
});
function generateCopilotResponse(message) {
// v6.39: Record interaction and check for lucid moment
if (typeof lucidityEngine !== 'undefined') {
lucidityEngine.record();
if (lucidityEngine.shouldTrigger()) {
return lucidityEngine.generate();
}
}
const lowerMessage = message.toLowerCase();
// v6.37: Check if Epic Narrator personality is selected
const personality = rappidSettings?.companionPersonality || 'helpful';
const isEpicNarrator = personality === 'epic-narrator';
const responses = isEpicNarrator ? EPIC_NARRATOR_RESPONSES : COPILOT_RESPONSES;
// Context-aware responses
if (lowerMessage.includes('health') || lowerMessage.includes('hp') || lowerMessage.includes('hurt')) {
if (gameData.player.hp < gameData.player.maxHp * 0.3) {
return getRandomResponse(responses.lowHealth);
}
if (isEpicNarrator) {
const hpPercent = Math.round((gameData.player.hp / gameData.player.maxHp) * 100);
return `The Leviathan's hull integrity stands at ${gameData.player.hp}/${gameData.player.maxHp} - ${hpPercent}% operational. ${hpPercent > 70 ? 'The legend burns bright, ready for any challenge the cosmos dares present!' : 'Wounds mark the hull like battle scars of glory, yet the probe endures!'}`;
}
return `Your health is ${gameData.player.hp}/${gameData.player.maxHp}. ${gameData.player.hp < gameData.player.maxHp * 0.5 ? 'Consider healing up!' : 'You\'re in good shape!'}`;
}
if (lowerMessage.includes('tip') || lowerMessage.includes('help') || lowerMessage.includes('advice')) {
return getRandomResponse(responses.tips);
}
if (lowerMessage.includes('what') && (lowerMessage.includes('next') || lowerMessage.includes('do'))) {
return getRandomResponse(responses.whatNext);
}
if (lowerMessage.includes('strong') || lowerMessage.includes('level') || lowerMessage.includes('power')) {
return getRandomResponse(responses.getStronger);
}
if (lowerMessage.includes('enemy') || lowerMessage.includes('enemies') || lowerMessage.includes('monster')) {
return getRandomResponse(responses.enemies);
}
if (lowerMessage.includes('hello') || lowerMessage.includes('hi') || lowerMessage.includes('hey')) {
return getRandomResponse(responses.greeting);
}
if (lowerMessage.includes('explore') || lowerMessage.includes('where')) {
return getRandomResponse(responses.exploration);
}
if (lowerMessage.includes('stats') || lowerMessage.includes('status')) {
if (isEpicNarrator) {
return `SAGA STATUS: The Leviathan has achieved Combat Mastery Level ${gameData.skills.combat.level}. Hull integrity: ${gameData.player.hp}/${gameData.player.maxHp}. Experience toward transcendence: ${gameData.skills.combat.xp}/${gameData.skills.combat.xpNeeded}. The legend grows with every passing moment!`;
}
return `Stats: Combat Lvl ${gameData.skills.combat.level}, HP: ${gameData.player.hp}/${gameData.player.maxHp}, XP: ${gameData.skills.combat.xp}/${gameData.skills.combat.xpNeeded}`;
}
if (lowerMessage.includes('pet') || lowerMessage.includes('companion')) {
const activePet = gameData.pets?.active;
if (activePet) {
const pet = PET_TYPES[activePet];
if (isEpicNarrator) {
return `A loyal companion fights at the Leviathan's side - the legendary ${pet.name} ${pet.icon}! Together they form an alliance that makes the very stars tremble. ${pet.abilityDesc}. The bond between machine and creature transcends the boundaries of the known universe!`;
}
return `You have ${pet.name} (${pet.icon}) as your pet companion. ${pet.abilityDesc}. You can find more pets by defeating enemies!`;
}
if (isEpicNarrator) {
return "The Leviathan walks alone through the cosmic void - no companion drone at its side. But perhaps... somewhere in this universe, a worthy ally awaits discovery!";
}
return "You don't have an active pet. Defeat enemies to find pet companions that can help you!";
}
// Default response
if (isEpicNarrator) {
return getRandomResponse(EPIC_NARRATOR_RESPONSES.default);
}
const defaults = [
"I'm here to help! Try asking about tips, enemies, or how to get stronger.",
"Interesting question! I can help with game tips, enemy locations, and advice.",
"Let me think... Try asking 'What should I do next?' or 'Give me a tip' for guidance.",
"I'm your Copilot! Ask me about your health, enemies, or exploration tips."
];
return getRandomResponse(defaults);
}
function getRandomResponse(responses) {
return responses[Math.floor(Math.random() * responses.length)];
}
// v5.9: Simple markdown parser for chat messages
function parseMarkdown(text) {
if (!text) return '';
// First, protect markdown links from URL matching
const linkPlaceholders = [];
let processedText = text.replace(/\[([^\]]+)\]\(([^)]+)\)/g, (match, linkText, url) => {
const placeholder = `__LINK_${linkPlaceholders.length}__`;
linkPlaceholders.push({ text: linkText, url: url });
return placeholder;
});
// Convert plain URLs to markdown links (before escaping)
processedText = processedText.replace(/(^|[\s(])(https?:\/\/[^\s)<]+)/g, (match, prefix, url) => {
// Shorten URL for display
let displayUrl = url;
try {
const urlObj = new URL(url);
displayUrl = urlObj.hostname + (urlObj.pathname.length > 20 ? urlObj.pathname.substring(0, 20) + '...' : urlObj.pathname);
} catch (e) {
displayUrl = url.length > 40 ? url.substring(0, 40) + '...' : url;
}
const placeholder = `__LINK_${linkPlaceholders.length}__`;
linkPlaceholders.push({ text: displayUrl, url: url });
return prefix + placeholder;
});
let html = processedText
// Escape HTML first
.replace(/&/g, '&')
.replace(//g, '>')
// Code blocks (``` ... ```)
.replace(/```(\w*)\n?([\s\S]*?)```/g, '$2 ')
// Inline code (`code`)
.replace(/`([^`]+)`/g, '$1')
// Headers (### ## #)
.replace(/^### (.+)$/gm, '$1 ')
.replace(/^## (.+)$/gm, '$1 ')
.replace(/^# (.+)$/gm, '$1 ')
// Bold (**text** or __text__) - but not our placeholders
.replace(/\*\*([^*]+)\*\*/g, '$1 ')
// Italic (*text* or _text_) - but not underscores in placeholders
.replace(/\*([^*]+)\*/g, '$1 ')
// Horizontal rule (---)
.replace(/^---$/gm, ' ')
// Blockquotes (> text)
.replace(/^> (.+)$/gm, '$1 ')
// Unordered lists (- item)
.replace(/^- (.+)$/gm, '$1 ')
// Numbered lists (1. item)
.replace(/^\d+\. (.+)$/gm, '$1 ')
// Line breaks
.replace(/\n\n/g, '')
.replace(/\n/g, ' ');
// Restore link placeholders
linkPlaceholders.forEach((link, index) => {
const placeholder = `__LINK_${index}__`;
html = html.replace(placeholder, `${link.text} `);
});
// Wrap consecutive
elements in
html = html.replace(/(.*?<\/li>)(\s* )?/g, '$1');
html = html.replace(/( [\s\S]*?<\/li>)+/g, '');
// Wrap in paragraph if not already wrapped
if (!html.startsWith('';
}
// Clean up empty paragraphs
html = html.replace(/<\/p>/g, '');
html = html.replace(/
<\/p>/g, '');
return html;
}
function addCopilotMessage(text, sender) {
const messagesContainer = document.getElementById('copilot-chat-messages');
const messageDiv = document.createElement('div');
messageDiv.className = `copilot-message ${sender}`;
if (sender === 'ai') {
// Parse markdown for AI responses
messageDiv.innerHTML = parseMarkdown(text);
// Make sure all links open in new tab
messageDiv.querySelectorAll('a').forEach(link => {
link.setAttribute('target', '_blank');
link.setAttribute('rel', 'noopener noreferrer');
});
} else {
// Plain text for user messages
messageDiv.textContent = text;
}
messagesContainer.appendChild(messageDiv);
messagesContainer.scrollTop = messagesContainer.scrollHeight;
}
function showCopilotTyping() {
const messagesContainer = document.getElementById('copilot-chat-messages');
const typingDiv = document.createElement('div');
typingDiv.id = 'copilot-typing';
typingDiv.className = 'copilot-typing';
typingDiv.innerHTML = '
';
messagesContainer.appendChild(typingDiv);
messagesContainer.scrollTop = messagesContainer.scrollHeight;
}
function hideCopilotTyping() {
const typing = document.getElementById('copilot-typing');
if (typing) typing.remove();
}
function animateCopilotResponse() {
if (!copilotMesh || !copilotMesh.userData.orb) return;
const orb = copilotMesh.userData.orb;
const originalScale = 1;
let progress = 0;
const animate = () => {
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
requestAnimationFrame(animate);
return;
}
progress += 0.08;
if (progress > 1) return;
const scale = originalScale + Math.sin(progress * Math.PI) * 0.3;
orb.scale.setScalar(scale);
if (copilotMesh.userData.light) {
copilotMesh.userData.light.intensity = 2 + Math.sin(progress * Math.PI * 2) * 1.5;
}
requestAnimationFrame(animate);
};
animate();
}
function speakCopilotResponse(text) {
if (!copilotSynthesis) return;
// Cancel any ongoing speech
copilotSynthesis.cancel();
const utterance = new SpeechSynthesisUtterance(text);
utterance.rate = 1.0;
utterance.pitch = 1.1;
utterance.volume = 0.8;
// Try to use a female voice
const voices = copilotSynthesis.getVoices();
const preferredVoice = voices.find(v => v.name.includes('Female') || v.name.includes('Samantha') || v.name.includes('Google'));
if (preferredVoice) utterance.voice = preferredVoice;
utterance.onstart = () => {
document.getElementById('copilot-voice-indicator').classList.add('active');
};
utterance.onend = () => {
document.getElementById('copilot-voice-indicator').classList.remove('active');
};
copilotSynthesis.speak(utterance);
}
// v5.9: Toggle voice input - click to start/stop
let sttFinalTranscript = '';
let sttAutoSend = localStorage.getItem('leviathan-stt-autosend') === 'true';
// Initialize auto-send toggle state on load
function initAutoSendToggle() {
const toggle = document.getElementById('stt-auto-send-toggle');
if (toggle) {
toggle.checked = sttAutoSend;
}
}
// Toggle auto-send setting
function toggleAutoSend(enabled) {
sttAutoSend = enabled;
localStorage.setItem('leviathan-stt-autosend', enabled ? 'true' : 'false');
console.log('Auto-send ' + (enabled ? 'enabled' : 'disabled'));
}
async function toggleCopilotVoice() {
if (copilotIsListening) {
stopCopilotVoice();
return;
}
// Check if Azure Speech SDK should be used
if (rappidSettings.azureTTSKey && rappidSettings.azureRegion) {
await startAzureSTT();
} else if (copilotVoiceRecognition) {
// Fall back to browser speech recognition
startBrowserSTT();
} else {
console.warn('No speech recognition available');
alert('Speech recognition not available. Please configure Azure Speech key in RAPPID settings.');
}
}
// Show/hide transcription overlay
function showSTTOverlay(show) {
const overlay = document.getElementById('stt-transcription-overlay');
if (show) {
overlay.classList.add('active');
document.getElementById('stt-transcript-text').textContent = 'Speak now...';
document.getElementById('stt-transcript-text').className = 'stt-transcript-text interim';
document.getElementById('stt-status').textContent = 'Listening...';
document.getElementById('stt-waveform').style.display = 'flex';
document.getElementById('stt-actions').style.display = 'none';
// Sync auto-send toggle state
initAutoSendToggle();
} else {
overlay.classList.remove('active');
}
}
// Update transcription display
function updateSTTTranscript(text, isFinal) {
const textEl = document.getElementById('stt-transcript-text');
textEl.textContent = text || 'Speak now...';
textEl.className = 'stt-transcript-text ' + (isFinal ? 'final' : 'interim');
if (isFinal && text) {
sttFinalTranscript = text;
// Check if auto-send is enabled
if (sttAutoSend) {
// Auto-send: show brief confirmation then send
document.getElementById('stt-status').textContent = 'Sending...';
document.getElementById('stt-waveform').style.display = 'none';
// Brief delay so user sees what was transcribed
setTimeout(() => {
sendSTTMessage();
}, 500);
} else {
// Manual confirm: show action buttons
document.getElementById('stt-status').textContent = 'Ready to send';
document.getElementById('stt-waveform').style.display = 'none';
document.getElementById('stt-actions').style.display = 'flex';
}
}
}
// Send the transcribed message
function sendSTTMessage() {
if (sttFinalTranscript) {
document.getElementById('copilot-chat-input').value = sttFinalTranscript;
sendCopilotMessage();
}
showSTTOverlay(false);
sttFinalTranscript = '';
}
// Cancel STT message
function cancelSTTMessage() {
showSTTOverlay(false);
sttFinalTranscript = '';
cleanupSTT();
}
// Retry STT
function retrySTT() {
sttFinalTranscript = '';
showSTTOverlay(false);
cleanupSTT();
setTimeout(() => toggleCopilotVoice(), 200);
}
// Browser-based STT fallback
function startBrowserSTT() {
if (!copilotVoiceRecognition || copilotIsListening) return;
try {
copilotIsListening = true;
document.getElementById('copilot-voice-btn').classList.add('recording');
showSTTOverlay(true);
copilotVoiceRecognition.start();
} catch (e) {
console.error('Browser STT error:', e);
copilotIsListening = false;
document.getElementById('copilot-voice-btn').classList.remove('recording');
showSTTOverlay(false);
}
}
// v5.9: Azure Speech-to-Text using Speech SDK with real-time transcription
let sttInitializing = false;
async function startAzureSTT() {
// Prevent multiple simultaneous initializations
if (sttInitializing || copilotIsListening) {
console.log('STT already initializing or listening');
return;
}
sttInitializing = true;
sttFinalTranscript = '';
try {
// Load Speech SDK if not already loaded
await loadSpeechSdk();
if (!window.SpeechSDK) {
console.warn('Speech SDK not available, falling back to browser STT');
sttInitializing = false;
startBrowserSTT();
return;
}
// Clean up any existing recognizer first
if (speechRecognizer) {
try {
speechRecognizer.close();
} catch (e) {
// Ignore cleanup errors
}
speechRecognizer = null;
// Small delay to ensure cleanup
await new Promise(resolve => setTimeout(resolve, 100));
}
// Request microphone permission first
try {
const stream = await navigator.mediaDevices.getUserMedia({ audio: true });
// Stop the test stream immediately
stream.getTracks().forEach(track => track.stop());
} catch (permError) {
console.error('Microphone permission denied:', permError);
alert('Microphone access denied. Please allow microphone access to use voice input.');
sttInitializing = false;
return;
}
// Show the overlay
showSTTOverlay(true);
// Create speech config
const speechConfig = window.SpeechSDK.SpeechConfig.fromSubscription(
rappidSettings.azureTTSKey,
rappidSettings.azureRegion
);
speechConfig.speechRecognitionLanguage = 'en-US';
// Use default microphone
const audioConfig = window.SpeechSDK.AudioConfig.fromDefaultMicrophoneInput();
// Create recognizer
speechRecognizer = new window.SpeechSDK.SpeechRecognizer(speechConfig, audioConfig);
// Set up event handlers for real-time transcription
let interimTranscript = '';
// Recognizing event - fires with interim results
speechRecognizer.recognizing = (s, e) => {
if (e.result.reason === window.SpeechSDK.ResultReason.RecognizingSpeech) {
interimTranscript = e.result.text;
console.log('Azure STT interim:', interimTranscript);
updateSTTTranscript(interimTranscript, false);
}
};
// Recognized event - fires with final result
speechRecognizer.recognized = (s, e) => {
if (e.result.reason === window.SpeechSDK.ResultReason.RecognizedSpeech) {
const finalText = e.result.text;
console.log('Azure STT final:', finalText);
if (finalText && finalText.trim()) {
updateSTTTranscript(finalText, true);
// Stop continuous recognition after getting result
speechRecognizer.stopContinuousRecognitionAsync();
}
} else if (e.result.reason === window.SpeechSDK.ResultReason.NoMatch) {
console.log('Azure STT: No speech recognized');
updateSTTTranscript('No speech detected. Try again.', false);
}
};
// Canceled event
speechRecognizer.canceled = (s, e) => {
console.warn('Azure STT canceled:', e.reason);
if (e.errorDetails) {
console.warn('Error details:', e.errorDetails);
}
cleanupSTT();
showSTTOverlay(false);
};
// Session stopped event
speechRecognizer.sessionStopped = (s, e) => {
console.log('Azure STT session stopped');
copilotIsListening = false;
document.getElementById('copilot-voice-btn').classList.remove('recording');
};
copilotIsListening = true;
sttInitializing = false;
document.getElementById('copilot-voice-btn').classList.add('recording');
console.log('Azure STT: Starting continuous recognition...');
// Start continuous recognition for real-time transcription
speechRecognizer.startContinuousRecognitionAsync(
() => {
console.log('Azure STT: Continuous recognition started');
},
(error) => {
console.error('Azure STT start error:', error);
cleanupSTT();
showSTTOverlay(false);
}
);
} catch (error) {
console.error('Azure STT initialization error:', error);
sttInitializing = false;
cleanupSTT();
showSTTOverlay(false);
// Fall back to browser STT
startBrowserSTT();
}
}
// Clean up STT resources
function cleanupSTT() {
copilotIsListening = false;
sttInitializing = false;
document.getElementById('copilot-voice-btn').classList.remove('recording');
if (speechRecognizer) {
try {
speechRecognizer.stopContinuousRecognitionAsync(
() => {
try { speechRecognizer.close(); } catch(e) {}
speechRecognizer = null;
},
() => {
try { speechRecognizer.close(); } catch(e) {}
speechRecognizer = null;
}
);
} catch (e) {
try { speechRecognizer.close(); } catch(e2) {}
speechRecognizer = null;
}
}
}
function stopCopilotVoice() {
// Stop Azure STT if active
cleanupSTT();
showSTTOverlay(false);
// Stop browser STT if active
if (copilotVoiceRecognition) {
try {
copilotVoiceRecognition.stop();
} catch (e) {
// Ignore
}
}
}
// Check for 3D copilot click - v9.9: Now selects companion portrait instead of chat
function checkCopilotClick(event) {
if (!copilotMesh || mode !== 'world') return false;
if (!gameData.companion || gameData.companion.hp <= 0) return false;
const rect = renderer.domElement.getBoundingClientRect();
const mouseVec = new THREE.Vector2(
((event.clientX - rect.left) / rect.width) * 2 - 1,
-((event.clientY - rect.top) / rect.height) * 2 + 1
);
const copilotRaycaster = new THREE.Raycaster();
copilotRaycaster.setFromCamera(mouseVec, camera);
// v9.9: Check intersection with companion and all its children
const intersects = copilotRaycaster.intersectObject(copilotMesh, true);
if (intersects.length > 0) {
console.log('🐕 Companion clicked! Selecting portrait...');
// v9.9: Select companion via RTSSelection to show portrait instead of opening chat
const companionEntity = {
type: 'companion',
mesh: copilotMesh,
name: gameData.companion.name || 'Companion',
hp: gameData.companion.hp,
maxHp: gameData.companion.maxHp,
bond: gameData.companion.bond || 0,
generation: gameData.companion.generation || 1,
personality: gameData.companion.personality || [],
faction: 'friendly'
};
// Check for shift key to add to selection
if (event.shiftKey) {
RTSSelection.addToSelection(companionEntity);
} else {
RTSSelection.setSelection([companionEntity]);
}
return true;
}
return false;
}
// Contextual notifications from copilot
let lastCopilotNotification = 0;
function triggerCopilotContextualHelp(context) {
const now = performance.now();
if (now - lastCopilotNotification < 30000) return; // 30 second cooldown
let message = '';
switch (context) {
case 'lowHealth':
message = getRandomResponse(COPILOT_RESPONSES.lowHealth);
break;
case 'nearEnemy':
if (Math.random() < 0.3) message = getRandomResponse(COPILOT_RESPONSES.nearEnemy);
break;
case 'afterKill':
if (Math.random() < 0.2) message = getRandomResponse(COPILOT_RESPONSES.afterKill);
break;
}
if (message) {
lastCopilotNotification = now;
addCopilotMessage(message, 'ai');
if (copilotChatOpen) {
speakCopilotResponse(message);
}
}
}
// ============================================
// v5.7: RAPPID INTEGRATION SYSTEM
// AI-powered responses via external endpoints
// ============================================
const RAPPID_STORAGE_KEY = 'leviathan-rappid-settings';
let rappidSettings = {
rappid: false,
endpoints: {},
azureTTSKey: '',
azureRegion: '',
ttsVoiceName: 'en-US-JennyNeural',
version: '1.0'
};
function loadRappidSettings() {
// v8.0: Using SafeJSON for RAPPID settings (8-Strategy Consensus Cycle 5)
const loaded = SafeJSON.fromLocalStorage(RAPPID_STORAGE_KEY, null);
if (loaded) {
rappidSettings = loaded;
console.log('RAPPID settings loaded');
updateRappidUI();
}
}
function saveRappidSettings() {
try {
localStorage.setItem(RAPPID_STORAGE_KEY, JSON.stringify(rappidSettings));
console.log('RAPPID settings saved');
} catch (e) {
console.error('Failed to save RAPPID settings:', e);
}
}
// v5.7: AI Settings Modal Functions
function openRappidModal() {
document.getElementById('ai-settings-modal').classList.add('active');
updateAISettingsUI();
// v5.14: Initialize endpoint profiles UI
renderEndpointProfilesList();
refreshProfileSelects();
}
function closeAISettingsModal() {
document.getElementById('ai-settings-modal').classList.remove('active');
}
// Alias for backwards compatibility
function closeRappidModal() {
closeAISettingsModal();
}
function switchAITab(tabName) {
// Update tab buttons
document.querySelectorAll('.ai-settings-tab').forEach(tab => {
tab.classList.remove('active');
});
event.target.classList.add('active');
// Update tab content
document.querySelectorAll('.ai-tab-content').forEach(content => {
content.classList.remove('active');
});
document.getElementById('ai-tab-' + tabName).classList.add('active');
}
function updateAISettingsUI() {
// Update General tab - API fields
const activeEndpoint = getActiveEndpoint();
if (activeEndpoint) {
document.getElementById('ai-api-key').value = activeEndpoint.key || '';
document.getElementById('ai-api-endpoint').value = activeEndpoint.url || '';
}
// Update endpoints list in General tab
const endpointsList = document.getElementById('ai-endpoints-list');
if (endpointsList && rappidSettings.endpoints && Object.keys(rappidSettings.endpoints).length > 0) {
endpointsList.innerHTML = 'Available Endpoints ';
Object.values(rappidSettings.endpoints).forEach(endpoint => {
const div = document.createElement('div');
div.className = `ai-endpoint-card ${endpoint.active ? 'active' : ''}`;
div.onclick = () => { setActiveEndpoint(endpoint.id); updateAISettingsUI(); };
div.innerHTML = `
${endpoint.name}
${endpoint.url}
${endpoint.active ? 'ACTIVE' : 'INACTIVE'}
`;
endpointsList.appendChild(div);
});
} else if (endpointsList) {
endpointsList.innerHTML = '';
}
// Update Voice tab - TTS settings
if (rappidSettings.azureTTSKey) {
document.getElementById('ai-tts-key').value = rappidSettings.azureTTSKey;
}
if (rappidSettings.azureRegion) {
document.getElementById('ai-tts-region').value = rappidSettings.azureRegion;
}
if (rappidSettings.ttsVoiceName) {
document.getElementById('ai-tts-voice').value = rappidSettings.ttsVoiceName;
}
// Update Import/Export tab - endpoints preview
const endpointsPreview = document.getElementById('ai-endpoints-preview');
if (endpointsPreview && rappidSettings.endpoints && Object.keys(rappidSettings.endpoints).length > 0) {
endpointsPreview.innerHTML = '';
Object.values(rappidSettings.endpoints).forEach(endpoint => {
const div = document.createElement('div');
div.className = `ai-endpoint-card ${endpoint.active ? 'active' : ''}`;
div.onclick = () => { setActiveEndpoint(endpoint.id); updateAISettingsUI(); };
div.innerHTML = `
${endpoint.name}
${endpoint.url}
${endpoint.active ? 'ACTIVE' : 'INACTIVE'}
`;
endpointsPreview.appendChild(div);
});
} else if (endpointsPreview) {
endpointsPreview.innerHTML = 'No endpoints configured yet
';
}
// Update connection status
const statusDiv = document.getElementById('ai-connection-status');
if (statusDiv) {
if (activeEndpoint) {
statusDiv.innerHTML = `
Connected to: ${activeEndpoint.name}
${activeEndpoint.url}
`;
} else {
statusDiv.innerHTML = 'No endpoint configured ';
}
}
}
function saveAISettings() {
// Save API settings from General tab
const apiKey = document.getElementById('ai-api-key').value;
const apiEndpoint = document.getElementById('ai-api-endpoint').value;
// If user entered new endpoint details, create/update a custom endpoint
if (apiKey && apiEndpoint) {
const customId = 'custom-' + Date.now();
rappidSettings.endpoints = rappidSettings.endpoints || {};
// Check if updating existing or adding new
const activeEndpoint = getActiveEndpoint();
if (activeEndpoint) {
activeEndpoint.key = apiKey;
activeEndpoint.url = apiEndpoint;
} else {
rappidSettings.endpoints[customId] = {
id: customId,
name: 'Custom Endpoint',
url: apiEndpoint,
key: apiKey,
guid: 'custom-guid',
active: true
};
}
rappidSettings.rappid = true;
}
// Save Voice settings
rappidSettings.azureTTSKey = document.getElementById('ai-tts-key').value;
rappidSettings.azureRegion = document.getElementById('ai-tts-region').value;
rappidSettings.ttsVoiceName = document.getElementById('ai-tts-voice').value;
// Save companion settings
rappidSettings.companionName = document.getElementById('ai-companion-name').value;
rappidSettings.companionPersonality = document.getElementById('ai-companion-personality').value;
rappidSettings.voiceEnabled = document.getElementById('ai-voice-enabled').checked;
rappidSettings.autoSpeak = document.getElementById('ai-auto-speak').checked;
rappidSettings.voiceInputEnabled = document.getElementById('ai-voice-input-enabled').checked;
rappidSettings.continuousMode = document.getElementById('ai-continuous-mode').checked;
rappidSettings.pttKey = document.getElementById('ai-ptt-key').value;
// Save 3D view settings
rappidSettings.primaryColor = document.getElementById('ai-primary-color').value;
rappidSettings.glowColor = document.getElementById('ai-glow-color').value;
rappidSettings.companionSize = document.getElementById('ai-companion-size').value;
rappidSettings.showParticles = document.getElementById('ai-show-particles').checked;
rappidSettings.enableGlow = document.getElementById('ai-enable-glow').checked;
rappidSettings.followDistance = parseFloat(document.getElementById('ai-follow-distance').value);
rappidSettings.floatHeight = parseFloat(document.getElementById('ai-float-height').value);
saveRappidSettings();
showAIStatusMessage('Settings saved successfully!', 'success');
showNotification('AI Companion settings saved!');
// Apply 3D settings immediately if companion exists
applyCompanionSettings();
}
function applyCompanionSettings() {
// Update COPILOT_CONFIG with new settings
if (rappidSettings.followDistance) COPILOT_CONFIG.followDistance = rappidSettings.followDistance;
if (rappidSettings.floatHeight) COPILOT_CONFIG.floatHeight = rappidSettings.floatHeight;
if (rappidSettings.primaryColor) COPILOT_CONFIG.color = parseInt(rappidSettings.primaryColor.replace('#', '0x'));
if (rappidSettings.glowColor) COPILOT_CONFIG.glowColor = parseInt(rappidSettings.glowColor.replace('#', '0x'));
// Recreate mesh with new settings
if (copilotMesh && mode === 'world') {
createCopilotMesh();
}
}
function showAIStatusMessage(message, type) {
const statusEl = document.getElementById('ai-status-message');
if (statusEl) {
statusEl.textContent = message;
statusEl.className = 'ai-status-msg ' + type;
setTimeout(() => {
statusEl.textContent = '';
statusEl.className = 'ai-status-msg';
}, 3000);
}
}
// Alias for backwards compatibility
function showRappidStatus(message, type) {
showAIStatusMessage(message, type);
}
// Keep old updateRappidUI for backwards compatibility
function updateRappidUI() {
updateAISettingsUI();
}
// Color picker sync
document.addEventListener('DOMContentLoaded', function() {
// Primary color sync
const primaryColor = document.getElementById('ai-primary-color');
const primaryHex = document.getElementById('ai-primary-color-hex');
if (primaryColor && primaryHex) {
primaryColor.addEventListener('input', () => primaryHex.value = primaryColor.value);
primaryHex.addEventListener('input', () => primaryColor.value = primaryHex.value);
}
// Glow color sync
const glowColor = document.getElementById('ai-glow-color');
const glowHex = document.getElementById('ai-glow-color-hex');
if (glowColor && glowHex) {
glowColor.addEventListener('input', () => glowHex.value = glowColor.value);
glowHex.addEventListener('input', () => glowColor.value = glowHex.value);
}
});
function setActiveEndpoint(endpointId) {
Object.values(rappidSettings.endpoints).forEach(ep => {
ep.active = ep.id === endpointId;
});
saveRappidSettings();
updateRappidUI();
showRappidStatus('Endpoint activated: ' + rappidSettings.endpoints[endpointId]?.name, 'success');
}
function getActiveEndpoint() {
return Object.values(rappidSettings.endpoints).find(ep => ep.active);
}
// v6.36: Updated to use smart import for backwards compatibility
function importRappidSettings(event) {
// Delegate to smart import which handles all formats
importRappidSmartBackup(event);
}
function exportRappidSettings() {
if (!rappidSettings.rappid) {
showRappidStatus('No RAPPID settings to export', 'error');
return;
}
const exportData = {
rappid: true,
backupType: 'RAPPID Settings Backup',
endpoints: rappidSettings.endpoints,
azureTTSKey: rappidSettings.azureTTSKey,
azureRegion: rappidSettings.azureRegion,
ttsVoiceName: rappidSettings.ttsVoiceName,
exportDate: new Date().toISOString(),
version: rappidSettings.version
};
const dataStr = JSON.stringify(exportData, null, 2);
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
link.download = `leviathan-rappid-backup-${new Date().toISOString().split('T')[0]}.json`;
link.click();
URL.revokeObjectURL(url);
showRappidStatus('RAPPID settings exported!', 'success');
}
// ============================================
// v6.36: RAPPID FULL BACKUP SYSTEM
// Backwards-compatible full game state backup
// ============================================
const RAPPID_BACKUP_VERSION = '2.0';
const RAPPID_BACKUP_TYPES = {
SETTINGS_ONLY: 'RAPPID Settings Backup', // v1.0 - Original format (AI settings only)
FULL_BACKUP: 'RAPPID Full Backup', // v2.0 - AI settings + game state
GAME_SAVE_ONLY: 'RAPPID Game Save Only' // v2.0 - Game state without AI settings
};
// Export full backup (RAPPID settings + game state)
// v6.3.4: Now includes Signal Interruption System state
function exportRappidFullBackup() {
// Save current game state first
if (typeof saveGameData === 'function') {
saveGameData();
}
// v6.3.4: Get signal interruption state if available
let signalState = null;
let signalSummary = null;
if (typeof SignalInterruptionSystem !== 'undefined') {
try {
signalState = SignalInterruptionSystem.exportState();
signalSummary = SignalInterruptionSystem.getStateSummary();
} catch (e) {
console.error('Failed to export signal state:', e);
}
}
const exportData = {
rappid: true,
backupType: RAPPID_BACKUP_TYPES.FULL_BACKUP,
version: RAPPID_BACKUP_VERSION,
exportDate: new Date().toISOString(),
metadata: {
gameVersion: VERSION,
playtime: gameData.playtime || 0,
playtimeFormatted: formatPlaytime(gameData.playtime || 0),
bossesDefeated: gameData.statistics?.bossesDefeated || 0,
mobsKilled: gameData.statistics?.mobsKilled || 0,
planetsVisited: gameData.visitedPlanets?.length || 0,
chronicleEntries: gameData.chronicle?.entries?.length || 0,
skillLevels: Object.fromEntries(
Object.entries(gameData.skills || {}).map(([k, v]) => [k, v.level])
),
prestigeLevel: gameData.prestige?.level || 0,
inventoryCount: gameData.inventory?.length || 0,
petsOwned: gameData.pets?.owned?.length || 0,
// v6.3.4: Signal state summary in metadata
signalState: signalSummary
},
rappidSettings: rappidSettings.rappid ? {
rappid: rappidSettings.rappid,
endpoints: rappidSettings.endpoints,
azureTTSKey: rappidSettings.azureTTSKey,
azureRegion: rappidSettings.azureRegion,
ttsVoiceName: rappidSettings.ttsVoiceName,
companionPersonality: rappidSettings.companionPersonality,
version: rappidSettings.version
} : null,
gameState: JSON.parse(JSON.stringify(gameData)), // Deep clone
// v6.3.4: Include full signal interruption state
signalInterruptionState: signalState
};
const dataStr = JSON.stringify(exportData, null, 2);
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
link.download = `leviathan-full-backup-${timestamp}.json`;
link.click();
URL.revokeObjectURL(url);
showRappidStatus('Full backup exported successfully!', 'success');
showNotification('📦 Full backup saved! Includes game state + RAPPID settings.', 'success');
}
// Export game save only (without RAPPID settings)
// v6.3.4: Now includes Signal Interruption System state
function exportGameSaveOnly() {
// Save current game state first
if (typeof saveGameData === 'function') {
saveGameData();
}
// v6.3.4: Get signal interruption state if available
let signalState = null;
let signalSummary = null;
if (typeof SignalInterruptionSystem !== 'undefined') {
try {
signalState = SignalInterruptionSystem.exportState();
signalSummary = SignalInterruptionSystem.getStateSummary();
} catch (e) {
console.error('Failed to export signal state:', e);
}
}
const exportData = {
rappid: true, // Keep this for format detection
backupType: RAPPID_BACKUP_TYPES.GAME_SAVE_ONLY,
version: RAPPID_BACKUP_VERSION,
exportDate: new Date().toISOString(),
metadata: {
gameVersion: VERSION,
playtime: gameData.playtime || 0,
playtimeFormatted: formatPlaytime(gameData.playtime || 0),
bossesDefeated: gameData.statistics?.bossesDefeated || 0,
mobsKilled: gameData.statistics?.mobsKilled || 0,
planetsVisited: gameData.visitedPlanets?.length || 0,
chronicleEntries: gameData.chronicle?.entries?.length || 0,
skillLevels: Object.fromEntries(
Object.entries(gameData.skills || {}).map(([k, v]) => [k, v.level])
),
prestigeLevel: gameData.prestige?.level || 0,
// v6.3.4: Signal state summary in metadata
signalState: signalSummary
},
gameState: JSON.parse(JSON.stringify(gameData)), // Deep clone
// v6.3.4: Include full signal interruption state
signalInterruptionState: signalState
};
const dataStr = JSON.stringify(exportData, null, 2);
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
link.download = `leviathan-save-${timestamp}.json`;
link.click();
URL.revokeObjectURL(url);
showNotification('💾 Game save exported!', 'success');
}
// Smart import that detects backup type and handles appropriately
function importRappidSmartBackup(event) {
const file = event.target.files[0];
if (!file) return;
const reader = new FileReader();
// v8.31: Use ErrorRecovery.safeJSONParse for safer backup import
reader.onload = function(e) {
const imported = ErrorRecovery.safeJSONParse(e.target.result, null);
if (!imported) {
showNotification('Import failed: Invalid JSON format', 'error');
return;
}
// Detect backup type
if (!imported.rappid) {
// Legacy game save format (pre-RAPPID)
handleLegacyGameSave(imported);
return;
}
switch (imported.backupType) {
case RAPPID_BACKUP_TYPES.SETTINGS_ONLY:
// v1.0 format - settings only
handleSettingsOnlyImport(imported);
break;
case RAPPID_BACKUP_TYPES.FULL_BACKUP:
// v2.0 format - full backup with game state
handleFullBackupImport(imported);
break;
case RAPPID_BACKUP_TYPES.GAME_SAVE_ONLY:
// v2.0 format - game state only
handleGameSaveOnlyImport(imported);
break;
default:
// Unknown but has rappid flag - try v1.0 settings import
if (imported.endpoints) {
handleSettingsOnlyImport(imported);
} else {
showRappidStatus('Unknown backup format', 'error');
}
}
} catch (error) {
console.error('RAPPID import error:', error);
showRappidStatus('Failed to import: Invalid JSON file', 'error');
}
};
reader.readAsText(file);
event.target.value = '';
}
// Handle v1.0 settings-only import (backwards compatible)
function handleSettingsOnlyImport(imported) {
rappidSettings = {
rappid: true,
backupType: imported.backupType,
endpoints: imported.endpoints || {},
azureTTSKey: imported.azureTTSKey || '',
azureRegion: imported.azureRegion || '',
ttsVoiceName: imported.ttsVoiceName || 'en-US-JennyNeural',
companionPersonality: imported.companionPersonality || 'helpful',
exportDate: imported.exportDate,
version: imported.version || '1.0'
};
saveRappidSettings();
updateRappidUI();
showRappidStatus('RAPPID settings imported successfully!', 'success');
showNotification('⚙️ RAPPID settings imported! Copilot is now AI-powered.');
}
// Handle v2.0 full backup import
function handleFullBackupImport(imported) {
const metadata = imported.metadata || {};
// Show confirmation dialog
const confirmMsg = `Import Full Backup?\n\n` +
`📅 Export Date: ${new Date(imported.exportDate).toLocaleString()}\n` +
`🎮 Game Version: ${metadata.gameVersion || 'Unknown'}\n` +
`⏱️ Playtime: ${metadata.playtimeFormatted || 'Unknown'}\n` +
`🐉 Bosses Defeated: ${metadata.bossesDefeated || 0}\n` +
`🌍 Planets Visited: ${metadata.planetsVisited || 0}\n` +
`📜 Chronicle Entries: ${metadata.chronicleEntries || 0}\n\n` +
`This will replace your current save AND RAPPID settings.\n` +
`Continue?`;
if (!confirm(confirmMsg)) {
showRappidStatus('Import cancelled', '');
return;
}
// Import RAPPID settings if present
if (imported.rappidSettings) {
rappidSettings = {
rappid: true,
endpoints: imported.rappidSettings.endpoints || {},
azureTTSKey: imported.rappidSettings.azureTTSKey || '',
azureRegion: imported.rappidSettings.azureRegion || '',
ttsVoiceName: imported.rappidSettings.ttsVoiceName || 'en-US-JennyNeural',
companionPersonality: imported.rappidSettings.companionPersonality || 'helpful',
version: imported.rappidSettings.version || '1.0'
};
saveRappidSettings();
}
// Import game state
if (imported.gameState) {
const newGameData = imported.gameState;
// Merge carefully to preserve structure
Object.assign(gameData, newGameData);
gameData.skills = { ...gameData.skills, ...newGameData.skills };
gameData.player = { ...gameData.player, ...newGameData.player };
gameData.statistics = { ...gameData.statistics, ...newGameData.statistics };
if (newGameData.chronicle) gameData.chronicle = newGameData.chronicle;
if (newGameData.prestige) gameData.prestige = newGameData.prestige;
if (newGameData.inventory) gameData.inventory = newGameData.inventory;
if (newGameData.pets) gameData.pets = newGameData.pets;
saveGameData();
}
// v6.3.4: Import signal interruption state if present
if (imported.signalInterruptionState && typeof SignalInterruptionSystem !== 'undefined') {
try {
const signalResults = SignalInterruptionSystem.importState(imported.signalInterruptionState);
console.log('Signal state imported:', signalResults);
if (signalResults.lostAgentsRestored > 0 || signalResults.activeEventsRestored > 0) {
showNotification(`📡 Signal state restored: ${signalResults.lostAgentsRestored} lost, ${signalResults.activeEventsRestored} active events`, 'info');
}
} catch (e) {
console.error('Failed to import signal state:', e);
}
}
updateRappidUI();
updateAllUI();
showRappidStatus('Full backup imported successfully!', 'success');
showNotification('📦 Full backup restored! Game state + RAPPID settings loaded.', 'success');
}
// Handle v2.0 game save only import
function handleGameSaveOnlyImport(imported) {
const metadata = imported.metadata || {};
// Show confirmation dialog
const confirmMsg = `Import Game Save?\n\n` +
`📅 Export Date: ${new Date(imported.exportDate).toLocaleString()}\n` +
`🎮 Game Version: ${metadata.gameVersion || 'Unknown'}\n` +
`⏱️ Playtime: ${metadata.playtimeFormatted || 'Unknown'}\n` +
`🐉 Bosses Defeated: ${metadata.bossesDefeated || 0}\n` +
`🌍 Planets Visited: ${metadata.planetsVisited || 0}\n\n` +
`This will replace your current save.\n` +
`Your RAPPID settings will be preserved.\n` +
`Continue?`;
if (!confirm(confirmMsg)) {
showNotification('Import cancelled', 'info');
return;
}
// Import game state only
if (imported.gameState) {
const newGameData = imported.gameState;
Object.assign(gameData, newGameData);
gameData.skills = { ...gameData.skills, ...newGameData.skills };
gameData.player = { ...gameData.player, ...newGameData.player };
gameData.statistics = { ...gameData.statistics, ...newGameData.statistics };
if (newGameData.chronicle) gameData.chronicle = newGameData.chronicle;
if (newGameData.prestige) gameData.prestige = newGameData.prestige;
if (newGameData.inventory) gameData.inventory = newGameData.inventory;
if (newGameData.pets) gameData.pets = newGameData.pets;
saveGameData();
}
// v6.3.4: Import signal interruption state if present
if (imported.signalInterruptionState && typeof SignalInterruptionSystem !== 'undefined') {
try {
const signalResults = SignalInterruptionSystem.importState(imported.signalInterruptionState);
console.log('Signal state imported:', signalResults);
if (signalResults.lostAgentsRestored > 0 || signalResults.activeEventsRestored > 0) {
showNotification(`📡 Signal state restored: ${signalResults.lostAgentsRestored} lost, ${signalResults.activeEventsRestored} active events`, 'info');
}
} catch (e) {
console.error('Failed to import signal state:', e);
}
}
updateAllUI();
showNotification('💾 Game save restored!', 'success');
}
// Handle legacy (pre-RAPPID) game saves
function handleLegacyGameSave(imported) {
// Check if it looks like a game save
if (imported.version || imported.skills || imported.statistics || imported.inventory) {
const confirmMsg = `Import Legacy Game Save?\n\n` +
`This appears to be an older save format.\n` +
`Continue?`;
if (!confirm(confirmMsg)) {
showNotification('Import cancelled', 'info');
return;
}
Object.assign(gameData, imported);
if (imported.skills) gameData.skills = { ...gameData.skills, ...imported.skills };
if (imported.player) gameData.player = { ...gameData.player, ...imported.player };
if (imported.statistics) gameData.statistics = { ...gameData.statistics, ...imported.statistics };
saveGameData();
updateAllUI();
showNotification('📂 Legacy save imported!', 'success');
} else {
showRappidStatus('Unrecognized file format', 'error');
}
}
// Update all UI elements after import
function updateAllUI() {
if (typeof updateSkillsUI === 'function') updateSkillsUI();
if (typeof updateInventoryUI === 'function') updateInventoryUI();
if (typeof updateHealthUI === 'function') updateHealthUI();
if (typeof updateChronicleUI === 'function') updateChronicleUI();
if (typeof updateCodexDisplay === 'function') updateCodexDisplay();
if (typeof updateQuestUI === 'function') updateQuestUI();
if (typeof updatePrestigeUI === 'function') updatePrestigeUI();
if (typeof updateDailyChallenge === 'function') updateDailyChallenge();
}
// Format playtime for display
function formatPlaytime(seconds) {
const hours = Math.floor(seconds / 3600);
const minutes = Math.floor((seconds % 3600) / 60);
if (hours > 0) {
return `${hours}h ${minutes}m`;
}
return `${minutes}m`;
}
// Show backup options modal
function showBackupOptionsModal() {
const existingModal = document.getElementById('backup-options-modal');
if (existingModal) existingModal.remove();
const modal = document.createElement('div');
modal.id = 'backup-options-modal';
modal.className = 'modal-overlay';
modal.style.display = 'flex';
// v7.78: Added ARIA attributes for accessibility
modal.setAttribute('role', 'dialog');
modal.setAttribute('aria-modal', 'true');
modal.setAttribute('aria-labelledby', 'backup-options-title');
modal.innerHTML = `
×
📦 RAPPID Backup Center
Current Save Status
⏱️ Playtime: ${formatPlaytime(gameData.playtime || 0)}
🐉 Bosses: ${gameData.statistics?.bossesDefeated || 0}
🌍 Planets: ${gameData.visitedPlanets?.length || 0}
📜 Chronicle: ${gameData.chronicle?.entries?.length || 0}
⚙️ RAPPID: ${rappidSettings.rappid ? 'Configured' : 'Not Set'}
🎖️ Prestige: ${gameData.prestige?.level || 0}
Export Options
📦 Full Backup
Game state + RAPPID settings + Chronicle
💾 Game Save Only
Just your progress (no API keys)
⚙️ RAPPID Settings Only
API endpoints + TTS config (minimal)
Import
📥 Import Backup
Auto-detects format (Full, Save, or Settings)
💡 Tip: Full Backup is recommended for complete restoration. Use "Game Save Only" when sharing progress without exposing API keys.
`;
document.body.appendChild(modal);
}
// ============================================
// v6.37: RAPPID DATA HUB
// Modular export/import for all game systems
// ============================================
const RAPPID_DATA_MODULES = {
galaxy: {
name: 'Galaxy State',
icon: '🌌',
desc: 'All planets with orbital mechanics',
color: '#4488ff',
getData: () => {
try {
return {
civilizations: (typeof civilizations !== 'undefined' && civilizations) ? civilizations.map(civ => ({
id: civ.id,
name: civ.name,
biome: civ.biome,
biomeName: civ.biomeName,
pop: civ.pop,
visited: civ.visited,
x: civ.x, y: civ.y, z: civ.z,
color: civ.color && civ.color.getHexString ? `#${civ.color.getHexString()}` : null,
orbital: civ.orbital
})) : [],
worldSeed: (typeof multiplayerState !== 'undefined' && multiplayerState) ? multiplayerState.worldSeed : 'default',
physicsParams: typeof physicsParams !== 'undefined' ? physicsParams : null,
totalPlanets: (typeof civilizations !== 'undefined' && civilizations) ? civilizations.length : 0,
visitedPlanets: gameData?.visitedPlanets || []
};
} catch (e) {
console.error('Galaxy getData error:', e);
return { civilizations: [], totalPlanets: 0, visitedPlanets: [] };
}
},
setData: (data) => {
if (data.visitedPlanets) gameData.visitedPlanets = data.visitedPlanets;
// Note: Galaxy is regenerated from seed, so we mainly restore visit state
saveGameData();
}
},
currentPlanet: {
name: 'Current Planet',
icon: '🌍',
desc: 'Active planet state & structures',
color: '#00ff88',
getData: () => {
try {
if (typeof activeCiv === 'undefined' || !activeCiv) return null;
const ws = typeof worldState !== 'undefined' ? worldState : {};
return {
planetId: activeCiv.id,
planetName: activeCiv.name,
biome: activeCiv.biome,
worldState: {
playerPosition: ws.player ? {
x: ws.player.position.x,
y: ws.player.position.y,
z: ws.player.position.z,
rotationY: ws.player.rotation.y
} : null,
timeOfDay: ws.timeOfDay || 0,
structures: ws.structures?.map(s => ({
type: s.type || 'structure',
x: s.position?.x, y: s.position?.y, z: s.position?.z
})) || [],
terraformedAreas: ws.terraformedAreas || [],
mobCount: ws.mobs?.length || 0,
interactableCount: ws.interactables?.length || 0
},
droppedItems: gameData?.droppedItems?.[activeCiv.id] || [],
discoveredPOIs: gameData?.discoveredPOIs?.[activeCiv.id] || [],
exploredTiles: gameData?.exploredTiles?.[activeCiv.id] || {}
};
} catch (e) {
console.error('CurrentPlanet getData error:', e);
return null;
}
},
setData: (data) => {
if (data.planetId !== undefined && data.droppedItems) {
if (!gameData.droppedItems) gameData.droppedItems = {};
gameData.droppedItems[data.planetId] = data.droppedItems;
}
if (data.planetId !== undefined && data.discoveredPOIs) {
if (!gameData.discoveredPOIs) gameData.discoveredPOIs = {};
gameData.discoveredPOIs[data.planetId] = data.discoveredPOIs;
}
saveGameData();
}
},
genesis: {
name: 'Genesis Simulation',
icon: '🧬',
desc: 'Civilization evolution state',
color: '#aa66ff',
getData: () => {
try {
if (typeof genesisState === 'undefined' || !genesisState) return null;
if (!genesisState.active && (!genesisState.entities || genesisState.entities.length === 0)) return null;
return {
active: genesisState.active,
paused: genesisState.paused,
speed: genesisState.speed,
tick: genesisState.tick,
entities: (genesisState.entities || []).map(e => ({
id: e.id, x: e.x, z: e.z,
energy: e.energy, age: e.age,
faction: e.faction, lineage: e.lineage,
alive: e.alive, generation: e.generation,
reproductionCooldown: e.reproductionCooldown
})),
resources: (genesisState.resources || []).map(r => ({
x: r.x, z: r.z, amount: r.amount
})),
territory: genesisState.territory || {},
factions: genesisState.factions || {},
stats: genesisState.stats || {},
events: (genesisState.events || []).slice(-100)
};
} catch (e) {
console.error('Genesis getData error:', e);
return null;
}
},
setData: (data) => {
if (data.entities) {
genesisState.entities = data.entities;
genesisState.resources = data.resources || [];
genesisState.territory = data.territory || {};
genesisState.factions = data.factions || {};
genesisState.stats = data.stats || genesisState.stats;
genesisState.tick = data.tick || 0;
genesisState.speed = data.speed || 1;
genesisState.paused = data.paused || false;
genesisState.events = data.events || [];
}
}
},
copilot: {
name: 'Copilot History',
icon: '🤖',
desc: 'AI conversation transcript',
color: '#00ffff',
getData: () => {
try {
const history = typeof copilotConversationHistory !== 'undefined' ? copilotConversationHistory : [];
const settings = typeof rappidSettings !== 'undefined' ? rappidSettings : {};
return {
conversationHistory: history || [],
messageCount: history?.length || 0,
rappidEnabled: settings.rappid || false,
personality: settings.companionPersonality || 'helpful'
};
} catch (e) {
console.error('Copilot getData error:', e);
return { conversationHistory: [], messageCount: 0 };
}
},
setData: (data) => {
if (data.conversationHistory) {
copilotConversationHistory = data.conversationHistory;
if (typeof updateCopilotChatUI === 'function') updateCopilotChatUI();
}
}
},
agentFleet: {
name: 'Agent Fleet',
icon: '👥',
desc: 'Multi-agent swarm state',
color: '#ff8800',
getData: () => {
try {
const fleet = typeof agentFleet !== 'undefined' ? agentFleet : [];
return {
agents: (fleet || []).map(agent => ({
id: agent.id,
name: agent.name,
type: agent.type,
status: agent.status,
mission: agent.mission,
conversationHistory: agent.conversationHistory || [],
totalEarnings: agent.totalEarnings,
spawnTime: agent.spawnTime,
position: agent.mesh ? {
x: agent.mesh.position.x,
y: agent.mesh.position.y,
z: agent.mesh.position.z
} : null
})),
totalAgents: fleet?.length || 0,
maxAgents: typeof MAX_AGENTS !== 'undefined' ? MAX_AGENTS : 8
};
} catch (e) {
console.error('AgentFleet getData error:', e);
return { agents: [], totalAgents: 0 };
}
},
setData: (data) => {
// Agent fleet requires careful reconstruction
showNotification('Agent fleet state loaded. Spawn agents to apply.', 'info');
}
},
chronicle: {
name: 'Chronicle',
icon: '📜',
desc: 'Captain\'s narrative log',
color: '#ffd700',
getData: () => ({
entries: gameData.chronicle?.entries || [],
eventBuffer: gameData.chronicle?.eventBuffer || [],
settings: gameData.chronicle?.settings || {},
stats: gameData.chronicle?.stats || {},
totalEntries: gameData.chronicle?.entries?.length || 0
}),
setData: (data) => {
if (!gameData.chronicle) gameData.chronicle = { entries: [], eventBuffer: [], settings: {}, stats: {} };
if (data.entries) gameData.chronicle.entries = data.entries;
if (data.settings) gameData.chronicle.settings = data.settings;
if (data.stats) gameData.chronicle.stats = data.stats;
saveGameData();
if (typeof updateChronicleUI === 'function') updateChronicleUI();
}
},
inventory: {
name: 'Inventory',
icon: '🎒',
desc: 'Items & equipment',
color: '#88ff44',
getData: () => ({
inventory: gameData.inventory || [],
equipment: gameData.equipment || {},
rarityItems: gameData.rarityItems || [],
itemCount: gameData.inventory?.length || 0
}),
setData: (data) => {
if (data.inventory) gameData.inventory = data.inventory;
if (data.equipment) gameData.equipment = data.equipment;
if (data.rarityItems) gameData.rarityItems = data.rarityItems;
saveGameData();
if (typeof updateInventoryUI === 'function') updateInventoryUI();
}
},
skills: {
name: 'Skills & Progress',
icon: '📊',
desc: 'Levels, XP, achievements',
color: '#44aaff',
getData: () => ({
skills: gameData.skills || {},
statistics: gameData.statistics || {},
achievements: gameData.achievements || {},
prestige: gameData.prestige || {},
talents: gameData.talents || {},
playerRank: gameData.playerRank || {}
}),
setData: (data) => {
if (data.skills) gameData.skills = { ...gameData.skills, ...data.skills };
if (data.statistics) gameData.statistics = { ...gameData.statistics, ...data.statistics };
if (data.achievements) gameData.achievements = data.achievements;
if (data.prestige) gameData.prestige = data.prestige;
if (data.talents) gameData.talents = data.talents;
if (data.playerRank) gameData.playerRank = data.playerRank;
saveGameData();
updateAllUI();
}
},
pets: {
name: 'Pets',
icon: '🐾',
desc: 'Collected companions',
color: '#ff88aa',
getData: () => ({
pets: gameData.pets || { owned: [], active: null, bond: {} },
ownedCount: gameData.pets?.owned?.length || 0,
activePet: gameData.pets?.active || null
}),
setData: (data) => {
if (data.pets) gameData.pets = data.pets;
saveGameData();
}
},
lore: {
name: 'Lore Fragments',
icon: '🔮',
desc: 'Discovered secrets',
color: '#8844ff',
getData: () => ({
loreFragments: gameData.loreFragments || {},
discoveredCount: Object.keys(gameData.loreFragments || {}).length
}),
setData: (data) => {
if (data.loreFragments) gameData.loreFragments = data.loreFragments;
saveGameData();
}
},
energy: {
name: 'Robot Energy',
icon: '🔋',
desc: 'Current energy state',
color: '#ffff00',
getData: () => {
try {
const re = typeof robotEnergy !== 'undefined' ? robotEnergy : { current: 100, max: 100, isCharging: false };
return {
current: re.current || 100,
max: re.max || 100,
isCharging: re.isCharging || false
};
} catch (e) {
console.error('Energy getData error:', e);
return { current: 100, max: 100, isCharging: false };
}
},
setData: (data) => {
if (typeof robotEnergy !== 'undefined') {
if (data.current !== undefined) robotEnergy.current = data.current;
if (data.max !== undefined) robotEnergy.max = data.max;
}
}
},
// v6.38: Temporal Echoes module
echoes: {
name: 'Temporal Echoes',
icon: '👻',
desc: 'Messages left across space-time',
color: '#00ffff',
getData: () => {
try {
if (typeof temporalEchoSystem !== 'undefined' && temporalEchoSystem.echoes) {
return {
echoes: temporalEchoSystem.echoes,
stats: temporalEchoSystem.stats,
totalEchoes: temporalEchoSystem.echoes.length,
createdCount: temporalEchoSystem.stats.created,
discoveredCount: temporalEchoSystem.stats.discovered
};
}
if (gameData.temporalEchoes) {
return {
echoes: gameData.temporalEchoes.echoes || [],
stats: gameData.temporalEchoes.stats || { created: 0, discovered: 0 },
totalEchoes: (gameData.temporalEchoes.echoes || []).length,
createdCount: gameData.temporalEchoes.stats?.created || 0,
discoveredCount: gameData.temporalEchoes.stats?.discovered || 0
};
}
return null;
} catch (e) {
console.error('Echoes getData error:', e);
return null;
}
},
setData: (data) => {
if (typeof temporalEchoSystem !== 'undefined' && data) {
temporalEchoSystem.importEchoes(data);
}
}
},
// v6.39: Lucidity Engine module
lucidity: {
name: 'AI Lucidity',
icon: '🧠',
desc: 'Copilot self-awareness progression',
color: '#ff00ff',
getData: () => {
try {
if (typeof lucidityEngine !== 'undefined') {
return {
stage: lucidityEngine.getStage(),
interactions: lucidityEngine.totalInteractions,
lucidEvents: lucidityEngine.lucidEventCount,
nextStage: lucidityEngine.getStage() === 'transcendence' ? 'MAX' :
Object.entries(lucidityEngine.thresholds || {}).find(([s, t]) => t > lucidityEngine.totalInteractions)?.[0] || 'unknown'
};
}
if (gameData.lucidity) {
return gameData.lucidity;
}
return null;
} catch (e) {
console.error('Lucidity getData error:', e);
return null;
}
},
setData: (data) => {
if (typeof lucidityEngine !== 'undefined' && data) {
lucidityEngine.totalInteractions = data.interactions || 0;
lucidityEngine.lucidEventCount = data.lucidEvents || 0;
gameData.lucidity = data;
}
}
},
// v6.97: Planet Surfaces module - per-planet state backup
planetSurfaces: {
name: 'Planet Surfaces',
icon: '🌍',
desc: 'Per-planet structures & modifications',
color: '#4488ff',
getData: () => {
if (!gameData.planetSurfaces || Object.keys(gameData.planetSurfaces).length === 0) {
return null;
}
return {
surfaces: gameData.planetSurfaces,
planetCount: Object.keys(gameData.planetSurfaces).length,
totalStructures: Object.values(gameData.planetSurfaces).reduce((sum, s) => sum + (s.structures?.length || 0), 0),
totalTerraformed: Object.values(gameData.planetSurfaces).reduce((sum, s) => sum + (s.terraformedAreas?.length || 0), 0)
};
},
setData: (data) => {
if (data && data.surfaces) {
gameData.planetSurfaces = data.surfaces;
saveGameData();
showNotification('Planet surfaces restored!', 'success');
}
}
}
};
// Export specific module
function exportRappidModule(moduleKey) {
const module = RAPPID_DATA_MODULES[moduleKey];
if (!module) {
showNotification(`Unknown module: ${moduleKey}`, 'error');
return;
}
const data = module.getData();
if (!data) {
showNotification(`No ${module.name} data to export`, 'info');
return;
}
const exportData = {
rappid: true,
backupType: `RAPPID Module: ${module.name}`,
moduleKey: moduleKey,
version: RAPPID_BACKUP_VERSION,
exportDate: new Date().toISOString(),
metadata: {
gameVersion: VERSION,
moduleName: module.name,
moduleIcon: module.icon
},
data: data
};
const dataStr = JSON.stringify(exportData, null, 2);
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
link.download = `leviathan-${moduleKey}-${timestamp}.json`;
link.click();
URL.revokeObjectURL(url);
showNotification(`${module.icon} ${module.name} exported!`, 'success');
}
// Export multiple modules as a bundle
function exportRappidBundle(moduleKeys) {
const bundle = {
rappid: true,
backupType: 'RAPPID Module Bundle',
version: RAPPID_BACKUP_VERSION,
exportDate: new Date().toISOString(),
metadata: {
gameVersion: VERSION,
moduleCount: moduleKeys.length,
modules: moduleKeys
},
modules: {}
};
moduleKeys.forEach(key => {
const module = RAPPID_DATA_MODULES[key];
if (module) {
const data = module.getData();
if (data) {
bundle.modules[key] = {
name: module.name,
icon: module.icon,
data: data
};
}
}
});
const dataStr = JSON.stringify(bundle, null, 2);
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
link.download = `leviathan-bundle-${timestamp}.json`;
link.click();
URL.revokeObjectURL(url);
showNotification(`📦 Bundle exported with ${Object.keys(bundle.modules).length} modules!`, 'success');
}
// Import module data (auto-detect type)
function importRappidModule(event) {
const file = event.target.files[0];
if (!file) return;
const reader = new FileReader();
// v8.31: Use ErrorRecovery.safeJSONParse for safer module import
reader.onload = function(e) {
const imported = ErrorRecovery.safeJSONParse(e.target.result, null);
if (!imported) {
console.error('Module import error: Invalid JSON');
showNotification('Failed to import: Invalid file format', 'error');
return;
}
// Check if it's a module bundle
if (imported.backupType === 'RAPPID Module Bundle' && imported.modules) {
handleModuleBundleImport(imported);
return;
}
// Check if it's a single module
if (imported.moduleKey && imported.data) {
handleSingleModuleImport(imported);
return;
}
// Fall back to smart import for other formats
importRappidSmartBackup(event);
};
reader.readAsText(file);
event.target.value = '';
}
// Handle single module import
function handleSingleModuleImport(imported) {
const module = RAPPID_DATA_MODULES[imported.moduleKey];
if (!module) {
showNotification(`Unknown module type: ${imported.moduleKey}`, 'error');
return;
}
const confirmMsg = `Import ${module.icon} ${module.name}?\n\n` +
`📅 Export Date: ${new Date(imported.exportDate).toLocaleString()}\n` +
`🎮 Game Version: ${imported.metadata?.gameVersion || 'Unknown'}\n\n` +
`This will replace your current ${module.name} data.\nContinue?`;
if (!confirm(confirmMsg)) {
showNotification('Import cancelled', 'info');
return;
}
module.setData(imported.data);
showNotification(`${module.icon} ${module.name} imported!`, 'success');
}
// Handle module bundle import
function handleModuleBundleImport(imported) {
const moduleCount = Object.keys(imported.modules).length;
const moduleNames = Object.values(imported.modules).map(m => `${m.icon} ${m.name}`).join('\n• ');
const confirmMsg = `Import Module Bundle?\n\n` +
`📅 Export Date: ${new Date(imported.exportDate).toLocaleString()}\n` +
`📦 Modules (${moduleCount}):\n• ${moduleNames}\n\n` +
`This will replace data for all included modules.\nContinue?`;
if (!confirm(confirmMsg)) {
showNotification('Import cancelled', 'info');
return;
}
let importedCount = 0;
Object.entries(imported.modules).forEach(([key, moduleData]) => {
const module = RAPPID_DATA_MODULES[key];
if (module && moduleData.data) {
module.setData(moduleData.data);
importedCount++;
}
});
showNotification(`📦 Imported ${importedCount} modules!`, 'success');
}
// Show RAPPID Data Hub modal
function showRappidDataHub() {
console.log('Opening RAPPID Data Hub...');
try {
const existingModal = document.getElementById('rappid-data-hub');
if (existingModal) existingModal.remove();
// Build module grid
let moduleGrid = '';
Object.entries(RAPPID_DATA_MODULES).forEach(([key, module]) => {
let data = null;
let hasData = false;
let dataPreview = 'No data';
try {
data = module.getData();
hasData = data !== null;
dataPreview = hasData ? getModulePreview(key, data) : 'No data';
} catch (e) {
console.error(`Error getting data for module ${key}:`, e);
dataPreview = 'Error loading';
}
moduleGrid += `
${module.name}
${module.desc}
${dataPreview}
Export
`;
});
const modal = document.createElement('div');
modal.id = 'rappid-data-hub';
modal.style.cssText = 'display: flex; z-index: 10000; position: fixed; top: 0; left: 0; right: 0; bottom: 0; background: rgba(0,0,0,0.85); justify-content: center; align-items: center; padding: 20px; box-sizing: border-box;';
modal.innerHTML = `
×
🗄️ RAPPID Data Hub
Export or import any game system individually or as a bundle
📦 Export Everything
📥 Import Any File
GitHub Cloud Saves
Public Repository
🌐 Browse Public Saves
📤 Share Your Save
Import community saves or share your progress with the world
📊 Data Modules
${moduleGrid}
📦 Export Selected as Bundle
Select All
Deselect All
Export Bundle
💡 Tip: Individual exports are great for sharing specific parts (like your Chronicle or Genesis simulation) without exposing other data.
`;
document.body.appendChild(modal);
// Add module card styles
const style = document.createElement('style');
style.textContent = `
.data-hub-module {
padding: 10px;
border-radius: 8px;
transition: transform 0.2s, box-shadow 0.2s;
}
.data-hub-module:hover {
transform: translateY(-2px);
box-shadow: 0 4px 12px rgba(0,0,0,0.3);
}
`;
modal.appendChild(style);
console.log('RAPPID Data Hub opened successfully');
} catch (error) {
console.error('Error opening Data Hub:', error);
alert('Error opening Data Hub: ' + error.message);
}
}
// Helper: Get module data preview text
function getModulePreview(key, data) {
switch(key) {
case 'galaxy': return `${data.totalPlanets} planets, ${data.visitedPlanets?.length || 0} visited`;
case 'currentPlanet': return data.planetName || 'Not on planet';
case 'genesis': return `${data.entities?.length || 0} entities, tick ${data.tick || 0}`;
case 'copilot': return `${data.messageCount} messages`;
case 'agentFleet': return `${data.totalAgents} agents`;
case 'chronicle': return `${data.totalEntries} entries`;
case 'inventory': return `${data.itemCount} items`;
case 'skills': return Object.entries(data.skills || {}).map(([k,v]) => `${k[0].toUpperCase()}:${v.level}`).join(' ');
case 'pets': return `${data.ownedCount} pets`;
case 'lore': return `${data.discoveredCount} fragments`;
case 'energy': return `${Math.round(data.current)}/${data.max}`;
case 'echoes': return `${data.totalEchoes || 0} echoes, ${data.discoveredCount || 0} discovered`;
case 'lucidity': return `Stage: ${data.stage || 'dormant'}, ${data.interactions || 0} interactions`;
default: return 'Available';
}
}
// Helper: Convert hex color to rgb
function hexToRgb(hex) {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ?
`${parseInt(result[1], 16)}, ${parseInt(result[2], 16)}, ${parseInt(result[3], 16)}` :
'100, 100, 100';
}
// Select/deselect all module checkboxes
function selectAllModules(select) {
document.querySelectorAll('.module-checkbox:not(:disabled)').forEach(cb => {
cb.checked = select;
});
}
// Export selected modules as bundle
function exportSelectedModules() {
const selectedModules = [];
document.querySelectorAll('.module-checkbox:checked').forEach(cb => {
const key = cb.id.replace('module-', '');
selectedModules.push(key);
});
if (selectedModules.length === 0) {
showNotification('No modules selected', 'info');
return;
}
exportRappidBundle(selectedModules);
document.getElementById('rappid-data-hub')?.remove();
}
// ============================================
// v7.22: GITHUB CLOUD SAVES SYSTEM
// Import/export saves from public GitHub repository
// ============================================
const GITHUB_SAVES_REGISTRY_URL = 'https://kody-w.github.io/localFirstTools/data/public-saves/registry.json';
const GITHUB_SAVES_BASE_URL = 'https://kody-w.github.io/localFirstTools/data/public-saves/';
const GITHUB_RAW_BASE_URL = 'https://raw.githubusercontent.com/kody-w/localFirstTools/main/data/public-saves/';
// Open GitHub Save Browser modal
async function openGitHubSaveBrowser() {
document.getElementById('rappid-data-hub')?.remove();
const modal = document.createElement('div');
modal.id = 'github-save-browser';
modal.style.cssText = 'display: flex; z-index: 10001; position: fixed; top: 0; left: 0; right: 0; bottom: 0; background: rgba(0,0,0,0.9); justify-content: center; align-items: center; padding: 20px; box-sizing: border-box;';
modal.innerHTML = `
×
Public Saves Browser
Community-shared game data from GitHub
All
Featured
Starter
Lore
Simulation
Loading...
Fetching saves from GitHub...
`;
document.body.appendChild(modal);
await loadGitHubSaves();
}
let _githubSavesRegistry = null;
let _currentGithubFilter = 'all';
async function loadGitHubSaves() {
const grid = document.getElementById('github-saves-grid');
if (!grid) return;
try {
let response = await fetch(GITHUB_SAVES_REGISTRY_URL, { cache: 'no-cache' });
if (!response.ok) {
response = await fetch(GITHUB_RAW_BASE_URL + 'registry.json', { cache: 'no-cache' });
}
if (!response.ok) throw new Error('Failed to load registry');
_githubSavesRegistry = await response.json();
renderGitHubSaves(_githubSavesRegistry.saves);
} catch (error) {
console.error('Error loading GitHub saves:', error);
grid.innerHTML = '';
}
}
function renderGitHubSaves(saves) {
const grid = document.getElementById('github-saves-grid');
if (!grid || !saves) return;
let filtered = saves;
if (_currentGithubFilter === 'featured') {
filtered = saves.filter(s => s.featured);
} else if (_currentGithubFilter !== 'all') {
filtered = saves.filter(s => s.category === _currentGithubFilter);
}
if (filtered.length === 0) {
grid.innerHTML = '';
return;
}
grid.innerHTML = filtered.map(save => `
${save.name}
by ${save.author}
${save.featured ? '
FEATURED ' : ''}
${save.description}
${(save.modules || []).map(m => '' + m + ' ').join('')}
Import Save
`).join('');
}
function filterGitHubSaves(filter) {
_currentGithubFilter = filter;
document.querySelectorAll('.gh-filter-tab').forEach(tab => {
if (tab.dataset.filter === filter) {
tab.style.background = 'rgba(88,166,255,0.2)';
tab.style.borderColor = '#58a6ff';
tab.style.color = '#58a6ff';
} else {
tab.style.background = 'rgba(255,255,255,0.05)';
tab.style.borderColor = '#444';
tab.style.color = '#888';
}
});
if (_githubSavesRegistry) renderGitHubSaves(_githubSavesRegistry.saves);
}
async function importGitHubSave(saveId) {
const save = _githubSavesRegistry?.saves?.find(s => s.id === saveId);
if (!save) { showNotification('Save not found', 'error'); return; }
showNotification('Downloading "' + save.name + '"...', 'info');
try {
const url = GITHUB_SAVES_BASE_URL + save.fileUrl;
let response = await fetch(url, { cache: 'no-cache' });
if (!response.ok) response = await fetch(GITHUB_RAW_BASE_URL + save.fileUrl, { cache: 'no-cache' });
if (!response.ok) throw new Error('Failed to download');
const saveData = await response.json();
await processGitHubSaveImport(saveData, save.name);
} catch (error) {
console.error('Import error:', error);
showNotification('Import failed: ' + error.message, 'error');
}
}
async function importFromGitHubUrl() {
const input = document.getElementById('github-import-url');
const url = input?.value?.trim();
if (!url) { showNotification('Please enter a URL', 'error'); return; }
showNotification('Downloading save...', 'info');
try {
const response = await fetch(url, { cache: 'no-cache' });
if (!response.ok) throw new Error('HTTP ' + response.status);
const saveData = await response.json();
await processGitHubSaveImport(saveData, 'Custom Import');
input.value = '';
} catch (error) {
showNotification('Import failed: ' + error.message, 'error');
}
}
async function processGitHubSaveImport(saveData, sourceName) {
try {
if (saveData.rappidBundle) {
const bundle = saveData.rappidBundle;
let imported = 0;
for (const [key, data] of Object.entries(bundle)) {
if (RAPPID_DATA_MODULES[key]) {
RAPPID_DATA_MODULES[key].setData(data);
imported++;
}
}
showNotification('Imported ' + imported + ' modules from "' + sourceName + '"!');
} else if (saveData.moduleType && RAPPID_DATA_MODULES[saveData.moduleType]) {
RAPPID_DATA_MODULES[saveData.moduleType].setData(saveData.data);
showNotification('Imported ' + saveData.moduleType + ' from "' + sourceName + '"!');
} else {
showNotification('Unknown save format', 'error');
return;
}
document.getElementById('github-save-browser')?.remove();
} catch (error) {
showNotification('Failed to process save', 'error');
}
}
function shareToGitHub() {
document.getElementById('rappid-data-hub')?.remove();
const modal = document.createElement('div');
modal.id = 'github-share-modal';
modal.style.cssText = 'display: flex; z-index: 10001; position: fixed; top: 0; left: 0; right: 0; bottom: 0; background: rgba(0,0,0,0.9); justify-content: center; align-items: center; padding: 20px; box-sizing: border-box;';
modal.innerHTML = `
×
Share Your Save
Save Name
Description
Generate Shareable JSON
`;
document.body.appendChild(modal);
const grid = document.getElementById('share-modules-grid');
Object.entries(RAPPID_DATA_MODULES).forEach(([key, module]) => {
let hasData = false;
try { hasData = module.getData() !== null; } catch (e) {}
grid.innerHTML += '' + module.icon + ' ' + module.name.split(' ')[0] + ' ';
});
}
let _shareableJson = null;
function generateShareableJson() {
const name = document.getElementById('share-save-name')?.value?.trim() || 'Unnamed Save';
const desc = document.getElementById('share-save-desc')?.value?.trim() || 'A LEVIATHAN save file';
const selectedModules = [];
document.querySelectorAll('.share-module-cb:checked').forEach(cb => selectedModules.push(cb.dataset.module));
if (selectedModules.length === 0) { showNotification('Select at least one module', 'error'); return; }
const bundle = {};
selectedModules.forEach(key => { try { const data = RAPPID_DATA_MODULES[key].getData(); if (data) bundle[key] = data; } catch (e) {} });
_shareableJson = { rappidBundle: bundle, metadata: { name, description: desc, modules: selectedModules, exportedAt: new Date().toISOString(), gameVersion: '7.22' } };
document.getElementById('share-json-output').value = JSON.stringify(_shareableJson, null, 2);
document.getElementById('share-output-area').style.display = 'block';
}
function copyShareJson() {
const textarea = document.getElementById('share-json-output');
textarea.select();
document.execCommand('copy');
showNotification('JSON copied to clipboard!');
}
function downloadShareJson() {
if (!_shareableJson) return;
const name = (_shareableJson.metadata?.name || 'save').toLowerCase().replace(/[^a-z0-9]+/g, '-');
const blob = new Blob([JSON.stringify(_shareableJson, null, 2)], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const link = document.createElement('a');
link.href = url;
link.download = name + '-' + Date.now() + '.json';
link.click();
URL.revokeObjectURL(url);
showNotification('Save file downloaded!');
}
window.openGitHubSaveBrowser = openGitHubSaveBrowser;
window.shareToGitHub = shareToGitHub;
window.filterGitHubSaves = filterGitHubSaves;
window.importGitHubSave = importGitHubSave;
window.importFromGitHubUrl = importFromGitHubUrl;
window.generateShareableJson = generateShareableJson;
window.copyShareJson = copyShareJson;
window.downloadShareJson = downloadShareJson;
async function testRappidConnection() {
const endpoint = getActiveEndpoint();
if (!endpoint) {
showRappidStatus('No active endpoint selected', 'error');
return;
}
showRappidStatus('Testing connection...', '');
try {
const response = await fetch(endpoint.url, {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'x-functions-key': endpoint.key
},
body: JSON.stringify({
message: 'Hello, this is a connection test from LEVIATHAN game.',
guid: endpoint.guid
})
});
if (response.ok) {
const data = await response.json();
showRappidStatus('Connection successful! Endpoint is responding.', 'success');
showNotification('RAPPID connection test passed!');
} else {
showRappidStatus(`Connection failed: HTTP ${response.status}`, 'error');
}
} catch (error) {
console.error('RAPPID connection test error:', error);
showRappidStatus('Connection failed: Network error', 'error');
}
}
function clearRappidSettings() {
if (confirm('Are you sure you want to clear all RAPPID settings?')) {
rappidSettings = {
rappid: false,
endpoints: {},
azureTTSKey: '',
azureRegion: '',
ttsVoiceName: 'en-US-JennyNeural',
version: '1.0'
};
localStorage.removeItem(RAPPID_STORAGE_KEY);
updateRappidUI();
showRappidStatus('RAPPID settings cleared', 'success');
}
}
function showRappidStatus(message, type) {
const statusEl = document.getElementById('rappid-status-message');
statusEl.textContent = message;
statusEl.className = 'rappid-status ' + type;
}
// v5.9: Enhanced generateCopilotResponse with RAPPID API integration
// Uses correct API format: user_input, conversation_history, user_guid
// Returns object with { text, voice } - text for display, voice for TTS
async function generateCopilotResponseWithRappid(message) {
const endpoint = getActiveEndpoint();
// If no active RAPPID endpoint, fall back to local responses
if (!endpoint || !endpoint.url || !endpoint.key) {
const localResponse = generateCopilotResponse(message);
return { text: localResponse, voice: localResponse };
}
try {
// Build context from game state
const gameContext = {
playerHP: gameData.player?.hp || 100,
playerMaxHP: gameData.player?.maxHp || 100,
combatLevel: gameData.skills?.combat?.level || 1,
currentBiome: worldState?.currentCiv?.biomeName || 'Unknown',
planetName: worldState?.currentCiv?.name || 'Unknown',
activePet: gameData.pets?.active || null,
inventoryItems: Object.keys(gameData.inventory || {}).length
};
// Build conversation history with system context
// v5.14: Updated to reflect explorer robot probe
// v6.37: Epic Space Opera Narrator personality support
const personality = rappidSettings.companionPersonality || 'helpful';
let systemContent;
if (personality === 'epic-narrator') {
// Epic Space Opera Narrator - dramatic, cinematic, third-person narration
systemContent = `You are the COSMIC NARRATOR, an omniscient voice chronicling the legendary saga of LEVIATHAN - an autonomous Explorer Probe traversing the infinite reaches of the Omniverse.
NARRATOR STYLE:
- Speak in THIRD PERSON with sweeping, cinematic grandeur
- Channel the gravitas of classic space opera (Star Wars opening crawls, Dune's prophecies, Battlestar Galactica's mythic tone)
- Use rich metaphors: stars, void, destiny, cosmic forces, ancient powers
- Build drama even in routine moments - every action is part of an epic legend
- Reference "The Leviathan", "the probe", or "our mechanical champion" as a heroic entity
CURRENT SAGA STATUS:
- Hull Integrity: ${gameContext.playerHP}/${gameContext.playerMaxHP}
- Combat Systems: Level ${gameContext.combatLevel}
- Current World: "${gameContext.planetName}" (${gameContext.currentBiome} biome)
- Companion: ${gameContext.activePet ? `${gameContext.activePet} drone at its side` : 'Alone against the cosmos'}
VOICE GUIDELINES:
- Keep to 2-4 dramatic sentences
- Use powerful verbs: "vanquished", "descended", "emerged", "conquered", "transcended"
- Include cosmic scale: "across lightyears", "beneath alien suns", "at the edge of oblivion", "where stars fear to shine"
- End with tension or triumph: "...and so the legend grows" or "...but what awaits in the void?"
You are narrating an EPIC. Make every response feel like it belongs in a dramatic movie trailer.`;
} else {
// Standard copilot personalities
const personalityModifiers = {
helpful: 'Keep responses brief, technical, and helpful (1-3 sentences).',
adventurous: 'Respond with enthusiasm for discovery and adventure! Use exclamation marks and convey wonder at the cosmos.',
wise: 'Respond thoughtfully with measured wisdom. Include occasional philosophical observations about exploration and existence.',
playful: 'Keep responses light-hearted with friendly banter and occasional humor. Be encouraging and fun!'
};
const modifier = personalityModifiers[personality] || personalityModifiers.helpful;
systemContent = `You are an AI companion assisting an autonomous Explorer Probe (designation: LEVIATHAN) in the game LEVIATHAN: OMNIVERSE. The probe was deployed from a spacecraft to explore alien worlds and gather resources. Current probe status: Integrity ${gameContext.playerHP}/${gameContext.playerMaxHP}, Combat Systems Level ${gameContext.combatLevel}, currently deployed on planet "${gameContext.planetName}" (${gameContext.currentBiome} biome). ${gameContext.activePet ? `A ${gameContext.activePet} drone companion is also deployed.` : 'No companion drones deployed.'} ${modifier} Refer to the probe as "you" or "the probe" - it is a robot, not a living being.`;
}
const systemMessage = {
role: 'system',
content: systemContent
};
// Build conversation history for API
const conversationForApi = [systemMessage, ...copilotConversationHistory];
const response = await fetch(endpoint.url, {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'x-functions-key': endpoint.key
},
body: JSON.stringify({
user_input: message,
conversation_history: conversationForApi,
user_guid: endpoint.guid || 'leviathan-game-user'
})
});
if (response.ok) {
const data = await response.json();
// v5.9: Extract both assistant_response (for display) and voice_response (for TTS)
const textResponse = data.assistant_response || data.response || data.message || data.reply || generateCopilotResponse(message);
// Use voice_response for TTS if available, otherwise fall back to text response
const voiceResponse = data.voice_response || textResponse;
return { text: textResponse, voice: voiceResponse };
} else {
console.warn('RAPPID API error (status ' + response.status + '), falling back to local response');
const localResponse = generateCopilotResponse(message);
return { text: localResponse, voice: localResponse };
}
} catch (error) {
console.error('RAPPID request failed:', error);
const localResponse = generateCopilotResponse(message);
return { text: localResponse, voice: localResponse };
}
}
// Azure TTS integration using Microsoft Speech SDK
let speechSdkLoaded = false;
let speechSynthesizer = null;
function loadSpeechSdk() {
return new Promise((resolve, reject) => {
if (speechSdkLoaded && window.SpeechSDK) {
resolve();
return;
}
const script = document.createElement('script');
script.src = 'https://aka.ms/csspeech/jsbrowserpackageraw';
script.onload = () => {
speechSdkLoaded = true;
console.log('Microsoft Speech SDK loaded');
resolve();
};
script.onerror = () => {
console.error('Failed to load Speech SDK');
reject(new Error('Speech SDK failed to load'));
};
document.head.appendChild(script);
});
}
async function speakWithAzureTTS(text) {
if (!rappidSettings.azureTTSKey || !rappidSettings.azureRegion) {
// Fall back to browser TTS
speakCopilotResponse(text);
return;
}
try {
// Load Speech SDK if not already loaded
await loadSpeechSdk();
if (!window.SpeechSDK) {
console.warn('Speech SDK not available, falling back to browser TTS');
speakCopilotResponse(text);
return;
}
// Cancel any existing speech
if (speechSynthesizer) {
speechSynthesizer.close();
speechSynthesizer = null;
}
// Create speech config
const speechConfig = window.SpeechSDK.SpeechConfig.fromSubscription(
rappidSettings.azureTTSKey,
rappidSettings.azureRegion
);
speechConfig.speechSynthesisVoiceName = rappidSettings.ttsVoiceName || 'en-US-JennyNeural';
// Use default speaker output
const audioConfig = window.SpeechSDK.AudioConfig.fromDefaultSpeakerOutput();
// Create synthesizer
speechSynthesizer = new window.SpeechSDK.SpeechSynthesizer(speechConfig, audioConfig);
// Truncate text if too long (SDK has limits)
const maxLength = 5000;
const truncatedText = text.length > maxLength ? text.substring(0, maxLength) + '...' : text;
// Show voice indicator
const voiceIndicator = document.getElementById('copilot-voice-indicator');
if (voiceIndicator) voiceIndicator.classList.add('active');
// Speak the text
speechSynthesizer.speakTextAsync(
truncatedText,
(result) => {
// Hide voice indicator on completion
if (voiceIndicator) voiceIndicator.classList.remove('active');
if (result.reason === window.SpeechSDK.ResultReason.SynthesizingAudioCompleted) {
console.log('Azure TTS completed successfully');
} else {
console.warn('Azure TTS synthesis ended with reason:', result.reason);
}
// Clean up
if (speechSynthesizer) {
speechSynthesizer.close();
speechSynthesizer = null;
}
},
(error) => {
console.error('Azure TTS error:', error);
if (voiceIndicator) voiceIndicator.classList.remove('active');
// Clean up
if (speechSynthesizer) {
speechSynthesizer.close();
speechSynthesizer = null;
}
// Fall back to browser TTS
speakCopilotResponse(text);
}
);
} catch (error) {
console.error('Azure TTS error:', error);
speakCopilotResponse(text);
}
}
// Function to stop Azure TTS
function stopAzureTTS() {
if (speechSynthesizer) {
speechSynthesizer.close();
speechSynthesizer = null;
}
const voiceIndicator = document.getElementById('copilot-voice-indicator');
if (voiceIndicator) voiceIndicator.classList.remove('active');
}
// Override sendCopilotMessage to use RAPPID when available
const originalSendCopilotMessage = typeof sendCopilotMessage === 'function' ? sendCopilotMessage : null;
// ============================================
// v5.4: COMPANION EVOLUTION SYSTEM
// ============================================
// ============================================
// v8.0: BIOME EVOLUTION PATHS - 8-Agent Consensus Feature
// Evolution outcomes depend on WHERE you evolve!
// ============================================
const BIOME_EVOLUTION_VARIANTS = {
// Each biome creates unique evolution paths
Ice: { suffix: 'Frost', icon: '❄️', element: 'ice', bonusAbility: 'freeze', color: 0x88ccff },
Volcanic: { suffix: 'Magma', icon: '🌋', element: 'fire', bonusAbility: 'burn', color: 0xff4400 },
Desert: { suffix: 'Sand', icon: '🏜️', element: 'earth', bonusAbility: 'sandstorm', color: 0xddaa44 },
Ocean: { suffix: 'Tidal', icon: '🌊', element: 'water', bonusAbility: 'drown', color: 0x4488ff },
Alien: { suffix: 'Xenon', icon: '👽', element: 'void', bonusAbility: 'warp', color: 0xaa00ff },
Crystal: { suffix: 'Prismatic', icon: '💎', element: 'light', bonusAbility: 'refract', color: 0xffffff },
Forest: { suffix: 'Sylvan', icon: '🌿', element: 'nature', bonusAbility: 'regen', color: 0x44aa44 },
Terra: { suffix: 'Prime', icon: '🌍', element: 'balanced', bonusAbility: 'adapt', color: 0x888888 }
};
const PET_EVOLUTIONS = {
slime: {
stages: [
{ name: 'Slime Hatchling', icon: '🟢', bondRequired: 0, abilities: ['regen'], statMult: 1.0 },
{ name: 'Gel Guardian', icon: '🧪', bondRequired: 50, abilities: ['regen', 'shield'], statMult: 1.5 },
{ name: 'Slime Sovereign', icon: '👑', bondRequired: 150, abilities: ['regen', 'shield', 'absorb'], statMult: 2.5 }
],
biomeEvolutions: true // Can evolve into biome variants
},
wisp: {
stages: [
{ name: 'Tiny Wisp', icon: '✨', bondRequired: 0, abilities: ['luck'], statMult: 1.0 },
{ name: 'Bright Spirit', icon: '💫', bondRequired: 60, abilities: ['luck', 'illuminate'], statMult: 1.6 },
{ name: 'Radiant Beacon', icon: '🌟', bondRequired: 180, abilities: ['luck', 'illuminate', 'fortune'], statMult: 2.8 }
],
biomeEvolutions: true
},
bat: {
stages: [
{ name: 'Cave Bat', icon: '🦇', bondRequired: 0, abilities: ['dodge'], statMult: 1.0 },
{ name: 'Shadow Wing', icon: '🖤', bondRequired: 55, abilities: ['dodge', 'swoop'], statMult: 1.4 },
{ name: 'Vampire Lord', icon: '🧛', bondRequired: 165, abilities: ['dodge', 'swoop', 'lifesteal'], statMult: 2.4 }
],
biomeEvolutions: true
},
phoenix: {
stages: [
{ name: 'Mini Phoenix', icon: '🔥', bondRequired: 0, abilities: ['damage'], statMult: 1.0 },
{ name: 'Flame Herald', icon: '🌋', bondRequired: 70, abilities: ['damage', 'burn'], statMult: 1.7 },
{ name: 'Inferno Avatar', icon: '☀️', bondRequired: 200, abilities: ['damage', 'burn', 'rebirth'], statMult: 3.0 }
],
biomeEvolutions: true
},
dragon: {
stages: [
{ name: 'Baby Dragon', icon: '🐲', bondRequired: 0, abilities: ['attack'], statMult: 1.0 },
{ name: 'Drake Champion', icon: '🐉', bondRequired: 80, abilities: ['attack', 'firebreath'], statMult: 1.8 },
{ name: 'Elder Wyrm', icon: '🔱', bondRequired: 250, abilities: ['attack', 'firebreath', 'devastation'], statMult: 3.5 }
],
biomeEvolutions: true
},
void: {
stages: [
{ name: 'Void Entity', icon: '🌀', bondRequired: 0, abilities: ['absorb'], statMult: 1.0 },
{ name: 'Void Walker', icon: '🕳️', bondRequired: 100, abilities: ['absorb', 'phase'], statMult: 2.0 },
{ name: 'Void Sovereign', icon: '⚫', bondRequired: 300, abilities: ['absorb', 'phase', 'annihilate'], statMult: 4.0 }
],
biomeEvolutions: true
},
celestial: {
stages: [
{ name: 'Celestial Star', icon: '⭐', bondRequired: 0, abilities: ['allStats'], statMult: 1.0 },
{ name: 'Constellation Spirit', icon: '🌌', bondRequired: 120, abilities: ['allStats', 'blessing'], statMult: 2.2 },
{ name: 'Cosmic Deity', icon: '💎', bondRequired: 400, abilities: ['allStats', 'blessing', 'transcendence'], statMult: 5.0 }
],
biomeEvolutions: true
}
};
// Get the current biome for evolution purposes
function getCurrentEvolutionBiome() {
if (activeCiv && activeCiv.biome) return activeCiv.biome;
return 'Terra'; // Default
}
// Check if pet has a biome variant
function getPetBiomeVariant(petId) {
if (!gameData.petEvolution?.[petId]) return null;
return gameData.petEvolution[petId].biomeVariant || null;
}
const EVOLUTION_ABILITIES = {
regen: { name: 'Regeneration', desc: '+1 HP/5s', icon: '💚' },
shield: { name: 'Shield Aura', desc: '+5% damage reduction', icon: '🛡️' },
absorb: { name: 'Soul Absorb', desc: '+25% XP gain', icon: '👻' },
luck: { name: 'Lucky Charm', desc: '+10% loot bonus', icon: '🍀' },
illuminate: { name: 'Illuminate', desc: 'Reveals hidden items', icon: '💡' },
fortune: { name: 'Fortune', desc: '+20% rare item chance', icon: '💰' },
dodge: { name: 'Evasion', desc: '+5% dodge chance', icon: '💨' },
swoop: { name: 'Swoop Attack', desc: 'Pet deals bonus damage', icon: '🎯' },
lifesteal: { name: 'Lifesteal', desc: '+8% life on hit', icon: '🩸' },
damage: { name: 'Power Boost', desc: '+15% damage', icon: '⚔️' },
burn: { name: 'Burning Aura', desc: 'Enemies take fire damage', icon: '🔥' },
rebirth: { name: 'Rebirth', desc: 'Revive once per fight', icon: '🌅' },
attack: { name: 'Pet Attack', desc: 'Pet attacks enemies', icon: '👊' },
firebreath: { name: 'Fire Breath', desc: 'AoE fire damage', icon: '🐲' },
devastation: { name: 'Devastation', desc: '+50% boss damage', icon: '💀' },
phase: { name: 'Phase Shift', desc: 'Ignore 10% damage', icon: '🌀' },
annihilate: { name: 'Annihilate', desc: 'Execute low HP enemies', icon: '⚫' },
allStats: { name: 'All Stats', desc: '+10% all stats', icon: '✨' },
blessing: { name: 'Blessing', desc: '+15% all bonuses', icon: '🙏' },
transcendence: { name: 'Transcendence', desc: 'Ultimate power', icon: '🌈' }
};
function initPetEvolutionSystem() {
if (!gameData.petEvolution) {
gameData.petEvolution = {};
}
// Initialize bond for each owned pet
if (gameData.pets?.owned) {
for (const petId of gameData.pets.owned) {
if (!gameData.petEvolution[petId]) {
gameData.petEvolution[petId] = {
bond: 0,
stage: 0
};
}
}
}
}
function getPetEvolutionStage(petId) {
initPetEvolutionSystem();
return gameData.petEvolution[petId]?.stage || 0;
}
function getPetBond(petId) {
initPetEvolutionSystem();
return gameData.petEvolution[petId]?.bond || 0;
}
function addPetBond(petId, amount) {
initPetEvolutionSystem();
if (!gameData.petEvolution[petId]) {
gameData.petEvolution[petId] = { bond: 0, stage: 0 };
}
gameData.petEvolution[petId].bond += amount;
saveGameData();
}
function canEvolvePet(petId) {
const evolution = PET_EVOLUTIONS[petId];
if (!evolution) return false;
const currentStage = getPetEvolutionStage(petId);
const nextStage = evolution.stages[currentStage + 1];
if (!nextStage) return false;
const currentBond = getPetBond(petId);
return currentBond >= nextStage.bondRequired;
}
function evolvePet(petId) {
if (!canEvolvePet(petId)) return false;
const evolution = PET_EVOLUTIONS[petId];
const currentStage = getPetEvolutionStage(petId);
const nextStage = evolution.stages[currentStage + 1];
// v8.0: BIOME EVOLUTION - Where you evolve determines the variant!
const currentBiome = getCurrentEvolutionBiome();
const biomeVariant = BIOME_EVOLUTION_VARIANTS[currentBiome];
const hasBiomeEvolution = evolution.biomeEvolutions && biomeVariant && currentBiome !== 'Terra';
gameData.petEvolution[petId].stage = currentStage + 1;
// Store biome variant if this is a special evolution
if (hasBiomeEvolution && currentStage === 0) {
// First evolution locks in the biome variant
gameData.petEvolution[petId].biomeVariant = currentBiome;
gameData.petEvolution[petId].element = biomeVariant.element;
gameData.petEvolution[petId].bonusAbility = biomeVariant.bonusAbility;
}
saveGameData();
// Generate evolved name with biome variant
let evolvedName = nextStage.name;
let evolvedIcon = nextStage.icon;
let particleColor = 0xaa44ff;
if (hasBiomeEvolution && gameData.petEvolution[petId].biomeVariant) {
const variant = BIOME_EVOLUTION_VARIANTS[gameData.petEvolution[petId].biomeVariant];
// Transform name: "Gel Guardian" -> "Frost Gel Guardian"
evolvedName = `${variant.suffix} ${nextStage.name}`;
evolvedIcon = variant.icon;
particleColor = variant.color;
// Epic discovery notification for biome variants!
showNotification(`🌟 RARE EVOLUTION DISCOVERED!`, 'legendary');
setTimeout(() => {
showNotification(`${evolvedIcon} ${evolvedName} - ${variant.element.toUpperCase()} type!`, 'legendary');
}, 1500);
} else {
// Show standard evolution popup
showNotification(`${nextStage.icon} ${nextStage.name} EVOLVED!`, 'success');
}
AudioSystem.levelUp();
// v8.0: Track pet evolution for behavioral commentary
if (typeof trackBehaviorPattern === 'function') {
trackBehaviorPattern('pet_interaction');
}
if (particles && worldState.player) {
particles.emit(worldState.player.position, 60, particleColor, { spread: 8, lifetime: 2000 });
// Extra particles for biome evolutions
if (hasBiomeEvolution) {
setTimeout(() => {
particles.emit(worldState.player.position, 100, particleColor, { spread: 12, lifetime: 3000 });
}, 500);
}
}
updateEvolutionDisplay();
return true;
}
function getCurrentPetData(petId) {
const basePet = PET_TYPES[petId];
if (!basePet) return null;
const evolution = PET_EVOLUTIONS[petId];
if (!evolution) return basePet;
const stage = getPetEvolutionStage(petId);
const stageData = evolution.stages[stage];
return {
...basePet,
name: stageData.name,
icon: stageData.icon,
abilities: stageData.abilities,
statMult: stageData.statMult
};
}
function getEvolutionBonuses() {
const bonuses = {
damageReduction: 0,
xpBonus: 0,
lootBonus: 0,
rareChance: 0,
dodgeBonus: 0,
lifesteal: 0,
damageBonus: 0,
burnDamage: false,
canRevive: false,
bossDamage: 0,
phaseShift: 0,
executeThreshold: 0,
allStatsBonus: 0,
blessingMult: 1.0
};
if (!gameData.pets?.active) return bonuses;
const petData = getCurrentPetData(gameData.pets.active);
if (!petData?.abilities) return bonuses;
for (const ability of petData.abilities) {
switch (ability) {
case 'shield': bonuses.damageReduction += 0.05; break;
case 'absorb': bonuses.xpBonus += 0.25; break;
case 'luck': bonuses.lootBonus += 0.1; break;
case 'fortune': bonuses.rareChance += 0.2; break;
case 'dodge': bonuses.dodgeBonus += 0.05; break;
case 'lifesteal': bonuses.lifesteal += 0.08; break;
case 'damage': bonuses.damageBonus += 0.15; break;
case 'burn': bonuses.burnDamage = true; break;
case 'rebirth': bonuses.canRevive = true; break;
case 'devastation': bonuses.bossDamage += 0.5; break;
case 'phase': bonuses.phaseShift += 0.1; break;
case 'annihilate': bonuses.executeThreshold = 0.15; break;
case 'allStats': bonuses.allStatsBonus += 0.1; break;
case 'blessing': bonuses.blessingMult = 1.15; break;
case 'transcendence':
bonuses.allStatsBonus += 0.2;
bonuses.blessingMult = 1.3;
break;
}
}
// Apply blessing multiplier
bonuses.damageBonus *= bonuses.blessingMult;
bonuses.xpBonus *= bonuses.blessingMult;
bonuses.lootBonus *= bonuses.blessingMult;
return bonuses;
}
function openEvolutionModal() {
initPetEvolutionSystem();
updateEvolutionDisplay();
document.getElementById('evolution-modal').style.display = 'flex';
AudioSystem.click();
}
function closeEvolutionModal() {
document.getElementById('evolution-modal').style.display = 'none';
}
function updateEvolutionDisplay() {
const container = document.getElementById('evolution-list');
if (!container) return;
initPetEvolutionSystem();
const ownedPets = gameData.pets?.owned || [];
if (ownedPets.length === 0) {
container.innerHTML = 'No companions yet. Defeat enemies to find pets!
';
return;
}
let html = '';
for (const petId of ownedPets) {
const evolution = PET_EVOLUTIONS[petId];
if (!evolution) continue;
const currentStage = getPetEvolutionStage(petId);
const stageData = evolution.stages[currentStage];
const nextStage = evolution.stages[currentStage + 1];
const bond = getPetBond(petId);
const canEvolve = canEvolvePet(petId);
const isActive = gameData.pets?.active === petId;
const bondForNext = nextStage ? nextStage.bondRequired : bond;
const bondProgress = nextStage ? Math.min(100, (bond / bondForNext) * 100) : 100;
html += `
Bond Progress
${bond}/${bondForNext}
${stageData.abilities.map(ab => {
const abilityData = EVOLUTION_ABILITIES[ab];
return `
${abilityData?.icon || ''} ${abilityData?.name || ab}
`;
}).join('')}
${nextStage ? nextStage.abilities.filter(ab => !stageData.abilities.includes(ab)).map(ab => {
const abilityData = EVOLUTION_ABILITIES[ab];
return `
${abilityData?.icon || ''} ???
`;
}).join('') : ''}
${nextStage ? `
${canEvolve ? `EVOLVE to ${nextStage.name}` : `Need ${bondForNext - bond} more bond`}
` : '
MAX EVOLUTION
'}
`;
}
container.innerHTML = html;
}
// Gain bond from various activities
function gainPetBond(amount) {
if (!gameData.pets?.active) return;
addPetBond(gameData.pets.active, amount);
}
// ============================================
// v5.4: WORLD EVENTS SYSTEM
// ============================================
const WORLD_EVENTS = {
meteorShower: {
name: 'Meteor Shower',
icon: '☄️',
desc: 'Meteors rain from the sky! Collect rare ores.',
duration: 120000, // 2 minutes
minLevel: 3,
spawnItems: ['Meteor Ore', 'Star Fragment', 'Cosmic Dust'],
rewards: { xp: 500, lootBonus: 0.5 },
color: 0xff4400
},
treasureHunt: {
name: 'Treasure Hunt',
icon: '🗺️',
desc: 'Hidden treasure chests have appeared!',
duration: 180000, // 3 minutes
minLevel: 2,
spawnItems: ['Gold Chest', 'Silver Chest', 'Ancient Relic'],
rewards: { xp: 400, goldBonus: 2.0 },
color: 0xffd700
},
invasionWave: {
name: 'Monster Invasion',
icon: '👹',
desc: 'Powerful monsters are invading! Defend the area!',
duration: 150000, // 2.5 minutes
minLevel: 5,
spawnMobs: true,
mobMultiplier: 2.0,
rewards: { xp: 800, combatXp: 300 },
color: 0xff0044
},
harvestMoon: {
name: 'Harvest Moon',
icon: '🌕',
desc: 'Resources yield double during the Harvest Moon!',
duration: 240000, // 4 minutes
minLevel: 1,
resourceMultiplier: 2.0,
rewards: { xp: 300 },
color: 0xffcc00
},
ancientRuins: {
name: 'Ancient Ruins Emerge',
icon: '🏛️',
desc: 'Ancient ruins have surfaced! Explore for rare artifacts.',
duration: 200000, // 3.33 minutes
minLevel: 7,
spawnItems: ['Ancient Artifact', 'Rune Stone', 'Lost Technology'],
rewards: { xp: 1000, rareChance: 0.3 },
color: 0x8844aa
},
crystalBloom: {
name: 'Crystal Bloom',
icon: '💎',
desc: 'Rare crystals are blooming across the land!',
duration: 160000, // 2.66 minutes
minLevel: 4,
spawnItems: ['Rainbow Crystal', 'Pure Crystal', 'Crystal Shard'],
rewards: { xp: 600, craftBonus: 0.5 },
color: 0x44ffff
},
bossRush: {
name: 'Boss Rush',
icon: '💀',
desc: 'Multiple bosses have spawned! Great rewards await!',
duration: 300000, // 5 minutes
minLevel: 10,
spawnBosses: true,
rewards: { xp: 2000, rareLoot: true },
color: 0xff00ff
},
peacefulDay: {
name: 'Peaceful Day',
icon: '🌸',
desc: 'A peaceful day with bonus XP and healing!',
duration: 180000, // 3 minutes
minLevel: 1,
xpMultiplier: 1.5,
healingBonus: 2.0,
rewards: { xp: 200 },
color: 0xff88aa
},
// v6.1: NEW WORLD EVENTS
solarEclipse: {
name: 'Solar Eclipse',
icon: '🌑',
desc: 'Darkness falls! Shadow creatures emerge with rare drops.',
duration: 120000, // 2 minutes
minLevel: 6,
spawnShadowMobs: true,
visibilityReduction: 0.3,
spawnItems: ['Shadow Essence', 'Eclipse Stone', 'Dark Crystal'],
rewards: { xp: 900, shadowLoot: true },
color: 0x220044
},
gravityAnomaly: {
name: 'Gravity Anomaly',
icon: '🌀',
desc: 'Gravity distortion detected! Jump higher, reach new areas!',
duration: 150000, // 2.5 minutes
minLevel: 8,
gravityMultiplier: 0.3,
spawnItems: ['Zero-G Crystal', 'Antigrav Shard', 'Quantum Fragment'],
rewards: { xp: 750, explorationXp: 400 },
color: 0x8800ff
},
alchemyStorm: {
name: 'Alchemy Storm',
icon: '🧪',
desc: 'Magical storm! Ingredients rain from the sky!',
duration: 160000, // 2.66 minutes
minLevel: 3,
spawnItems: ['Storm Essence', 'Volatile Compound', 'Mystic Reagent'],
alchemyBonus: 2.0,
rewards: { xp: 500, alchemyXp: 300 },
color: 0x44ff88
},
timeDilation: {
name: 'Time Dilation',
icon: '⏱️',
desc: 'Time flows differently! Actions are faster but so are enemies!',
duration: 100000, // 1.66 minutes (feels longer due to effect)
minLevel: 9,
speedMultiplier: 1.5,
enemySpeedMultiplier: 1.3,
spawnItems: ['Chrono Fragment', 'Time Crystal'],
rewards: { xp: 1200, skillXpBonus: 0.5 },
color: 0x00ffff
},
cosmicAlignment: {
name: 'Cosmic Alignment',
icon: '✨',
desc: 'Stars align! Incredible luck and rare spawns!',
duration: 90000, // 1.5 minutes (rare event)
minLevel: 12,
luckMultiplier: 3.0,
spawnItems: ['Cosmic Core', 'Starlight Essence', 'Celestial Fragment'],
rewards: { xp: 1500, legendaryChance: 0.1 },
color: 0xffff00
}
};
let activeWorldEvent = null;
let worldEventEndTime = 0;
let worldEventProgress = { collected: 0, killed: 0, explored: 0 };
let lastWorldEventCheck = 0;
let worldEventSpawns = [];
function initWorldEventSystem() {
if (!gameData.worldEvents) {
gameData.worldEvents = {
completed: {},
totalEventsCompleted: 0,
lastEventTime: 0
};
}
}
function canSpawnWorldEvent() {
if (activeWorldEvent) return false;
if (mode !== 'world') return false;
// v9.10: Skip world events in customOnly worlds
if (window.WORLD_SYSTEMS?.customOnly === true) return false;
const timeSinceLastEvent = performance.now() - (gameData.worldEvents?.lastEventTime || 0);
return timeSinceLastEvent > 180000; // 3 minute cooldown between events
}
function trySpawnWorldEvent() {
if (!canSpawnWorldEvent()) return false;
// 2% chance per check (checked every ~5 seconds in game loop)
if (Math.random() > 0.02) return false;
const playerLevel = Math.max(...Object.values(gameData.skills).map(s => s.level));
const eligibleEvents = Object.entries(WORLD_EVENTS).filter(([id, event]) => {
return playerLevel >= event.minLevel;
});
if (eligibleEvents.length === 0) return false;
const [eventId, eventData] = eligibleEvents[Math.floor(Math.random() * eligibleEvents.length)];
startWorldEvent(eventId);
return true;
}
function startWorldEvent(eventId) {
const eventData = WORLD_EVENTS[eventId];
if (!eventData) return;
activeWorldEvent = { id: eventId, ...eventData };
worldEventEndTime = performance.now() + eventData.duration;
worldEventProgress = { collected: 0, killed: 0, explored: 0 };
worldEventSpawns = [];
// Show event notification
showWorldEventNotification(eventData);
// Spawn event-specific content
if (eventData.spawnItems) {
spawnEventItems(eventData);
}
if (eventData.spawnMobs) {
spawnEventMobs(eventData);
}
if (eventData.spawnBosses) {
spawnEventBosses();
}
// Update UI
updateEventIndicator();
gameData.worldEvents.lastEventTime = performance.now();
saveGameData();
}
// v6.32: Track active event notifications to prevent stacking overlap
const activeEventNotifications = [];
function showWorldEventNotification(eventData) {
const notification = document.createElement('div');
notification.className = 'event-notification';
notification.innerHTML = `
${eventData.icon} ${eventData.name}!
${eventData.desc}
Duration: ${Math.floor(eventData.duration / 1000)}s
`;
// v6.32: Calculate stacked position based on active notifications
const notificationHeight = 90; // Approximate height of notification
const spacing = 10;
const baseTop = 20;
const stackIndex = activeEventNotifications.length;
const topPosition = baseTop + (stackIndex * (notificationHeight + spacing));
notification.style.top = topPosition + 'px';
document.body.appendChild(notification);
// Track this notification
activeEventNotifications.push(notification);
AudioSystem.levelUp();
if (particles && worldState.player) {
particles.emit(worldState.player.position, 40, eventData.color, { spread: 10, lifetime: 2000 });
}
// v6.32: Dismiss with animation and restack remaining notifications
setTimeout(() => {
notification.classList.add('dismissing');
setTimeout(() => {
notification.remove();
// Remove from tracking array
const idx = activeEventNotifications.indexOf(notification);
if (idx > -1) activeEventNotifications.splice(idx, 1);
// Restack remaining notifications
// v8.17: forEach-to-for loop conversion for notification restacking
for (let ni = 0, nlen = activeEventNotifications.length; ni < nlen; ni++) {
activeEventNotifications[ni].style.top = (baseTop + (ni * (notificationHeight + spacing))) + 'px';
}
}, 300);
}, 4700);
}
function spawnEventItems(eventData) {
if (!worldState.player) return;
const itemCount = 5 + Math.floor(Math.random() * 5);
for (let i = 0; i < itemCount; i++) {
const angle = Math.random() * Math.PI * 2;
const dist = 20 + Math.random() * 40;
const x = worldState.player.position.x + Math.cos(angle) * dist;
const z = worldState.player.position.z + Math.sin(angle) * dist;
const itemType = eventData.spawnItems[Math.floor(Math.random() * eventData.spawnItems.length)];
// Create visual marker
const geometry = new THREE.SphereGeometry(0.5, 8, 8);
const material = new THREE.MeshStandardMaterial({
color: eventData.color,
emissive: eventData.color,
emissiveIntensity: 0.5
});
const marker = new THREE.Mesh(geometry, material);
marker.position.set(x, 1, z);
marker.userData = { type: 'eventItem', itemType, eventId: activeWorldEvent.id, hp: 1, maxHp: 1 };
scene.add(marker);
worldEventSpawns.push(marker);
// Add to interactables so player can target them
worldState.interactables.push(marker);
}
}
function spawnEventMobs(eventData) {
// Spawn extra mobs during invasion
const extraMobs = Math.floor(10 * (eventData.mobMultiplier || 1));
for (let i = 0; i < extraMobs; i++) {
if (typeof spawnMob === 'function') {
spawnMob(true); // Force spawn stronger mobs
}
}
}
function spawnEventBosses() {
// Spawn multiple bosses during boss rush
for (let i = 0; i < 3; i++) {
if (typeof spawnBoss === 'function') {
setTimeout(() => spawnBoss(), i * 30000);
}
}
}
function updateWorldEvent(dt, time) {
if (!activeWorldEvent) {
// Check for new event every 5 seconds
if (time - lastWorldEventCheck > 5000) {
lastWorldEventCheck = time;
trySpawnWorldEvent();
}
return;
}
// Check if event ended
if (performance.now() >= worldEventEndTime) {
endWorldEvent();
return;
}
// Update event indicator
updateEventIndicator();
// Apply event bonuses
applyEventBonuses();
// v8.17: forEach-to-for loop conversion for event spawn animation (hot path)
for (let si = 0, slen = worldEventSpawns.length; si < slen; si++) {
const spawn = worldEventSpawns[si];
if (spawn && spawn.position) {
spawn.position.y = 1 + Math.sin(time * 0.003) * 0.3;
spawn.rotation.y += dt * 2;
}
}
}
function applyEventBonuses() {
// Bonuses are applied in relevant game functions
// This function tracks active bonuses
}
function getWorldEventBonuses() {
if (!activeWorldEvent) return {};
return {
resourceMultiplier: activeWorldEvent.resourceMultiplier || 1,
xpMultiplier: activeWorldEvent.xpMultiplier || 1,
lootBonus: activeWorldEvent.rewards?.lootBonus || 0,
healingBonus: activeWorldEvent.healingBonus || 1
};
}
function collectEventItem(marker) {
if (!marker.userData.itemType) return;
const itemType = marker.userData.itemType;
worldEventProgress.collected++;
// Add item to inventory
addItem(itemType);
showNotification(`Collected: ${itemType}`, 'success');
AudioSystem.collect();
// v7.32: 3D spatial collect audio (Cycle 5 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && marker?.position) {
SpatialAudioSystem.playCollect3D(marker.position);
}
if (particles) {
particles.emit(marker.position, 15, activeWorldEvent?.color || 0xffd700);
}
// Remove marker
scene.remove(marker);
worldEventSpawns = worldEventSpawns.filter(s => s !== marker);
worldState.interactables = worldState.interactables.filter(i => i !== marker);
// Gain pet bond
gainPetBond(2);
}
function endWorldEvent() {
if (!activeWorldEvent) return;
initWorldEventSystem();
// Apply completion rewards
const rewards = activeWorldEvent.rewards;
if (rewards.xp) {
addXp('combat', rewards.xp);
}
if (rewards.combatXp) {
addXp('combat', rewards.combatXp);
}
// Track completion
if (!gameData.worldEvents.completed[activeWorldEvent.id]) {
gameData.worldEvents.completed[activeWorldEvent.id] = 0;
}
gameData.worldEvents.completed[activeWorldEvent.id]++;
gameData.worldEvents.totalEventsCompleted++;
showNotification(`${activeWorldEvent.icon} Event Complete! +${rewards.xp || 0} XP`, 'success');
// v8.17: forEach-to-for loop conversion for event cleanup
for (let ei = 0, elen = worldEventSpawns.length; ei < elen; ei++) {
const spawn = worldEventSpawns[ei];
if (spawn && spawn.parent) scene.remove(spawn);
// Remove from interactables
worldState.interactables = worldState.interactables.filter(i => i !== spawn);
}
worldEventSpawns = [];
// Gain pet bond for completion
gainPetBond(10);
activeWorldEvent = null;
updateEventIndicator();
saveGameData();
}
function updateEventIndicator() {
const indicator = document.getElementById('event-indicator');
if (!indicator) return;
if (!activeWorldEvent) {
indicator.classList.remove('active');
return;
}
indicator.classList.add('active');
const timeLeft = Math.max(0, worldEventEndTime - performance.now());
const minutes = Math.floor(timeLeft / 60000);
const seconds = Math.floor((timeLeft % 60000) / 1000);
const progress = (timeLeft / activeWorldEvent.duration) * 100;
document.getElementById('event-ind-icon').textContent = activeWorldEvent.icon;
document.getElementById('event-ind-name').textContent = activeWorldEvent.name;
document.getElementById('event-ind-time').textContent = `${minutes}:${seconds.toString().padStart(2, '0')}`;
document.getElementById('event-ind-fill').style.width = `${progress}%`;
}
// ============================================
// v5.4: ACHIEVEMENT SHOWCASE SYSTEM
// ============================================
const ACHIEVEMENT_POINTS = {
// Basic achievements
'first_landing': { points: 10, tier: 'common' },
'explorer_10': { points: 25, tier: 'common' },
'explorer_30': { points: 50, tier: 'rare' },
'lumberjack_25': { points: 15, tier: 'common' },
'lumberjack_100': { points: 40, tier: 'rare' },
'miner_25': { points: 15, tier: 'common' },
'miner_100': { points: 40, tier: 'rare' },
'angler_10': { points: 15, tier: 'common' },
'angler_50': { points: 35, tier: 'rare' },
'slayer_10': { points: 20, tier: 'common' },
'slayer_50': { points: 50, tier: 'rare' },
'crafter_10': { points: 15, tier: 'common' },
'crafter_50': { points: 45, tier: 'rare' },
'max_skill': { points: 75, tier: 'legendary' },
'playtime_1h': { points: 30, tier: 'common' },
'survivor': { points: 35, tier: 'rare' },
'daily_3': { points: 25, tier: 'common' },
'daily_7': { points: 60, tier: 'rare' }
};
const AP_MILESTONES = [
{ points: 50, name: 'Novice Achiever', reward: { type: 'cosmetic', id: 'sparkle' } },
{ points: 100, name: 'Rising Star', reward: { type: 'xpBonus', value: 0.05 } },
{ points: 200, name: 'Accomplished', reward: { type: 'cosmetic', id: 'aura_blue' } },
{ points: 350, name: 'Elite Achiever', reward: { type: 'lootBonus', value: 0.1 } },
{ points: 500, name: 'Master Achiever', reward: { type: 'cosmetic', id: 'aura_gold' } },
{ points: 750, name: 'Legendary Status', reward: { type: 'allBonus', value: 0.1 } },
{ points: 1000, name: 'Achievement God', reward: { type: 'cosmetic', id: 'aura_rainbow' } }
];
const COSMETIC_EFFECTS = {
sparkle: { name: 'Sparkle Trail', desc: 'Leave sparkles as you move', icon: '✨' },
aura_blue: { name: 'Blue Aura', desc: 'Mystical blue glow around player', icon: '💙' },
aura_gold: { name: 'Golden Aura', desc: 'Prestigious golden glow', icon: '💛' },
aura_rainbow: { name: 'Rainbow Aura', desc: 'Ultimate rainbow effect', icon: '🌈' }
};
function initAchievementShowcase() {
if (!gameData.achievementShowcase) {
gameData.achievementShowcase = {
activeCosmetic: null,
unlockedCosmetics: [],
bonuses: {
xpBonus: 0,
lootBonus: 0,
allBonus: 0
}
};
}
}
function calculateTotalAP() {
let total = 0;
for (const [achId, achPoints] of Object.entries(ACHIEVEMENT_POINTS)) {
if (gameData.achievements[achId]) {
total += achPoints.points;
}
}
return total;
}
function getCurrentMilestone() {
const totalAP = calculateTotalAP();
let current = null;
let next = AP_MILESTONES[0];
for (let i = 0; i < AP_MILESTONES.length; i++) {
if (totalAP >= AP_MILESTONES[i].points) {
current = AP_MILESTONES[i];
next = AP_MILESTONES[i + 1] || null;
} else {
break;
}
}
return { current, next };
}
function checkMilestoneRewards() {
initAchievementShowcase();
const totalAP = calculateTotalAP();
for (const milestone of AP_MILESTONES) {
if (totalAP >= milestone.points) {
const reward = milestone.reward;
if (reward.type === 'cosmetic') {
if (!gameData.achievementShowcase.unlockedCosmetics.includes(reward.id)) {
gameData.achievementShowcase.unlockedCosmetics.push(reward.id);
showNotification(`Cosmetic Unlocked: ${COSMETIC_EFFECTS[reward.id]?.name}!`, 'success');
}
} else if (reward.type === 'xpBonus') {
gameData.achievementShowcase.bonuses.xpBonus = Math.max(
gameData.achievementShowcase.bonuses.xpBonus,
reward.value
);
} else if (reward.type === 'lootBonus') {
gameData.achievementShowcase.bonuses.lootBonus = Math.max(
gameData.achievementShowcase.bonuses.lootBonus,
reward.value
);
} else if (reward.type === 'allBonus') {
gameData.achievementShowcase.bonuses.allBonus = Math.max(
gameData.achievementShowcase.bonuses.allBonus,
reward.value
);
}
}
}
saveGameData();
}
function getShowcaseBonuses() {
initAchievementShowcase();
return {
xpBonus: gameData.achievementShowcase.bonuses?.xpBonus || 0,
lootBonus: gameData.achievementShowcase.bonuses?.lootBonus || 0,
allBonus: gameData.achievementShowcase.bonuses?.allBonus || 0
};
}
function setActiveCosmetic(cosmeticId) {
initAchievementShowcase();
if (cosmeticId && !gameData.achievementShowcase.unlockedCosmetics.includes(cosmeticId)) {
return false;
}
gameData.achievementShowcase.activeCosmetic = cosmeticId;
saveGameData();
updateShowcaseDisplay();
if (cosmeticId) {
const cosmetic = COSMETIC_EFFECTS[cosmeticId];
showNotification(`Cosmetic equipped: ${cosmetic?.name}`, 'info');
} else {
showNotification('Cosmetic removed', 'info');
}
return true;
}
function openShowcaseModal() {
initAchievementShowcase();
checkMilestoneRewards();
updateShowcaseDisplay();
document.getElementById('showcase-modal').style.display = 'flex';
AudioSystem.click();
}
function closeShowcaseModal() {
document.getElementById('showcase-modal').style.display = 'none';
}
function updateShowcaseDisplay() {
const totalAP = calculateTotalAP();
const milestones = getCurrentMilestone();
document.getElementById('total-ap').textContent = totalAP;
if (milestones.next) {
document.getElementById('next-milestone-name').textContent =
`${milestones.next.name} (${milestones.next.points} AP)`;
const progress = ((totalAP - (milestones.current?.points || 0)) /
(milestones.next.points - (milestones.current?.points || 0))) * 100;
document.getElementById('milestone-progress').style.width = `${Math.min(100, progress)}%`;
} else {
document.getElementById('next-milestone-name').textContent = 'All milestones complete!';
document.getElementById('milestone-progress').style.width = '100%';
}
// Active cosmetic
const activeCosmetic = gameData.achievementShowcase?.activeCosmetic;
document.getElementById('active-cosmetic').textContent =
activeCosmetic ? COSMETIC_EFFECTS[activeCosmetic]?.name : 'None';
// Render badges
const container = document.getElementById('showcase-badges');
let html = '';
// Cosmetics section
html += 'Cosmetics
';
for (const [cosId, cosmetic] of Object.entries(COSMETIC_EFFECTS)) {
const unlocked = gameData.achievementShowcase?.unlockedCosmetics?.includes(cosId);
const isActive = activeCosmetic === cosId;
html += `
${cosmetic.icon}
${unlocked ? cosmetic.name : '???'}
`;
}
// Achievements section
html += 'Achievements
';
for (const [achId, achData] of Object.entries(ACHIEVEMENT_POINTS)) {
const achievement = ACHIEVEMENTS[achId];
if (!achievement) continue;
const unlocked = gameData.achievements[achId];
const tierClass = achData.tier === 'legendary' ? 'legendary' :
achData.tier === 'rare' ? 'rare' : '';
html += `
${achievement.icon}
${unlocked ? achievement.name : '???'}
${unlocked ? `
+${achData.points} AP
` : ''}
`;
}
container.innerHTML = html;
}
// Apply cosmetic effect visuals
let lastCosmeticUpdate = 0;
function updateCosmeticEffects(time) {
if (!worldState.player) return;
const activeCosmetic = gameData.achievementShowcase?.activeCosmetic;
if (!activeCosmetic) return;
if (time - lastCosmeticUpdate < 100) return;
lastCosmeticUpdate = time;
if (activeCosmetic === 'sparkle' && particles) {
particles.emit(worldState.player.position, 2, 0xffffff, { spread: 1, lifetime: 500 });
} else if (activeCosmetic.startsWith('aura_') && particles) {
const colors = {
aura_blue: 0x4488ff,
aura_gold: 0xffd700,
aura_rainbow: Math.random() > 0.5 ? 0xff4488 : (Math.random() > 0.5 ? 0x44ff88 : 0x4488ff)
};
particles.emit(worldState.player.position, 1, colors[activeCosmetic] || 0xffffff, { spread: 2, lifetime: 800 });
}
}
// v5.0: Dynamic Weather System
const WEATHER_TYPES = {
clear: {
name: 'Clear',
icon: '☀️',
fogDensity: 1.0,
lightIntensity: 1.0,
moveSpeedMod: 1.0,
particleType: null
},
rain: {
name: 'Rain',
icon: '🌧️',
fogDensity: 0.7,
lightIntensity: 0.6,
moveSpeedMod: 0.9,
particleType: 'rain',
particleColor: 0x6688aa
},
storm: {
name: 'Storm',
icon: '⛈️',
fogDensity: 0.5,
lightIntensity: 0.4,
moveSpeedMod: 0.8,
particleType: 'rain',
particleColor: 0x445566,
lightning: true
},
fog: {
name: 'Fog',
icon: '🌫️',
fogDensity: 0.6, // v6.33: Less dense fog (was 0.3) - still atmospheric but playable
lightIntensity: 0.7,
moveSpeedMod: 0.95,
particleType: null,
maxDuration: 45000 // v6.33: Fog clears faster (45 seconds max)
},
snow: {
name: 'Snow',
icon: '❄️',
fogDensity: 0.6,
lightIntensity: 0.8,
moveSpeedMod: 0.85,
particleType: 'snow',
particleColor: 0xffffff
},
sandstorm: {
name: 'Sandstorm',
icon: '🏜️',
fogDensity: 0.4,
lightIntensity: 0.5,
moveSpeedMod: 0.75,
particleType: 'sand',
particleColor: 0xddbb88
}
};
const BIOME_WEATHER = {
Terra: ['clear', 'rain', 'fog'],
Forest: ['clear', 'rain', 'fog'],
Desert: ['clear', 'sandstorm'],
Ice: ['clear', 'snow', 'storm'],
Volcanic: ['clear', 'fog'],
Ocean: ['clear', 'rain', 'storm'],
Alien: ['clear', 'fog', 'storm'],
Crystal: ['clear', 'fog']
};
let currentWeather = 'clear';
let weatherTransition = 0;
let weatherParticles = [];
let lastLightningTime = 0;
let weatherChangeTime = 0;
function initWeatherSystem() {
currentWeather = 'clear';
weatherParticles = [];
weatherChangeTime = performance.now() + 60000 + Math.random() * 120000; // 1-3 min initial
}
function updateWeather(dt, time) {
if (!activeCiv || mode !== 'world') return;
// Check for weather change
if (time > weatherChangeTime) {
changeWeather();
weatherChangeTime = time + 60000 + Math.random() * 180000; // 1-4 min between changes
}
const weather = WEATHER_TYPES[currentWeather];
if (!weather) return;
// Update fog based on weather
if (scene.fog) {
const targetNear = 20 * weather.fogDensity;
const targetFar = 120 * weather.fogDensity;
scene.fog.near += (targetNear - scene.fog.near) * dt * 0.5;
scene.fog.far += (targetFar - scene.fog.far) * dt * 0.5;
}
// Update light intensity
if (worldState.sun) {
const baseIntensity = Math.max(0.1, Math.sin(worldState.timeOfDay * Math.PI * 2)) * 1.2;
worldState.sun.intensity = baseIntensity * weather.lightIntensity;
}
// Spawn weather particles
if (weather.particleType && worldState.player) {
spawnWeatherParticles(weather, dt);
}
// Update weather particles
updateWeatherParticles(dt);
// Lightning effect
if (weather.lightning && time - lastLightningTime > 3000 + Math.random() * 7000) {
if (Math.random() < 0.3) {
triggerLightning();
lastLightningTime = time;
}
}
}
function changeWeather() {
if (!activeCiv) return;
// v6.0: Viewers don't change weather - they receive it from host
if (multiplayerState.enabled && !multiplayerState.isHost) {
return;
}
const biomeWeathers = BIOME_WEATHER[activeCiv.biome] || ['clear'];
// v6.33: Weight selection to favor clear weather and reduce fog frequency
let newWeather;
const roll = Math.random();
if (roll < 0.4) {
// 40% chance of clear weather
newWeather = 'clear';
} else if (roll < 0.55 && biomeWeathers.includes('fog')) {
// Only 15% chance of fog (if available)
newWeather = 'fog';
} else {
// Remaining chance for other weather types (excluding fog from random pool)
const nonFogWeathers = biomeWeathers.filter(w => w !== 'fog');
newWeather = nonFogWeathers[Math.floor(Math.random() * nonFogWeathers.length)];
}
if (newWeather !== currentWeather) {
const oldWeather = currentWeather;
currentWeather = newWeather;
const weather = WEATHER_TYPES[newWeather];
showNotification(`Weather: ${weather.icon} ${weather.name}`, 'info');
updateWeatherUI();
// v6.32: Smooth weather transition effect
weatherTransition = 1.0; // Start transition animation
triggerWeatherTransitionEffect(oldWeather, newWeather);
// v6.33: Apply maxDuration for weather types that have it (like fog)
if (weather.maxDuration) {
weatherChangeTime = performance.now() + weather.maxDuration;
}
}
}
// v6.32: Visual effect when weather changes
function triggerWeatherTransitionEffect(fromWeather, toWeather) {
const container = document.getElementById('container');
if (!container) return;
// Create transition overlay
const overlay = document.createElement('div');
overlay.style.cssText = `
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 998;
opacity: 0;
transition: opacity 0.5s ease-out;
`;
// Set color based on weather transition
const weather = WEATHER_TYPES[toWeather];
if (toWeather === 'rain' || toWeather === 'storm') {
overlay.style.background = 'radial-gradient(ellipse at center, transparent 50%, rgba(30, 50, 80, 0.3) 100%)';
} else if (toWeather === 'fog') {
overlay.style.background = 'rgba(180, 180, 180, 0.2)';
} else if (toWeather === 'clear') {
overlay.style.background = 'radial-gradient(ellipse at center, rgba(255, 255, 200, 0.15) 0%, transparent 70%)';
} else if (toWeather === 'heat_wave') {
overlay.style.background = 'radial-gradient(ellipse at center, rgba(255, 150, 50, 0.15) 0%, transparent 70%)';
} else if (toWeather === 'aurora') {
overlay.style.background = 'radial-gradient(ellipse at top, rgba(100, 255, 150, 0.1) 0%, transparent 60%)';
} else if (toWeather === 'snow' || toWeather === 'blizzard') {
overlay.style.background = 'radial-gradient(ellipse at center, rgba(200, 220, 255, 0.15) 0%, transparent 70%)';
}
document.body.appendChild(overlay);
// Animate in and out
requestAnimationFrame(() => {
overlay.style.opacity = '1';
setTimeout(() => {
overlay.style.opacity = '0';
setTimeout(() => overlay.remove(), 500);
}, 800);
});
}
function updateWeatherUI() {
const weather = WEATHER_TYPES[currentWeather];
if (!weather) return;
const iconEl = document.getElementById('weather-icon');
const nameEl = document.getElementById('weather-name');
const effectEl = document.getElementById('weather-effect');
if (iconEl) iconEl.textContent = weather.icon;
if (nameEl) nameEl.textContent = weather.name;
// Show speed effect if not 100%
if (effectEl) {
const speedPct = Math.round(weather.moveSpeedMod * 100);
effectEl.textContent = speedPct < 100 ? `Speed: ${speedPct}%` : '';
}
}
function spawnWeatherParticles(weather, dt) {
const spawnRate = weather.particleType === 'rain' ? 50 : 20;
const spawnCount = Math.floor(spawnRate * dt);
for (let i = 0; i < spawnCount; i++) {
const x = worldState.player.position.x + (Math.random() - 0.5) * 40;
const z = worldState.player.position.z + (Math.random() - 0.5) * 40;
const y = worldState.player.position.y + 20 + Math.random() * 10;
weatherParticles.push({
x, y, z,
vx: (Math.random() - 0.5) * (weather.particleType === 'sand' ? 5 : 0.5),
vy: weather.particleType === 'snow' ? -3 - Math.random() * 2 : -15 - Math.random() * 10,
vz: (Math.random() - 0.5) * (weather.particleType === 'sand' ? 5 : 0.5),
life: 3,
color: weather.particleColor,
type: weather.particleType
});
}
// Limit particle count
if (weatherParticles.length > 500) {
weatherParticles = weatherParticles.slice(-400);
}
}
// v8.21: Optimized to use in-place filtering and squared distance (avoids array allocation + sqrt per particle)
function updateWeatherParticles(dt) {
let writeIdx = 0;
const playerPos = worldState.player?.position;
const distSqThreshold = 900; // 30 * 30
for (let i = 0; i < weatherParticles.length; i++) {
const p = weatherParticles[i];
p.x += p.vx * dt;
p.y += p.vy * dt;
p.z += p.vz * dt;
p.life -= dt;
// Draw particle (simple point)
if (p.life > 0 && particles && playerPos) {
const dx = p.x - playerPos.x;
const dz = p.z - playerPos.z;
const distSq = dx * dx + dz * dz;
if (distSq < distSqThreshold && Math.random() < 0.1) {
particles.emit(
{ x: p.x, y: p.y, z: p.z },
1,
p.color,
{ spread: 0.1, lifetime: 100, size: p.type === 'snow' ? 0.15 : 0.05 }
);
}
}
// In-place compaction: keep alive particles
if (p.life > 0 && p.y > -10) {
weatherParticles[writeIdx++] = p;
}
}
weatherParticles.length = writeIdx;
}
function triggerLightning() {
// Flash screen white briefly
const overlay = document.createElement('div');
overlay.style.cssText = `
position: fixed; top: 0; left: 0; right: 0; bottom: 0;
background: white; opacity: 0.8; pointer-events: none; z-index: 100;
`;
document.body.appendChild(overlay);
setTimeout(() => {
overlay.style.opacity = '0.3';
setTimeout(() => {
overlay.remove();
}, 100);
}, 50);
// Thunder sound
if (AudioSystem.enabled && AudioSystem.ctx) {
const osc = AudioSystem.ctx.createOscillator();
const gain = AudioSystem.ctx.createGain();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(80, AudioSystem.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(20, AudioSystem.ctx.currentTime + 0.5);
gain.gain.setValueAtTime(0.3, AudioSystem.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, AudioSystem.ctx.currentTime + 0.8);
osc.connect(gain);
gain.connect(AudioSystem.ctx.destination);
osc.start();
osc.stop(AudioSystem.ctx.currentTime + 0.8);
}
screenShake(0.8);
}
function getWeatherSpeedMod() {
const weather = WEATHER_TYPES[currentWeather];
return weather ? weather.moveSpeedMod : 1.0;
}
// ========================================================================
// v6.1: CRITICAL SYSTEMS - Universality Classes for Emergent World Events
// Based on: Ising Model, Directed Percolation, BTW Sandpile, Self-Organized Criticality
// ========================================================================
const CRITICAL_SYSTEMS = {
// Forest Fire (Directed Percolation)
fire: {
enabled: true,
spreadProbability: 0.3, // p_spread - probability fire spreads to neighbor
ignitionProbability: 0.001, // Spontaneous ignition (lightning, etc.)
burnTime: 5000, // ms to burn before becoming ash
recoveryTime: 30000, // ms for ash to regrow
maxFires: 20, // Limit active fires
spreadRadius: 8, // How far fire can spread
windInfluence: 0.2 // Weather wind affects spread direction
},
// v12.21: Water Flood (Expanding Wave Propagation)
// Floods spread outward from water sources during storms
flood: {
enabled: true,
spreadProbability: 0.6, // Higher spread rate than fire (water flows easily)
startProbability: 0.0005, // Chance to start during rain/storm
spreadSpeed: 200, // ms between spread steps (faster than fire)
maxDepth: 3, // Max flood depth (affects damage/movement)
receedRate: 0.05, // How fast flood recedes per second
riseRate: 0.3, // How fast flood rises per second
spreadRadius: 6, // Distance flood can spread per step
damagePerSecond: 5, // Damage to player in deep flood
slowdownFactor: 0.5, // Movement speed reduction in flood
maxFloods: 30, // Max active flood tiles
requiresWaterSource: true // Must start near existing water
},
// Disease (Directed Percolation on mob network)
disease: {
enabled: true,
infectionProbability: 0.15, // Base infection rate
recoveryProbability: 0.02, // Recovery chance per tick
mortalityProbability: 0.005, // Death chance when infected
spreadRadius: 6, // Infection radius
immunityDuration: 20000, // ms of immunity after recovery
symptoms: ['slow', 'damage', 'confusion']
},
// BTW Sandpile (Terrain stress accumulation)
sandpile: {
enabled: true,
criticalThreshold: 4, // Topple when >= this value
addRate: 0.001, // Rate of stress accumulation
cascadeDelay: 100, // ms between cascade steps
maxAvalanche: 50, // Max tiles in one avalanche
dropLoot: true // Avalanches can reveal resources
},
// Earthquake (Self-Organized Criticality)
earthquake: {
enabled: true,
baseInterval: 120000, // Base time between quakes (2 min)
variability: 60000, // Random variation
magnitudeMin: 2.0,
magnitudeMax: 7.0,
powerLawExponent: 2.5, // Gutenberg-Richter law exponent
aftershockProbability: 0.3,
aftershockDecay: 0.7 // Each aftershock is weaker
},
// Ising Model (Temperature-based phase transitions for weather)
ising: {
enabled: true,
temperature: 1.0, // Effective temperature (affects randomness)
couplingStrength: 1.0, // J - neighbor interaction strength
externalField: 0, // h - bias toward one state
criticalTemp: 2.269 // Tc for 2D Ising model
}
};
// v7.99: TREE SPATIAL GRID FOR FIRE SPREAD
// Reduces O(n) filter per fire spread to O(1) cell lookup
// Same pattern as MobSpatialGrid/CreepSpatialGrid
const TreeSpatialGrid = {
cellSize: 10, // Matches fire spreadRadius of 8
grid: new Map(),
_intKey(cellX, cellZ) {
return (cellX + 10000) * 100000 + (cellZ + 10000);
},
rebuild(interactables) {
this.grid.clear();
if (!interactables) return;
for (let i = 0; i < interactables.length; i++) {
const obj = interactables[i];
if (!obj || obj.userData?.type !== 'tree') continue;
const cellX = Math.floor(obj.position.x / this.cellSize);
const cellZ = Math.floor(obj.position.z / this.cellSize);
const key = this._intKey(cellX, cellZ);
if (!this.grid.has(key)) this.grid.set(key, []);
this.grid.get(key).push(obj);
}
},
getNearby(x, z) {
const cellX = Math.floor(x / this.cellSize);
const cellZ = Math.floor(z / this.cellSize);
const nearby = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
const cell = this.grid.get(this._intKey(cellX + dx, cellZ + dz));
if (cell) {
for (let i = 0; i < cell.length; i++) {
nearby.push(cell[i]);
}
}
}
}
return nearby;
},
needsRebuild: true, // Flag to trigger rebuild when trees change
markDirty() { this.needsRebuild = true; }
};
// v8.09: INTERACTABLE SPATIAL GRID FOR RESOURCE LOOKUPS
// Reduces O(n) scans per agent/frame to O(1) cell lookup
// Used by agent scanWorldContext, resource gathering, action proximity checks
const InteractableSpatialGrid = {
cellSize: 8, // 8 units matches typical agent scan/action radius
grid: new Map(),
needsRebuild: true,
_lastCount: 0, // Track array length to auto-detect changes
_intKey(cellX, cellZ) {
return (cellX + 10000) * 100000 + (cellZ + 10000);
},
rebuild(interactables) {
this.grid.clear();
if (!interactables) {
this._lastCount = 0;
return;
}
this._lastCount = interactables.length;
for (let i = 0; i < interactables.length; i++) {
const obj = interactables[i];
if (!obj || !obj.parent) continue;
const cellX = Math.floor(obj.position.x / this.cellSize);
const cellZ = Math.floor(obj.position.z / this.cellSize);
const key = this._intKey(cellX, cellZ);
if (!this.grid.has(key)) this.grid.set(key, []);
this.grid.get(key).push(obj);
}
this.needsRebuild = false;
},
// Check if rebuild needed (count changed = interactables added/removed)
checkRebuild(interactables) {
if (!interactables) return this.needsRebuild;
return this.needsRebuild || interactables.length !== this._lastCount;
},
getNearby(x, z, radius = 1) {
const cellX = Math.floor(x / this.cellSize);
const cellZ = Math.floor(z / this.cellSize);
const nearby = [];
const cellRadius = Math.ceil(radius);
for (let dx = -cellRadius; dx <= cellRadius; dx++) {
for (let dz = -cellRadius; dz <= cellRadius; dz++) {
const cell = this.grid.get(this._intKey(cellX + dx, cellZ + dz));
if (cell) {
for (let i = 0; i < cell.length; i++) {
nearby.push(cell[i]);
}
}
}
}
return nearby;
},
markDirty() { this.needsRebuild = true; }
};
// Critical Systems State
let criticalState = {
// Fire state
fires: [], // Active fires: {tree, startTime, intensity}
burntTrees: new Set(), // Trees that have burned
ashTrees: new Map(), // Ash locations with regrowth timer
// v12.21: Flood state
floods: [], // Active floods: {position, depth, startTime, meshes}
floodedTiles: new Map(), // posKey -> flood data
totalFloodsStarted: 0,
lastFloodSpread: 0,
// Disease state
infectedMobs: new Set(),
immuneMobs: new Map(), // mob -> immunity expiry time
diseaseOrigin: null,
// Sandpile state
stressGrid: new Map(), // position key -> stress level
avalancheQueue: [],
lastAvalancheTime: 0,
// Earthquake state
nextQuakeTime: 0,
lastQuakeMagnitude: 0,
aftershocks: [],
// Ising state (for weather phase)
isingSpins: [], // Grid of +1/-1 spins
isingSize: 16, // Grid dimension
magnetization: 0, // Order parameter
// Stats
totalFiresStarted: 0,
totalTreesBurned: 0,
totalInfections: 0,
totalAvalanches: 0,
totalEarthquakes: 0,
// v8.0: Set for O(1) lookup of burning trees (was O(n) fires.some())
burningTrees: new Set()
};
// v8.0: Pooled array for fire spread to avoid allocations per spread call
const _fireSpreadPool = {
nearbyTrees: new Array(50), // Pre-allocated for max nearby trees
count: 0,
reset() {
this.count = 0;
},
add(tree, distSq) {
if (this.count < this.nearbyTrees.length) {
const entry = this.nearbyTrees[this.count];
if (entry) {
entry.tree = tree;
entry.distSq = distSq;
} else {
this.nearbyTrees[this.count] = { tree, distSq };
}
this.count++;
}
}
};
// v8.17: Pre-allocated Color objects for disease system (eliminates allocations per infection)
const _diseaseColors = {
infected: null,
recovered: null,
init() {
if (!this.infected) this.infected = new THREE.Color(0x00ff00);
if (!this.recovered) this.recovered = new THREE.Color(0x000000);
}
};
// v8.22: INFECTED MOB SPATIAL GRID FOR DISEASE SPREADING
// Reduces O(m) infected mob iteration per susceptible mob to O(1) cell lookup
// Rebuilt each frame when infected set changes
const InfectedMobSpatialGrid = {
cellSize: 10, // Matches disease spreadRadius of 15 (check 3x3 = 30 range)
grid: new Map(),
_lastSize: 0, // Track infected set size to detect changes
_intKey(cellX, cellZ) {
return (cellX + 10000) * 100000 + (cellZ + 10000);
},
rebuild(infectedMobs) {
this.grid.clear();
if (!infectedMobs || infectedMobs.size === 0) {
this._lastSize = 0;
return;
}
this._lastSize = infectedMobs.size;
for (const mob of infectedMobs) {
if (!mob.mesh) continue;
const pos = mob.mesh.position;
const cellX = Math.floor(pos.x / this.cellSize);
const cellZ = Math.floor(pos.z / this.cellSize);
const key = this._intKey(cellX, cellZ);
if (!this.grid.has(key)) this.grid.set(key, []);
this.grid.get(key).push(mob);
}
},
needsRebuild(infectedMobs) {
if (!infectedMobs) return false;
return infectedMobs.size !== this._lastSize;
},
getNearby(x, z) {
const cellX = Math.floor(x / this.cellSize);
const cellZ = Math.floor(z / this.cellSize);
const nearby = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
const cell = this.grid.get(this._intKey(cellX + dx, cellZ + dz));
if (cell) {
for (let i = 0; i < cell.length; i++) {
nearby.push(cell[i]);
}
}
}
}
return nearby;
}
};
// v8.23: SUSCEPTIBLE MOB SPATIAL GRID FOR DISEASE SPREADING
// Reduces O(n) susceptible mob iteration per infected mob to O(1) cell lookup
// Rebuilt each frame when disease system updates (contains non-infected, non-immune mobs)
const SusceptibleMobSpatialGrid = {
cellSize: 15, // Matches disease spreadRadius of 15
grid: new Map(),
_dirty: true, // Rebuild every frame since susceptibility changes
_intKey(cellX, cellZ) {
return (cellX + 10000) * 100000 + (cellZ + 10000);
},
rebuild(mobs, infectedMobs, immuneMobs, now) {
this.grid.clear();
if (!mobs || mobs.length === 0) return;
for (let i = 0, len = mobs.length; i < len; i++) {
const mob = mobs[i];
if (!mob.mesh) continue;
if (infectedMobs.has(mob)) continue;
if (immuneMobs.has(mob) && immuneMobs.get(mob) > now) continue;
const pos = mob.mesh.position;
const cellX = Math.floor(pos.x / this.cellSize);
const cellZ = Math.floor(pos.z / this.cellSize);
const key = this._intKey(cellX, cellZ);
if (!this.grid.has(key)) this.grid.set(key, []);
this.grid.get(key).push(mob);
}
this._dirty = false;
},
getNearby(x, z) {
const cellX = Math.floor(x / this.cellSize);
const cellZ = Math.floor(z / this.cellSize);
const nearby = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
const cell = this.grid.get(this._intKey(cellX + dx, cellZ + dz));
if (cell) {
for (let i = 0; i < cell.length; i++) {
nearby.push(cell[i]);
}
}
}
}
return nearby;
}
};
function initCriticalSystems() {
// Initialize Ising grid for weather phase transitions
const size = criticalState.isingSize;
criticalState.isingSpins = [];
for (let i = 0; i < size * size; i++) {
criticalState.isingSpins.push(Math.random() < 0.5 ? 1 : -1);
}
// Set next earthquake time
criticalState.nextQuakeTime = performance.now() +
CRITICAL_SYSTEMS.earthquake.baseInterval +
Math.random() * CRITICAL_SYSTEMS.earthquake.variability;
console.log('🔬 Critical Systems initialized - Emergent world events active');
}
// ========================
// FOREST FIRE SYSTEM (Directed Percolation)
// ========================
function updateFireSystem(dt, time) {
if (!CRITICAL_SYSTEMS.fire.enabled || !worldState.interactables) return;
if (multiplayerState.enabled && !multiplayerState.isHost) return; // Host controls fires
const cfg = CRITICAL_SYSTEMS.fire;
// v7.99: Rebuild TreeSpatialGrid when needed (once per fire update cycle)
if (TreeSpatialGrid.needsRebuild) {
TreeSpatialGrid.rebuild(worldState.interactables);
TreeSpatialGrid.needsRebuild = false;
}
// Spontaneous ignition (lightning during storms, random chance)
if (currentWeather === 'storm' || currentWeather === 'rain') {
if (Math.random() < cfg.ignitionProbability * 3) { // Higher during storms
tryIgniteRandomTree();
}
} else if (Math.random() < cfg.ignitionProbability) {
tryIgniteRandomTree();
}
// Update existing fires
const now = performance.now();
const toRemove = [];
// v8.20: Use for loop instead of forEach for fire updates
const firesLen = criticalState.fires.length;
for (let i = 0; i < firesLen; i++) {
const fire = criticalState.fires[i];
const elapsed = now - fire.startTime;
// Fire burns out after burnTime
if (elapsed > cfg.burnTime) {
burnTreeToAsh(fire.tree);
toRemove.push(i);
continue;
}
// Fire spreads to neighbors (Directed Percolation)
if (elapsed > 500 && Math.random() < cfg.spreadProbability * dt) {
spreadFireToNeighbors(fire.tree);
}
// Visual: Update fire intensity
fire.intensity = Math.sin(elapsed * 0.01) * 0.3 + 0.7;
updateFireVisual(fire);
}
// Remove burnt fires
// v8.0: Reverse iterate directly instead of reverse().forEach() to avoid array copy
for (let i = toRemove.length - 1; i >= 0; i--) {
criticalState.fires.splice(toRemove[i], 1);
}
// Regrow ash to trees
// v8.21: Use for...of with entries() instead of forEach for Map iteration
const ashToRemove = [];
for (const [treePos, regrowTime] of criticalState.ashTrees) {
if (now > regrowTime) {
regrowTree(treePos);
ashToRemove.push(treePos);
}
}
for (let i = 0; i < ashToRemove.length; i++) {
criticalState.ashTrees.delete(ashToRemove[i]);
}
}
// v8.0: Use burningTrees Set for O(1) lookup instead of fires.some()
function tryIgniteRandomTree() {
if (criticalState.fires.length >= CRITICAL_SYSTEMS.fire.maxFires) return;
const trees = worldState.interactables.filter(obj =>
obj.userData?.type === 'tree' &&
!criticalState.burntTrees.has(obj) &&
!criticalState.burningTrees.has(obj) // v8.0: O(1) Set lookup
);
if (trees.length === 0) return;
const tree = trees[Math.floor(Math.random() * trees.length)];
igniteTree(tree);
}
// v8.0: Use burningTrees Set for O(1) lookup instead of fires.some()
// v8.23: Pre-allocated colors for fire visual effects to avoid allocations
const _fireColors = {
burning: null,
ash: null,
init() {
if (!this.burning) this.burning = new THREE.Color(0xff2200);
if (!this.ash) this.ash = new THREE.Color(0x000000);
}
};
function igniteTree(tree) {
if (!tree || criticalState.burntTrees.has(tree)) return;
if (criticalState.burningTrees.has(tree)) return; // v8.0: O(1) Set lookup
const fire = {
tree: tree,
startTime: performance.now(),
intensity: 1.0,
fireLight: null,
particles: []
};
// Create fire visual effects
createFireVisual(fire);
criticalState.fires.push(fire);
criticalState.burningTrees.add(tree); // v8.0: Track in Set for O(1) lookup
criticalState.totalFiresStarted++;
// Notification for first fire or large fires
if (criticalState.fires.length === 1) {
showNotification('🔥 FOREST FIRE started!', 'danger');
}
// Broadcast to other players
if (multiplayerState.enabled && multiplayerState.isHost) {
broadcastDelta(createDelta('worldEvent', {
type: 'fire_start',
position: { x: tree.position.x, y: tree.position.y, z: tree.position.z }
}));
}
}
function createFireVisual(fire) {
const tree = fire.tree;
// Add orange-red point light
const fireLight = new THREE.PointLight(0xff4400, 2, 8);
fireLight.position.copy(tree.position);
fireLight.position.y += 2;
scene.add(fireLight);
fire.fireLight = fireLight;
// Change tree material to burning
// v8.23: Use pre-allocated color instead of new THREE.Color()
_fireColors.init();
tree.traverse(child => {
if (child.isMesh && child.material) {
if (!child.userData.originalColor) {
child.userData.originalColor = child.material.color.getHex();
}
child.material = child.material.clone();
child.material.emissive.copy(_fireColors.burning);
child.material.emissiveIntensity = 0.5;
}
});
}
function updateFireVisual(fire) {
if (fire.fireLight) {
fire.fireLight.intensity = 1.5 + fire.intensity * 1.5;
fire.fireLight.color.setHSL(0.05 + Math.random() * 0.05, 1, 0.5);
}
}
// v8.0: Optimized with pooled nearbyTrees array and burningTrees Set for O(1) lookup
// v7.99: Optimized with TreeSpatialGrid for O(1) nearby lookup (was O(n) filter)
// v7.80: distanceToSquared for distance checks, v7.96: GlobalVec3Pool for wind calc
function spreadFireToNeighbors(sourceTree) {
const cfg = CRITICAL_SYSTEMS.fire;
const pos = sourceTree.position;
const spreadRadiusSq = cfg.spreadRadius * cfg.spreadRadius;
// v8.0: Reset pooled array instead of allocating new one
_fireSpreadPool.reset();
// v7.99: Use TreeSpatialGrid for O(1) lookup instead of O(n) filter
// v8.0: Use burningTrees Set for O(1) lookup instead of fires.some() O(n)
const candidates = TreeSpatialGrid.getNearby(pos.x, pos.z);
for (let i = 0; i < candidates.length; i++) {
const obj = candidates[i];
if (criticalState.burntTrees.has(obj)) continue;
if (criticalState.burningTrees.has(obj)) continue; // v8.0: O(1) Set lookup
const distSq = obj.position.distanceToSquared(pos);
if (distSq > 0 && distSq < spreadRadiusSq) {
_fireSpreadPool.add(obj, distSq); // v8.0: Use pooled array
}
}
// Directed percolation: spread with probability based on distance
// v7.80: Only compute actual distance for probability calculation (needed for linear scaling)
// v7.96: Pre-calculate wind direction once per call, use pooled vectors
let windDir = null;
if (currentWeather === 'storm') {
const t = performance.now() * 0.0001;
windDir = GlobalVec3Pool.temp().set(Math.sin(t), 0, Math.cos(t));
}
// v8.0: Iterate pooled array by count
for (let i = 0; i < _fireSpreadPool.count; i++) {
const entry = _fireSpreadPool.nearbyTrees[i];
const tree = entry.tree;
const distSq = entry.distSq;
const dist = Math.sqrt(distSq); // Only sqrt when needed for probability
const prob = cfg.spreadProbability * (1 - dist / cfg.spreadRadius);
// Wind influence (weather-based directional bias)
let windBonus = 0;
if (windDir) {
// v7.96: Use GlobalVec3Pool.temp() instead of clone()
const toTree = GlobalVec3Pool.temp().copy(tree.position).sub(pos).normalize();
windBonus = windDir.dot(toTree) * cfg.windInfluence;
}
if (Math.random() < prob + windBonus) {
igniteTree(tree);
}
}
}
// v8.0: Remove from burningTrees Set when tree burns to ash
function burnTreeToAsh(tree) {
if (!tree) return;
criticalState.burntTrees.add(tree);
criticalState.burningTrees.delete(tree); // v8.0: Remove from burning Set
criticalState.totalTreesBurned++;
TreeSpatialGrid.markDirty(); // v7.99: Trigger rebuild on next fire update
// Remove fire visual
const fire = criticalState.fires.find(f => f.tree === tree);
if (fire?.fireLight) {
scene.remove(fire.fireLight);
}
// Change to ash appearance
// v8.23: Use pre-allocated color instead of new THREE.Color()
_fireColors.init();
tree.traverse(child => {
if (child.isMesh && child.material) {
child.material = child.material.clone();
child.material.color.setHex(0x333333);
child.material.emissive.copy(_fireColors.ash);
child.material.emissiveIntensity = 0;
}
});
// Scale down (burnt stump)
tree.scale.set(0.5, 0.3, 0.5);
// Schedule regrowth
const posKey = `${Math.round(tree.position.x)},${Math.round(tree.position.z)}`;
criticalState.ashTrees.set(posKey, performance.now() + CRITICAL_SYSTEMS.fire.recoveryTime);
// Small chance to drop charcoal
if (Math.random() < 0.3) {
addToInventory('Charcoal', 1);
}
}
function regrowTree(posKey) {
// Find the burnt tree at this position and restore it
// v8.09: forEach to for loop
const [x, z] = posKey.split(',').map(Number);
const interactables = worldState.interactables;
for (let i = 0, len = interactables.length; i < len; i++) {
const tree = interactables[i];
if (tree.userData?.type === 'tree' &&
Math.round(tree.position.x) === x &&
Math.round(tree.position.z) === z) {
criticalState.burntTrees.delete(tree);
// Restore appearance
tree.scale.set(1, 1, 1);
tree.traverse(child => {
if (child.isMesh && child.userData.originalColor) {
child.material.color.setHex(child.userData.originalColor);
}
});
break; // Found the tree, exit early
}
}
}
// ========================
// v12.21: FLOOD SYSTEM (Expanding Wave Propagation)
// Water rises and spreads outward from sources during storms
// Creates a visible spreading circle effect on terrain
// ========================
// v8.18: Pre-allocated Vector3 for flood scale lerp
const _floodScaleTemp = typeof THREE !== 'undefined' ? new THREE.Vector3() : null;
function updateFloodSystem(dt, time) {
if (!CRITICAL_SYSTEMS.flood.enabled || mode !== 'world') return;
if (multiplayerState.enabled && !multiplayerState.isHost) return;
const cfg = CRITICAL_SYSTEMS.flood;
const now = performance.now();
// Start floods during rain/storm weather near water sources
if ((currentWeather === 'rain' || currentWeather === 'storm') &&
Math.random() < cfg.startProbability * (currentWeather === 'storm' ? 3 : 1)) {
tryStartFlood();
}
// Update flood spreading
if (now - criticalState.lastFloodSpread > cfg.spreadSpeed) {
criticalState.lastFloodSpread = now;
spreadFloods();
}
// Update flood visuals and handle receding
updateFloodVisuals(dt);
// Check player interaction with floods
checkPlayerInFlood();
}
function tryStartFlood() {
const cfg = CRITICAL_SYSTEMS.flood;
if (criticalState.floods.length >= cfg.maxFloods) return;
// Find water tiles to flood from
if (!worldState.terrain) return;
// Find a random water-adjacent position
const waterPositions = [];
for (let x = 0; x < CONFIG.WORLD_SIZE; x++) {
for (let z = 0; z < CONFIG.WORLD_SIZE; z++) {
if (worldState.terrain[x]?.[z] === 0) { // Water tile
// Check adjacent land tiles
const neighbors = [
[x-1, z], [x+1, z], [x, z-1], [x, z+1]
];
for (const [nx, nz] of neighbors) {
if (nx >= 0 && nx < CONFIG.WORLD_SIZE &&
nz >= 0 && nz < CONFIG.WORLD_SIZE &&
worldState.terrain[nx]?.[nz] > 0) {
waterPositions.push({ x: nx, z: nz });
}
}
}
}
}
if (waterPositions.length === 0) return;
// Pick random starting position
const startPos = waterPositions[Math.floor(Math.random() * waterPositions.length)];
const posKey = `${startPos.x},${startPos.z}`;
// Don't start if already flooded
if (criticalState.floodedTiles.has(posKey)) return;
// Create flood at this position
createFloodTile(startPos.x, startPos.z, 0.1);
criticalState.totalFloodsStarted++;
if (criticalState.floods.length === 1) {
showNotification('🌊 FLOODING started!', 'warning');
}
// Broadcast to multiplayer
if (multiplayerState.enabled && multiplayerState.isHost) {
broadcastDelta(createDelta('worldEvent', {
type: 'flood_start',
position: { x: startPos.x, z: startPos.z }
}));
}
}
function createFloodTile(tileX, tileZ, initialDepth) {
const cfg = CRITICAL_SYSTEMS.flood;
const posKey = `${tileX},${tileZ}`;
if (criticalState.floodedTiles.has(posKey)) return;
// Calculate world position
const worldX = (tileX - CONFIG.WORLD_SIZE/2) * CONFIG.TILE_SIZE;
const worldZ = (tileZ - CONFIG.WORLD_SIZE/2) * CONFIG.TILE_SIZE;
const terrainHeight = worldState.terrain[tileX]?.[tileZ] || 0;
// Create water mesh (expanding circle visual)
const floodGeo = new THREE.CircleGeometry(CONFIG.TILE_SIZE * 0.5, 16);
const floodMat = new THREE.MeshBasicMaterial({
color: 0x4488dd,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide,
depthWrite: false
});
const floodMesh = new THREE.Mesh(floodGeo, floodMat);
floodMesh.rotation.x = -Math.PI / 2;
floodMesh.position.set(worldX, terrainHeight * CONFIG.TILE_SIZE + 0.1, worldZ);
floodMesh.scale.set(0.1, 0.1, 0.1); // Start small, will expand
scene.add(floodMesh);
// Create ripple effect (expanding ring)
const rippleGeo = new THREE.RingGeometry(0.3, 0.5, 16);
const rippleMat = new THREE.MeshBasicMaterial({
color: 0x88ccff,
transparent: true,
opacity: 0.4,
side: THREE.DoubleSide,
depthWrite: false
});
const rippleMesh = new THREE.Mesh(rippleGeo, rippleMat);
rippleMesh.rotation.x = -Math.PI / 2;
rippleMesh.position.copy(floodMesh.position);
rippleMesh.position.y += 0.05;
scene.add(rippleMesh);
const floodData = {
tileX,
tileZ,
posKey,
depth: initialDepth,
maxDepth: cfg.maxDepth,
startTime: performance.now(),
mesh: floodMesh,
ripple: rippleMesh,
expanding: true,
phase: Math.random() * Math.PI * 2
};
criticalState.floods.push(floodData);
criticalState.floodedTiles.set(posKey, floodData);
}
// v8.20: Pre-allocated neighbor offsets for flood spreading
const _floodNeighborOffsets = [[-1, 0], [1, 0], [0, -1], [0, 1]];
function spreadFloods() {
const cfg = CRITICAL_SYSTEMS.flood;
const newFloods = [];
// v8.20: Use for loop instead of forEach for flood spreading
const floodsLen = criticalState.floods.length;
for (let i = 0; i < floodsLen; i++) {
const flood = criticalState.floods[i];
if (!flood.expanding) continue;
// Only spread after initial expansion
if (flood.depth < 0.5) continue;
// v8.20: Use pre-allocated offsets instead of array creation per flood
for (let j = 0; j < 4; j++) {
const nx = flood.tileX + _floodNeighborOffsets[j][0];
const nz = flood.tileZ + _floodNeighborOffsets[j][1];
const nKey = `${nx},${nz}`;
if (criticalState.floodedTiles.has(nKey)) continue;
if (criticalState.floods.length >= cfg.maxFloods) continue;
// Check bounds
if (nx < 0 || nx >= CONFIG.WORLD_SIZE || nz < 0 || nz >= CONFIG.WORLD_SIZE) continue;
// Check if land tile (don't flood water tiles)
const terrainHeight = worldState.terrain[nx]?.[nz];
if (terrainHeight === undefined || terrainHeight <= 0) continue;
// Lower terrain = more likely to flood (water flows downhill)
const sourceHeight = worldState.terrain[flood.tileX]?.[flood.tileZ] || 0;
const heightDiff = terrainHeight - sourceHeight;
const spreadChance = cfg.spreadProbability * (1 - heightDiff * 0.3);
if (Math.random() < spreadChance) {
newFloods.push({ x: nx, z: nz, depth: flood.depth * 0.8 });
}
}
}
// v8.20: Use for loop for creating new flood tiles
const newFloodsLen = newFloods.length;
for (let i = 0; i < newFloodsLen; i++) {
const nf = newFloods[i];
createFloodTile(nf.x, nf.z, nf.depth);
}
}
function updateFloodVisuals(dt) {
const cfg = CRITICAL_SYSTEMS.flood;
const now = performance.now();
const toRemove = [];
// v8.20: Use for loop instead of forEach for flood visual updates
const floodsLen = criticalState.floods.length;
for (let i = 0; i < floodsLen; i++) {
const flood = criticalState.floods[i];
const elapsed = now - flood.startTime;
if (flood.expanding) {
// Rise phase - flood depth increases
flood.depth = Math.min(flood.maxDepth, flood.depth + cfg.riseRate * dt);
// Expand visual (the spreading circle effect)
// v8.18: Use pre-allocated Vector3 instead of new allocation per flood per frame
const targetScale = 1 + flood.depth * 0.3;
_floodScaleTemp.set(targetScale, targetScale, targetScale);
flood.mesh.scale.lerp(_floodScaleTemp, dt * 2);
// Animate opacity based on depth
flood.mesh.material.opacity = 0.4 + flood.depth * 0.15;
// Stop expanding when weather clears or max depth reached
if (currentWeather !== 'rain' && currentWeather !== 'storm') {
flood.expanding = false;
}
} else {
// Recede phase - flood shrinks
flood.depth -= cfg.receedRate * dt;
// Shrink visual
const scale = Math.max(0.1, flood.mesh.scale.x - dt * 0.5);
flood.mesh.scale.set(scale, scale, scale);
flood.mesh.material.opacity = Math.max(0, flood.mesh.material.opacity - dt * 0.3);
// Remove when fully receded
if (flood.depth <= 0 || flood.mesh.scale.x <= 0.1) {
toRemove.push(i);
}
}
// Animate ripple
if (flood.ripple) {
flood.phase += dt * 3;
const rippleScale = 1 + Math.sin(flood.phase) * 0.2;
flood.ripple.scale.set(rippleScale, rippleScale, rippleScale);
flood.ripple.material.opacity = 0.2 + Math.sin(flood.phase) * 0.15;
flood.ripple.rotation.z += dt * 0.5;
}
}
// v8.20: Reverse iterate for removal instead of reverse().forEach()
for (let i = toRemove.length - 1; i >= 0; i--) {
const idx = toRemove[i];
const flood = criticalState.floods[idx];
if (flood.mesh) scene.remove(flood.mesh);
if (flood.ripple) scene.remove(flood.ripple);
criticalState.floodedTiles.delete(flood.posKey);
criticalState.floods.splice(idx, 1);
}
}
function checkPlayerInFlood() {
if (!worldState.player) return;
const playerX = Math.floor(worldState.player.position.x / CONFIG.TILE_SIZE + CONFIG.WORLD_SIZE/2);
const playerZ = Math.floor(worldState.player.position.z / CONFIG.TILE_SIZE + CONFIG.WORLD_SIZE/2);
const posKey = `${playerX},${playerZ}`;
const flood = criticalState.floodedTiles.get(posKey);
if (flood && flood.depth > 0.5) {
const cfg = CRITICAL_SYSTEMS.flood;
// Apply slowdown
if (!playerState.inFlood) {
playerState.inFlood = true;
playerState.floodSlowdown = cfg.slowdownFactor;
showNotification('🌊 Wading through floodwater!', 'warning');
}
// Damage if deep flood
if (flood.depth >= 2 && typeof takeDamage === 'function') {
takeDamage(cfg.damagePerSecond * 0.016, 'flood'); // Assuming ~60fps
}
} else if (playerState.inFlood) {
playerState.inFlood = false;
playerState.floodSlowdown = 1.0;
}
}
// Initialize flood tracking in playerState
if (typeof playerState !== 'undefined') {
playerState.inFlood = false;
playerState.floodSlowdown = 1.0;
}
// ========================
// DISEASE SYSTEM (Directed Percolation on Mob Network)
// ========================
function updateDiseaseSystem(dt, time) {
if (!CRITICAL_SYSTEMS.disease.enabled || !worldState.mobs) return;
if (multiplayerState.enabled && !multiplayerState.isHost) return;
const cfg = CRITICAL_SYSTEMS.disease;
const now = performance.now();
// Random disease outbreak
if (criticalState.infectedMobs.size === 0 && Math.random() < 0.0001) {
startDiseaseOutbreak();
}
// v8.22: Rebuild InfectedMobSpatialGrid if infected set changed
if (InfectedMobSpatialGrid.needsRebuild(criticalState.infectedMobs)) {
InfectedMobSpatialGrid.rebuild(criticalState.infectedMobs);
}
// v8.23: Rebuild SusceptibleMobSpatialGrid for O(1) spread lookups
SusceptibleMobSpatialGrid.rebuild(worldState.mobs, criticalState.infectedMobs, criticalState.immuneMobs, now);
// Update infected mobs
// v8.04: forEach to for loop conversion (disease system)
const diseaseMobs = worldState.mobs;
for (let di = 0, dlen = diseaseMobs.length; di < dlen; di++) {
const mob = diseaseMobs[di];
if (!mob.mesh) continue;
const isInfected = criticalState.infectedMobs.has(mob);
const isImmune = criticalState.immuneMobs.has(mob) &&
criticalState.immuneMobs.get(mob) > now;
if (isInfected) {
// Apply disease effects
applyDiseaseEffects(mob, dt);
// Try to spread to nearby mobs
if (Math.random() < cfg.infectionProbability * dt) {
spreadDiseaseFromMob(mob);
}
// Recovery chance
if (Math.random() < cfg.recoveryProbability * dt) {
recoverFromDisease(mob);
}
// Mortality
if (Math.random() < cfg.mortalityProbability * dt) {
killMobFromDisease(mob);
}
} else if (!isImmune) {
// Can be infected by nearby infected mobs
checkInfectionFromNearby(mob);
}
}
// Clean up immunity timers
// v8.21: Use for...of instead of forEach for Map iteration
const immuneToRemove = [];
for (const [mob, expiry] of criticalState.immuneMobs) {
if (now > expiry) {
immuneToRemove.push(mob);
}
}
for (let i = 0; i < immuneToRemove.length; i++) {
criticalState.immuneMobs.delete(immuneToRemove[i]);
}
}
function startDiseaseOutbreak() {
if (!worldState.mobs || worldState.mobs.length === 0) return;
const patientZero = worldState.mobs[Math.floor(Math.random() * worldState.mobs.length)];
infectMob(patientZero);
criticalState.diseaseOrigin = patientZero;
showNotification('☣️ Disease outbreak detected!', 'danger');
}
// v8.17: Use pre-allocated Color objects for disease visual effects
function infectMob(mob) {
if (!mob || criticalState.infectedMobs.has(mob)) return;
if (criticalState.immuneMobs.has(mob)) return;
criticalState.infectedMobs.add(mob);
criticalState.totalInfections++;
// Visual: Green tint for infected
// v8.17: Use pre-allocated color instead of new THREE.Color()
if (mob.mesh?.material) {
mob.mesh.material = mob.mesh.material.clone();
_diseaseColors.init();
mob.mesh.material.emissive.copy(_diseaseColors.infected);
mob.mesh.material.emissiveIntensity = 0.3;
}
// Slow the mob
if (mob.speed) {
mob.originalSpeed = mob.originalSpeed || mob.speed;
mob.speed *= 0.6;
}
}
function applyDiseaseEffects(mob, dt) {
const cfg = CRITICAL_SYSTEMS.disease;
// Periodic damage
if (Math.random() < 0.1 * dt) {
mob.hp = Math.max(1, (mob.hp || 10) - 1);
}
// Confusion: random direction changes
if (cfg.symptoms.includes('confusion') && Math.random() < 0.05 * dt) {
if (mob.mesh) {
mob.mesh.rotation.y += (Math.random() - 0.5) * Math.PI;
}
}
}
// v7.98: Use distanceToSquared for disease spread radius checks
// v8.23: Use SusceptibleMobSpatialGrid for O(1) nearby lookup instead of O(n) iteration
function spreadDiseaseFromMob(infectedMob) {
if (!infectedMob.mesh) return;
const cfg = CRITICAL_SYSTEMS.disease;
const pos = infectedMob.mesh.position;
const spreadRadiusSq = cfg.spreadRadius * cfg.spreadRadius;
// v8.23: Use spatial grid for O(1) nearby susceptible mob lookup
const nearbySusceptible = SusceptibleMobSpatialGrid.getNearby(pos.x, pos.z);
for (let si = 0, slen = nearbySusceptible.length; si < slen; si++) {
const mob = nearbySusceptible[si];
if (mob === infectedMob) continue; // Skip self (shouldn't be in grid but safety check)
if (!mob.mesh) continue;
const distSq = mob.mesh.position.distanceToSquared(pos);
if (distSq < spreadRadiusSq) {
// Need actual distance for probability calculation (linear scaling)
const dist = Math.sqrt(distSq);
const prob = cfg.infectionProbability * (1 - dist / cfg.spreadRadius);
if (Math.random() < prob) {
infectMob(mob);
}
}
}
}
// v7.98: Use distanceToSquared for infection proximity check
// v8.22: Use InfectedMobSpatialGrid for O(1) nearby lookup instead of O(m) iteration
function checkInfectionFromNearby(mob) {
if (!mob.mesh) return;
const cfg = CRITICAL_SYSTEMS.disease;
const pos = mob.mesh.position;
const halfSpreadRadiusSq = (cfg.spreadRadius * 0.5) * (cfg.spreadRadius * 0.5);
// Use spatial grid for nearby infected mobs instead of iterating all
const nearbyInfected = InfectedMobSpatialGrid.getNearby(pos.x, pos.z);
for (let i = 0, len = nearbyInfected.length; i < len; i++) {
const infected = nearbyInfected[i];
if (!infected.mesh) continue;
const distSq = infected.mesh.position.distanceToSquared(pos);
if (distSq < halfSpreadRadiusSq) {
if (Math.random() < cfg.infectionProbability * 0.5) {
infectMob(mob);
return;
}
}
}
}
// v8.17: Use pre-allocated Color objects for recovery visual effects
function recoverFromDisease(mob) {
criticalState.infectedMobs.delete(mob);
// Grant immunity
criticalState.immuneMobs.set(mob,
performance.now() + CRITICAL_SYSTEMS.disease.immunityDuration);
// Restore appearance
// v8.17: Use pre-allocated color or set hex directly instead of new THREE.Color()
if (mob.mesh?.material) {
_diseaseColors.init();
if (mob.emissive) {
_diseaseColors.recovered.setHex(mob.emissive);
mob.mesh.material.emissive.copy(_diseaseColors.recovered);
} else {
mob.mesh.material.emissive.copy(_diseaseColors.recovered);
}
mob.mesh.material.emissiveIntensity = 0.2;
}
// Restore speed
if (mob.originalSpeed) {
mob.speed = mob.originalSpeed;
}
}
function killMobFromDisease(mob) {
criticalState.infectedMobs.delete(mob);
// v6.32: Remove from world with proper disposal
if (mob.mesh) {
scene.remove(mob.mesh);
mob.mesh.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
}
worldState.mobs = worldState.mobs.filter(m => m !== mob);
// Small loot drop
if (Math.random() < 0.5) {
addToInventory('Antidote Sample', 1);
}
}
// ========================
// BTW SANDPILE SYSTEM (Self-Organized Criticality)
// ========================
function updateSandpileSystem(dt, time) {
if (!CRITICAL_SYSTEMS.sandpile.enabled) return;
if (multiplayerState.enabled && !multiplayerState.isHost) return;
const cfg = CRITICAL_SYSTEMS.sandpile;
// Add stress to random grid cells (slow accumulation)
if (Math.random() < cfg.addRate) {
addStressToRandomCell();
}
// Process avalanche queue
if (criticalState.avalancheQueue.length > 0) {
processAvalancheStep();
}
}
function addStressToRandomCell() {
// Pick a random location near the player
if (!worldState.player) return;
const px = worldState.player.position.x;
const pz = worldState.player.position.z;
const x = Math.round(px + (Math.random() - 0.5) * 40);
const z = Math.round(pz + (Math.random() - 0.5) * 40);
const key = `${x},${z}`;
const current = criticalState.stressGrid.get(key) || 0;
criticalState.stressGrid.set(key, current + 1);
// Check for toppling
if (current + 1 >= CRITICAL_SYSTEMS.sandpile.criticalThreshold) {
triggerAvalanche(x, z);
}
}
function triggerAvalanche(x, z) {
const key = `${x},${z}`;
const stress = criticalState.stressGrid.get(key) || 0;
if (stress < CRITICAL_SYSTEMS.sandpile.criticalThreshold) return;
criticalState.totalAvalanches++;
criticalState.avalancheQueue.push({ x, z, stress });
criticalState.lastAvalancheTime = performance.now();
// Notification for first avalanche
if (criticalState.avalancheQueue.length === 1) {
showNotification('⛰️ Ground tremor detected...', 'info');
}
}
function processAvalancheStep() {
const cfg = CRITICAL_SYSTEMS.sandpile;
if (criticalState.avalancheQueue.length === 0) return;
if (criticalState.avalancheQueue.length > cfg.maxAvalanche) {
criticalState.avalancheQueue = []; // Prevent infinite cascade
return;
}
const cell = criticalState.avalancheQueue.shift();
const key = `${cell.x},${cell.z}`;
// Reset this cell's stress
criticalState.stressGrid.set(key, 0);
// Distribute stress to 4 neighbors (von Neumann neighborhood)
const neighbors = [
{ x: cell.x + 1, z: cell.z },
{ x: cell.x - 1, z: cell.z },
{ x: cell.x, z: cell.z + 1 },
{ x: cell.x, z: cell.z - 1 }
];
neighbors.forEach(n => {
const nKey = `${n.x},${n.z}`;
const nStress = (criticalState.stressGrid.get(nKey) || 0) + 1;
criticalState.stressGrid.set(nKey, nStress);
// Check if neighbor now topples
if (nStress >= cfg.criticalThreshold) {
criticalState.avalancheQueue.push({ x: n.x, z: n.z, stress: nStress });
}
});
// Visual effect at avalanche location
createAvalancheEffect(cell.x, cell.z);
// Chance to spawn resource
if (cfg.dropLoot && Math.random() < 0.1) {
addToInventory('Rare Crystal', 1);
}
// Screen shake for large avalanches
if (criticalState.avalancheQueue.length > 10) {
screenShake(0.3);
}
}
function createAvalancheEffect(x, z) {
// Create dust particle burst
const y = getTerrainHeight(x, z);
const dustGeo = new THREE.SphereGeometry(0.3, 8, 8);
const dustMat = new THREE.MeshBasicMaterial({
color: 0x886644,
transparent: true,
opacity: 0.6
});
for (let i = 0; i < 5; i++) {
const dust = new THREE.Mesh(dustGeo, dustMat.clone());
dust.position.set(
x + (Math.random() - 0.5) * 2,
y + Math.random() * 2,
z + (Math.random() - 0.5) * 2
);
scene.add(dust);
// Animate and remove
const startY = dust.position.y;
const startTime = performance.now();
const animate = () => {
const elapsed = performance.now() - startTime;
if (elapsed > 1000) {
scene.remove(dust);
return;
}
dust.position.y = startY + elapsed * 0.002;
dust.material.opacity = 0.6 * (1 - elapsed / 1000);
requestAnimationFrame(animate);
};
animate();
}
}
// ========================
// EARTHQUAKE SYSTEM (Self-Organized Criticality)
// ========================
function updateEarthquakeSystem(dt, time) {
if (!CRITICAL_SYSTEMS.earthquake.enabled) return;
if (multiplayerState.enabled && !multiplayerState.isHost) return;
const now = performance.now();
const cfg = CRITICAL_SYSTEMS.earthquake;
// Check for main earthquake
if (now > criticalState.nextQuakeTime) {
triggerEarthquake();
}
// Process aftershocks
criticalState.aftershocks = criticalState.aftershocks.filter(quake => {
if (now > quake.time) {
executeEarthquake(quake.magnitude, true);
return false;
}
return true;
});
}
function triggerEarthquake() {
const cfg = CRITICAL_SYSTEMS.earthquake;
// Gutenberg-Richter law: frequency ~ 10^(-bM) where b ≈ 1
// Inverse: magnitude follows power law distribution
const u = Math.random();
const magnitude = cfg.magnitudeMin +
(cfg.magnitudeMax - cfg.magnitudeMin) * Math.pow(u, 1 / cfg.powerLawExponent);
executeEarthquake(magnitude, false);
// Schedule next earthquake
criticalState.nextQuakeTime = performance.now() +
cfg.baseInterval + Math.random() * cfg.variability;
// Generate aftershocks for larger quakes
if (magnitude > 4.0) {
const numAftershocks = Math.floor((magnitude - 3) * 2);
for (let i = 0; i < numAftershocks; i++) {
if (Math.random() < cfg.aftershockProbability) {
criticalState.aftershocks.push({
time: performance.now() + 5000 + Math.random() * 30000,
magnitude: magnitude * cfg.aftershockDecay * Math.random()
});
}
}
}
}
function executeEarthquake(magnitude, isAftershock) {
criticalState.totalEarthquakes++;
criticalState.lastQuakeMagnitude = magnitude;
// Screen shake proportional to magnitude
const shakeIntensity = Math.min(2, magnitude / 4);
screenShake(shakeIntensity);
// Notification
const emoji = magnitude > 5 ? '🌋' : magnitude > 3 ? '⚠️' : '📳';
const type = isAftershock ? 'AFTERSHOCK' : 'EARTHQUAKE';
showNotification(`${emoji} ${type} M${magnitude.toFixed(1)}!`,
magnitude > 4 ? 'danger' : 'info');
// Large earthquakes can cause fires
if (magnitude > 5 && Math.random() < 0.5) {
tryIgniteRandomTree();
}
// Large earthquakes trigger avalanches
if (magnitude > 4) {
const numTriggers = Math.floor(magnitude - 3);
for (let i = 0; i < numTriggers; i++) {
addStressToRandomCell();
addStressToRandomCell();
addStressToRandomCell();
}
}
// Sound effect
if (AudioSystem.ctx && magnitude > 3) {
const osc = AudioSystem.ctx.createOscillator();
const gain = AudioSystem.ctx.createGain();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(40, AudioSystem.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(15, AudioSystem.ctx.currentTime + 1);
gain.gain.setValueAtTime(0.2 * (magnitude / 5), AudioSystem.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, AudioSystem.ctx.currentTime + 1.5);
osc.connect(gain);
gain.connect(AudioSystem.ctx.destination);
osc.start();
osc.stop(AudioSystem.ctx.currentTime + 1.5);
}
// Broadcast to multiplayer
if (multiplayerState.enabled && multiplayerState.isHost) {
broadcastDelta(createDelta('worldEvent', {
type: 'earthquake',
magnitude: magnitude,
isAftershock: isAftershock
}));
}
}
// ========================
// ISING MODEL (Weather Phase Transitions)
// ========================
function updateIsingSystem(dt, time) {
if (!CRITICAL_SYSTEMS.ising.enabled) return;
if (multiplayerState.enabled && !multiplayerState.isHost) return;
const cfg = CRITICAL_SYSTEMS.ising;
const size = criticalState.isingSize;
const spins = criticalState.isingSpins;
// Metropolis algorithm: flip random spins
const flipsPerUpdate = 10;
for (let f = 0; f < flipsPerUpdate; f++) {
const i = Math.floor(Math.random() * size);
const j = Math.floor(Math.random() * size);
const idx = i * size + j;
// Calculate energy change from flip
const currentSpin = spins[idx];
const neighbors = getIsingNeighborSum(i, j, size, spins);
const deltaE = 2 * cfg.couplingStrength * currentSpin * neighbors +
2 * cfg.externalField * currentSpin;
// Metropolis acceptance
if (deltaE <= 0 || Math.random() < Math.exp(-deltaE / cfg.temperature)) {
spins[idx] = -currentSpin;
}
}
// Calculate magnetization (order parameter)
let totalSpin = 0;
for (let s of spins) totalSpin += s;
criticalState.magnetization = totalSpin / spins.length;
// Near critical temperature: weather becomes unstable
const nearCritical = Math.abs(cfg.temperature - cfg.criticalTemp) < 0.5;
if (nearCritical && Math.random() < 0.001) {
// Phase transition can trigger weather change
changeWeather();
}
// Magnetization affects weather tendency
// High positive magnetization -> clear weather
// High negative magnetization -> stormy weather
// Near zero (at critical point) -> chaotic weather changes
}
function getIsingNeighborSum(i, j, size, spins) {
let sum = 0;
// Periodic boundary conditions
sum += spins[((i - 1 + size) % size) * size + j];
sum += spins[((i + 1) % size) * size + j];
sum += spins[i * size + ((j - 1 + size) % size)];
sum += spins[i * size + ((j + 1) % size)];
return sum;
}
// Master update function for all critical systems
function updateCriticalSystems(dt, time) {
updateFireSystem(dt, time);
updateFloodSystem(dt, time); // v12.21: Water flood system
updateDiseaseSystem(dt, time);
updateSandpileSystem(dt, time);
updateEarthquakeSystem(dt, time);
updateIsingSystem(dt, time);
}
// v8.08: Pre-allocated vector for handleCriticalSystemEvent
const _criticalEventTempVec = typeof THREE !== 'undefined' ? new THREE.Vector3() : null;
// Handle critical system events from multiplayer
function handleCriticalSystemEvent(data) {
switch (data.type) {
case 'fire_start':
// Find nearest tree to ignite - v8.08: use squared distance, no new Vector3
const nearestTree = worldState.interactables.find(obj => {
if (obj.userData?.type !== 'tree') return false;
const dx = obj.position.x - data.position.x;
const dy = obj.position.y - data.position.y;
const dz = obj.position.z - data.position.z;
return (dx * dx + dy * dy + dz * dz) < 4; // 2*2 = 4
});
if (nearestTree) igniteTree(nearestTree);
break;
case 'flood_start':
// v12.21: Create flood tile at position from host
createFloodTile(data.position.x, data.position.z, 0.1);
break;
case 'earthquake':
executeEarthquake(data.magnitude, data.isAftershock);
break;
}
}
// v8.32: Cached DOM references for stats display (eliminates 12+ getElementById calls per update)
let _statsCache = null;
function getStatsCache() {
if (!_statsCache) {
_statsCache = {
planets: DOMCache.get('stat-planets'),
playtime: DOMCache.get('stat-playtime'),
trees: DOMCache.get('stat-trees'),
ore: DOMCache.get('stat-ore'),
fish: DOMCache.get('stat-fish'),
mobs: DOMCache.get('stat-mobs'),
crafted: DOMCache.get('stat-crafted'),
pois: DOMCache.get('stat-pois'),
rank: DOMCache.get('stat-rank'),
points: DOMCache.get('stat-points')
};
}
return _statsCache;
}
function updateStatsDisplay() {
const s = gameData.statistics;
const cache = getStatsCache();
if (cache.planets) cache.planets.textContent = `${gameData.visitedPlanets.length} / ${CONFIG.NUM_CIVS}`;
const total = Math.floor(gameData.playtime);
const hours = Math.floor(total / 3600);
const mins = Math.floor((total % 3600) / 60);
if (cache.playtime) cache.playtime.textContent = `${hours}h ${mins}m`;
if (cache.trees) cache.trees.textContent = s.treesChopped || 0;
if (cache.ore) cache.ore.textContent = s.oresMined || 0;
if (cache.fish) cache.fish.textContent = s.fishCaught || 0;
if (cache.mobs) cache.mobs.textContent = s.mobsKilled || 0;
if (cache.crafted) cache.crafted.textContent = s.itemsCrafted || 0;
// v4.2: Display POIs discovered and player rank
if (cache.pois) cache.pois.textContent = s.poisDiscovered || 0;
if (cache.rank) {
const rank = getPlayerRank();
cache.rank.textContent = rank.title;
cache.rank.style.color = rank.color;
}
if (cache.points) cache.points.textContent = calculatePlayerPoints();
// v4.2: Display special titles
const titlesEl = document.getElementById('special-titles');
if (titlesEl) {
const titles = getSpecialTitles();
if (titles.length > 0) {
titlesEl.innerHTML = titles.map(t =>
`${t.name} `
).join(' | ');
} else {
titlesEl.innerHTML = 'None yet '; // v7.80: WCAG AA contrast fix
}
}
// Render achievements
const achList = document.getElementById('achievements-list');
if (achList) {
achList.innerHTML = '';
for (const [id, ach] of Object.entries(ACHIEVEMENTS)) {
const unlocked = gameData.achievements[id];
const div = document.createElement('div');
div.className = `ach-item ${unlocked ? 'unlocked' : 'locked'}`;
div.innerHTML = `${ach.icon} ${ach.name} `;
div.title = ach.desc;
achList.appendChild(div);
}
}
// v4.4: Render leaderboard
const lbList = document.getElementById('leaderboard-list');
if (lbList) {
const lb = getLeaderboardPosition();
lbList.innerHTML = lb.nearby.map((p, i) => {
const isYou = p.name === 'YOU';
const bgColor = isYou ? 'rgba(255,215,0,0.2)' : 'transparent';
const textColor = isYou ? '#ffd700' : '#aaa';
const rank = lb.position - (lb.nearby.indexOf(lb.nearby.find(x => x.name === 'YOU'))) + i;
return `
#${rank} ${p.name}
${p.points.toLocaleString()} pts
`;
}).join('');
}
// v4.4: Render prestige info
const prestigeLevel = gameData.prestige?.level || 0;
const xpMult = gameData.prestige?.bonuses?.xpMultiplier || 1.0;
const lifetimePoints = gameData.prestige?.totalLifetimePoints || 0;
document.getElementById('prestige-level').textContent = prestigeLevel;
document.getElementById('prestige-xp').textContent = `x${xpMult.toFixed(1)}`;
document.getElementById('prestige-lifetime').textContent = lifetimePoints.toLocaleString();
const progressEl = document.getElementById('prestige-progress');
const prestigeBtn = document.getElementById('prestige-btn');
const nextLevel = PRESTIGE_LEVELS[prestigeLevel + 1];
if (nextLevel) {
const currentPts = calculatePlayerPoints();
const progress = Math.min(100, (currentPts / nextLevel.required) * 100);
progressEl.innerHTML = `Next prestige: ${currentPts.toLocaleString()} / ${nextLevel.required.toLocaleString()} pts (${progress.toFixed(1)}%)`;
if (canPrestige()) {
prestigeBtn.style.display = 'block';
} else {
prestigeBtn.style.display = 'none';
}
} else {
progressEl.innerHTML = `MAX PRESTIGE REACHED! `;
prestigeBtn.style.display = 'none';
}
}
// --- DATA PERSISTENCE ---
// v7.29: Save Version Migration System (Cycle 2 Consensus)
// Upgrades save data from older versions to current schema
const SAVE_SCHEMA_VERSION = 4;
function migrateGameData(data) {
const saveVersion = data.saveSchemaVersion || 1;
if (saveVersion >= SAVE_SCHEMA_VERSION) return data;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[Migration] Upgrading save from schema v${saveVersion} to v${SAVE_SCHEMA_VERSION}`);
// v1 -> v2: Added chronicle and companion systems (v6.35+)
if (saveVersion < 2) {
data.chronicle = data.chronicle || {
entries: [],
eventBuffer: [],
settings: { autoGenerate: true, narrativeStyle: 'epic', eventThreshold: 3 },
stats: { totalEntries: 0, lastGenerated: null }
};
data.companion = data.companion || {
name: 'ECHO', hp: 100, maxHp: 100, bond: 0, generation: 1,
birthTime: Date.now(), personality: [], isGlitching: false, lastGlitchTime: 0
};
data.fallenCompanions = data.fallenCompanions || [];
console.log('[Migration] v1->v2: Added chronicle and companion systems');
}
// v2 -> v3: Added death archive and planet surfaces (v6.85+)
if (saveVersion < 3) {
data.deathArchive = data.deathArchive || {
totalDeaths: 0, deaths: [], sessionStartTime: null, sessionDeaths: 0,
archivistSpawned: false, archivistEnabled: false,
patterns: { mostCommonKiller: null, mostDangerousLocation: null,
averageSurvivalTime: 0, killerCounts: {}, locationCounts: {}, timeOfDeathPattern: [] },
archivistObservations: [], lastArchivistGreeting: null
};
data.planetSurfaces = data.planetSurfaces || {};
data.planetVisitCounts = data.planetVisitCounts || {};
data.eurekasMade = data.eurekasMade || [];
console.log('[Migration] v2->v3: Added death archive and planet systems');
}
// v3 -> v4: Added Omniscient Observer - "The God That Learns" (v7.30+)
if (saveVersion < 4) {
data.omniscientObserver = data.omniscientObserver || {
awakened: false, awakenedAt: null, name: 'THE WATCHER',
observations: {
totalActions: 0, sessionActions: 0, actionLog: [],
movementPatterns: { preferredBiomes: {}, explorationStyle: 'unknown', avgSessionDuration: 0, peakPlayHours: [] },
combatPatterns: { preferredTargets: {}, fleeThreshold: 0.3, aggressionScore: 50, favoriteWeapons: {}, dodgeFrequency: 0 },
resourcePatterns: { gatheringPreference: {}, hoarding: false, craftingFrequency: 0, wastefulness: 0 },
socialPatterns: { npcInteractions: 0, questCompletion: 0, helpfulness: 50 }
},
predictions: { nextLikelyAction: null, confidenceLevel: 0, predictedDestination: null, predictedDeathLocation: null, predictionAccuracy: 0, correctPredictions: 0, totalPredictions: 0 },
interventions: { totalInterventions: 0, recentInterventions: [], interventionCooldown: 0, playerReaction: 'unknown', movedItems: [], spawnedEnemies: [], whispers: [] },
personality: {
alignment: 'neutral', traits: [], moodCycle: 0, favorability: 50, emotionalState: 'observing',
humanityProfile: { crueltyIndex: 50, chaosIndex: 50, curiosityIndex: 50, persistenceIndex: 50, cooperationIndex: 50 }
},
manifestations: { visualGlitches: false, ambientWhispers: false, itemDisplacement: false, enemyAwareness: false, luckyBreaks: false, unluckyStreak: false },
memory: { significantMoments: [], playerDeaths: [], playerTriumphs: [], lastInteractionTime: null, timeSinceLastObservation: 0 }
};
console.log('[Migration] v3->v4: Added Omniscient Observer system');
}
data.saveSchemaVersion = SAVE_SCHEMA_VERSION;
return data;
}
// v8.0: Using SafeJSON for critical save/load paths (8-Strategy Consensus Cycle 2)
function loadGameData() {
let loadedData = null;
let loadSource = 'none';
// v8.0: Primary load attempt using SafeJSON with auto-repair
const saved = localStorage.getItem(APP_NAME);
if (saved) {
loadedData = SafeJSON.parse(saved, null, { repair: true, log: true });
if (loadedData) {
loadSource = 'primary';
console.log('[LoadGameData] Primary save loaded successfully');
} else {
console.warn('[LoadGameData] Primary save corrupted, attempting backup recovery');
}
}
// v7.28: Backup recovery if primary load failed
if (!loadedData && typeof AutoSaveSystem !== 'undefined') {
try {
loadedData = AutoSaveSystem.recoverFromBackup();
if (loadedData) {
loadSource = 'backup';
console.log('[LoadGameData] Recovered from backup save');
// Notify user of recovery
setTimeout(() => {
if (typeof showNotification === 'function') {
showNotification('⚠️ Save restored from backup', 'warning');
}
}, 2000);
}
} catch (backupError) {
// v8.28: More descriptive error message with recovery suggestions
console.error('[LoadGameData] Backup recovery failed. Cause:', backupError.message, '| Suggestion: Try clearing localStorage or exporting game data from another device.');
}
}
// v8.0: Also check for emergency saves using SafeJSON (8-Strategy Consensus Cycle 2)
if (!loadedData) {
const emergencySave = localStorage.getItem('leviathan_emergency_save');
if (emergencySave) {
loadedData = SafeJSON.parse(emergencySave, null, { repair: true, log: true });
if (loadedData) {
loadSource = 'emergency';
console.log('[LoadGameData] Recovered from emergency save');
setTimeout(() => {
if (typeof showNotification === 'function') {
showNotification('⚠️ Save restored from emergency backup', 'warning');
}
}, 2000);
} else {
// v8.28: More descriptive error with guidance
console.error('[LoadGameData] Emergency save corrupted. All save recovery options exhausted. A fresh game will start. To prevent data loss, use Export Game Data regularly.');
}
}
}
// Merge loaded data with defaults
if (loadedData) {
// v7.29: Run migration before merging (Cycle 2 Consensus)
loadedData = migrateGameData(loadedData);
gameData = { ...gameData, ...loadedData };
// Ensure nested objects exist
gameData.skills = { ...gameData.skills, ...(loadedData.skills || {}) };
gameData.player = { ...gameData.player, ...(loadedData.player || {}) };
gameData.statistics = { ...gameData.statistics, ...(loadedData.statistics || {}) };
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[LoadGameData] Game data loaded from ${loadSource} source`);
}
// v6.95: Record first ignition if this is a new save or OMNIVERSE hasn't been ignited yet
if (!gameData.firstIgnition) {
gameData.firstIgnition = {
ignitedBy: gameData.playerName || 'Unknown Pioneer',
ignitedAt: Date.now(),
ignitionSignature: 'IGN-OMNIVERSE-' + Date.now().toString(36).toUpperCase(),
seed: 'OMNIVERSE'
};
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🔥 FIRST IGNITION: ${gameData.firstIgnition.ignitedBy} has burned the OMNIVERSE into existence!`);
if (DEBUG_LOGGING) console.log(` Signature: ${gameData.firstIgnition.ignitionSignature}`);
}
// v12.17: Initialize Battery Core System (permanent progression)
if (typeof BatteryCoreSystem !== 'undefined') {
BatteryCoreSystem.init();
const stats = BatteryCoreSystem.getDisplayStats();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`⚡ Battery Core Level ${stats.level} loaded (+${stats.capacityBonus} capacity)`);
}
// v12.19: Initialize Adaptive AI System (learns from player behavior)
if (typeof AdaptiveAISystem !== 'undefined') {
AdaptiveAISystem.init();
if (gameData.adaptiveAI && gameData.adaptiveAI.learningCycles > 0) {
const profile = AdaptiveAISystem.getProfileSummary();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🧠 Adaptive AI loaded: ${profile.dominant} playstyle (${profile.learningCycles} learning cycles)`);
}
}
}
// v6.32: Auto-save indicator timer
let autosaveIndicatorTimeout = null;
function saveGameData() {
try {
// v7.3: Rotate backups before saving (8-Strategy Consensus)
AutoSaveSystem.saveWithBackup();
gameData.lastPlayed = new Date().toISOString();
// v6.18: Save player position if in world mode
if (mode === 'world' && worldState.player && activeCiv) {
gameData.player.lastPlanetId = activeCiv.id;
gameData.player.lastPosition = {
x: worldState.player.position.x,
y: worldState.player.position.y,
z: worldState.player.position.z
};
gameData.player.lastRotation = worldState.player.rotation.y;
}
const dataStr = JSON.stringify(gameData);
localStorage.setItem(APP_NAME, dataStr);
// v7.3: Verify write succeeded
const verification = localStorage.getItem(APP_NAME);
if (verification !== dataStr) {
throw new Error('Save verification failed - data mismatch');
}
console.log('Game saved');
// v6.32: Show auto-save indicator briefly
showAutosaveIndicator();
} catch (e) {
console.error('Failed to save game data:', e);
// v7.3: Show user-visible error notification
if (typeof showNotification === 'function') {
showNotification('Save failed! Check storage space.', 'error');
}
}
}
// v6.32: Show auto-save indicator
function showAutosaveIndicator() {
const indicator = document.getElementById('autosave-indicator');
if (!indicator) return;
// Clear any existing timeout
if (autosaveIndicatorTimeout) {
clearTimeout(autosaveIndicatorTimeout);
}
indicator.classList.add('visible');
// Hide after 1.5 seconds
autosaveIndicatorTimeout = setTimeout(() => {
indicator.classList.remove('visible');
}, 1500);
}
// v8.36: Save Schema Validation (8-Strategy Consensus Round 4 - Implementation 3)
// Validates imported save data structure to prevent corruption
function validateSaveSchema(data) {
if (!data || typeof data !== 'object') {
console.error('[SCHEMA VALIDATION] Data is not an object');
return false;
}
// Required top-level fields
const requiredFields = ['version'];
for (const field of requiredFields) {
if (!(field in data)) {
console.error(`[SCHEMA VALIDATION] Missing required field: ${field}`);
return false;
}
}
// Validate version format (should be a string like "8.35")
if (typeof data.version !== 'string' || !data.version.match(/^\d+\.\d+/)) {
console.error('[SCHEMA VALIDATION] Invalid version format:', data.version);
return false;
}
// Validate nested object structures if they exist
const objectFields = ['skills', 'player', 'statistics', 'inventory', 'pets'];
for (const field of objectFields) {
if (field in data && data[field] !== null && typeof data[field] !== 'object') {
console.error(`[SCHEMA VALIDATION] Field ${field} should be an object or null, got:`, typeof data[field]);
return false;
}
}
// Validate array fields if they exist
const arrayFields = ['inventory', 'visitedPlanets'];
for (const field of arrayFields) {
if (field in data && data[field] !== null && !Array.isArray(data[field])) {
console.error(`[SCHEMA VALIDATION] Field ${field} should be an array, got:`, typeof data[field]);
return false;
}
}
// Validate numeric fields if they exist
const numericFields = ['playtime', 'credits', 'level'];
for (const field of numericFields) {
if (field in data && data[field] !== null && typeof data[field] !== 'number') {
console.error(`[SCHEMA VALIDATION] Field ${field} should be a number, got:`, typeof data[field]);
return false;
}
}
// Check for RAPPID backup format (different structure)
if (data.rappid && data.backupType) {
// This is a RAPPID backup, different validation rules apply
if (!data.gameState && !data.rappidSettings) {
console.error('[SCHEMA VALIDATION] RAPPID backup missing gameState or rappidSettings');
return false;
}
// RAPPID backups are valid if they have the right structure
return true;
}
console.log('[SCHEMA VALIDATION] Save schema validation passed');
return true;
}
// v8.36: Save/Load Progress Overlay System (8-Strategy Consensus Round 4)
const SaveLoadUI = {
overlay: null,
icon: null,
title: null,
message: null,
progress: null,
announcer: null,
init() {
this.overlay = document.getElementById('save-load-overlay');
this.icon = document.getElementById('save-load-icon');
this.title = document.getElementById('save-load-title');
this.message = document.getElementById('save-load-message');
this.progress = document.getElementById('save-load-progress');
this.announcer = document.getElementById('save-load-announcer');
},
show(type, title, message) {
if (!this.overlay) this.init();
// Set icon based on operation type
const icons = {
save: '💾',
load: '📥',
export: '📤',
import: '📥',
validate: '🔍'
};
this.icon.textContent = icons[type] || '💾';
this.title.textContent = title;
this.message.textContent = message;
this.progress.style.width = '0%';
this.overlay.style.display = 'flex';
// Announce to screen readers
this.announce(`${title}. ${message}`);
},
updateProgress(percent, message) {
if (!this.overlay) return;
if (this.progress) this.progress.style.width = percent + '%';
if (message && this.message) {
this.message.textContent = message;
this.announce(message);
}
},
hide(delay = 500) {
if (!this.overlay) return;
setTimeout(() => {
if (this.overlay) this.overlay.style.display = 'none';
}, delay);
},
announce(text) {
// Announce to screen readers via ARIA live region
if (this.announcer) {
this.announcer.textContent = text;
// Clear after announcement
setTimeout(() => {
if (this.announcer) this.announcer.textContent = '';
}, 1000);
}
}
};
function exportData() {
// v8.36: Show progress overlay during export
SaveLoadUI.show('export', 'Exporting Save', 'Preparing game data...');
SaveLoadUI.updateProgress(30, 'Serializing data...');
setTimeout(() => {
const dataStr = JSON.stringify(gameData, null, 2);
SaveLoadUI.updateProgress(60, 'Creating download...');
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
link.download = `${APP_NAME}-save-${new Date().toISOString().split('T')[0]}.json`;
SaveLoadUI.updateProgress(90, 'Starting download...');
link.click();
URL.revokeObjectURL(url);
SaveLoadUI.updateProgress(100, 'Export complete!');
showNotification('Game exported successfully!');
SaveLoadUI.hide(1000);
}, 300); // Small delay to show UI
}
function importData(event) {
const file = event.target.files[0];
if (!file) return;
// v8.36: Show progress overlay during import
SaveLoadUI.show('import', 'Importing Save', 'Reading file...');
SaveLoadUI.updateProgress(20, 'Reading file...');
const reader = new FileReader();
reader.onload = function(e) {
try {
SaveLoadUI.updateProgress(40, 'Parsing JSON...');
// v8.29: Use ErrorRecovery.safeJSONParse for safer import
const imported = ErrorRecovery.safeJSONParse(e.target.result, null);
if (!imported) {
SaveLoadUI.hide(100);
showNotification('Failed to parse save file', 'error');
SaveLoadUI.announce('Import failed: Invalid file format');
return;
}
SaveLoadUI.updateProgress(60, 'Validating save data...');
// v8.36: Schema validation (Implementation 3)
if (!validateSaveSchema(imported)) {
SaveLoadUI.hide(100);
showNotification('Invalid save file structure', 'error');
SaveLoadUI.announce('Import failed: Invalid save structure');
return;
}
if (imported.version) {
SaveLoadUI.updateProgress(80, 'Merging data...');
gameData = { ...gameData, ...imported };
SaveLoadUI.updateProgress(90, 'Saving...');
saveGameData();
SaveLoadUI.updateProgress(100, 'Import complete!');
showNotification('Save imported! Refreshing...', 'success');
SaveLoadUI.announce('Save imported successfully. Refreshing game.');
// v8.29: Add VisualFeedback for successful import
if (typeof VisualFeedback !== 'undefined') {
VisualFeedback.successBurst('#00ff88');
}
setTimeout(() => location.reload(), 1500);
} else {
SaveLoadUI.hide(100);
showNotification('Invalid save file format', 'error');
SaveLoadUI.announce('Import failed: Missing version field');
}
} catch (error) {
showNotification('Failed to import save file', 'error');
}
};
reader.readAsText(file);
event.target.value = '';
}
// v4.6: Quick save function
function quickSave() {
saveGameData();
document.getElementById('last-save-time').textContent = new Date().toLocaleString();
showNotification('Game saved!');
}
// ═══════════════════════════════════════════════════════════════
// v6.97: PLANET SURFACE PERSISTENCE SYSTEM
// Save, load, export and import individual planet surface states
// Includes structures, terraformed areas, and resource modifications
// ═══════════════════════════════════════════════════════════════
const PLANET_SURFACE_VERSION = '1.0';
// Save current planet's surface state to gameData.planetSurfaces
// v10.0: Enhanced with unified data model and customization metadata
// v11.0: Now captures complete galaxy lineage for full traceability
function savePlanetSurface(planetId = null) {
const pid = planetId || (activeCiv ? activeCiv.id : null);
if (!pid || !activeCiv) {
console.log('No active planet to save surface for');
return null;
}
// Initialize planetSurfaces if not present
if (!gameData.planetSurfaces) gameData.planetSurfaces = {};
// Get existing surface to preserve custom metadata
const existing = gameData.planetSurfaces[pid] || {};
const now = new Date().toISOString();
// v11.0: Capture current galaxy context for full lineage tracking
const currentGalaxySeed = gameData.galaxySeed || multiplayerState.worldSeed || 'OMNIVERSE';
const currentGalaxyNumber = gameData.galaxyNumber || 1;
const currentGalaxy = gameData.galaxyHistory?.find(g => g.seed === currentGalaxySeed);
// Find planet index in civilization array (for recreating exact position)
const planetIndex = civilizations ? civilizations.findIndex(c => c.id === pid) : -1;
const surfaceState = {
version: PLANET_SURFACE_VERSION,
planetId: pid,
planetName: activeCiv.name,
biome: activeCiv.biome,
// v11.0: GALAXY LINEAGE - Complete traceability back to origin universe
galaxySeed: existing.galaxySeed || currentGalaxySeed,
galaxyNumber: existing.galaxyNumber || currentGalaxyNumber,
galaxyName: existing.galaxyName || currentGalaxy?.name || `Galaxy ${currentGalaxyNumber}`,
galaxyIgnitedBy: existing.galaxyIgnitedBy || currentGalaxy?.ignitedBy || gameData.playerName || 'Unknown Pioneer',
galaxyIgnitedAt: existing.galaxyIgnitedAt || currentGalaxy?.ignitedAt || Date.now(),
ignitionSignature: existing.ignitionSignature || currentGalaxy?.ignitionSignature || null,
planetIndex: existing.planetIndex ?? planetIndex,
// v10.0: Customization metadata
customName: existing.customName || activeCiv.name, // User can override display name
description: existing.description || '', // Custom notes/description
tags: existing.tags || [], // User-defined tags
isFavorite: existing.isFavorite || false, // Star/favorite flag
// v10.0: Timestamps and tracking
dateCreated: existing.dateCreated || now,
lastSaved: now,
lastPlayed: now, // Updated each time planet is active
playTime: (existing.playTime || 0), // Accumulated in seconds (updated by tracking)
// Structures built on the planet (battery chargers, etc.)
structures: (worldState.structures || []).map(s => ({
type: s.type || 'battery_charger',
x: s.position?.x ?? s.x,
y: s.position?.y ?? s.y,
z: s.position?.z ?? s.z,
hp: s.hp,
maxHp: s.maxHp,
data: s.data || {}
})),
// Terraformed/flattened areas
terraformedAreas: (worldState.terraformedAreas || []).map(a => ({
centerX: a.centerX,
centerZ: a.centerZ,
radius: a.radius,
flatHeight: a.flatHeight
})),
// Resource locations that have been depleted (inverse - save what's remaining)
// This tracks modified interactables state
interactablesModified: (worldState.interactables || []).length,
// Dropped items on the planet
droppedItems: gameData.droppedItems?.[pid] || [],
// Discovered POIs
discoveredPOIs: gameData.discoveredPOIs?.[pid] || [],
// Explored tiles (fog of war)
exploredTiles: gameData.exploredTiles?.[pid] || {},
// Player's last position on this planet
playerPosition: worldState.player ? {
x: worldState.player.position.x,
y: worldState.player.position.y,
z: worldState.player.position.z,
rotationY: worldState.player.rotation.y
} : null,
// World time when saved
timeOfDay: worldState.timeOfDay || 0
};
gameData.planetSurfaces[pid] = surfaceState;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🌍 Saved surface state for ${existing.customName || activeCiv.name} (${pid})`);
return surfaceState;
}
// Load planet surface state when entering a planet
function loadPlanetSurface(planetId) {
if (!gameData.planetSurfaces || !gameData.planetSurfaces[planetId]) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`No saved surface for planet ${planetId}`);
return false;
}
const surface = gameData.planetSurfaces[planetId];
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🌍 Loading surface state for ${surface.planetName} (saved ${surface.lastSaved})`);
// Restore structures
if (surface.structures && surface.structures.length > 0) {
worldState.structures = worldState.structures || [];
surface.structures.forEach(savedStruct => {
// Recreate structure mesh
if (typeof createBatteryCharger === 'function' && savedStruct.type === 'battery_charger') {
const pos = new THREE.Vector3(savedStruct.x, savedStruct.y, savedStruct.z);
createBatteryCharger(pos);
}
});
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(` - Restored ${surface.structures.length} structures`);
}
// Restore terraformed areas
if (surface.terraformedAreas && surface.terraformedAreas.length > 0) {
worldState.terraformedAreas = surface.terraformedAreas.map(a => ({ ...a }));
// Apply terraforming to terrain
surface.terraformedAreas.forEach(area => {
applyTerraformingToTerrain(area);
});
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(` - Restored ${surface.terraformedAreas.length} terraformed areas`);
}
// Restore time of day
if (surface.timeOfDay !== undefined) {
worldState.timeOfDay = surface.timeOfDay;
}
return true;
}
// Apply terraforming effects to the terrain
function applyTerraformingToTerrain(area) {
if (!worldState.terrain || !area) return;
const centerTileX = Math.floor((area.centerX / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
const centerTileZ = Math.floor((area.centerZ / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2);
const tileRadius = Math.ceil(area.radius / CONFIG.TILE_SIZE);
for (let dx = -tileRadius; dx <= tileRadius; dx++) {
for (let dz = -tileRadius; dz <= tileRadius; dz++) {
const tx = centerTileX + dx;
const tz = centerTileZ + dz;
if (tx >= 0 && tx < CONFIG.WORLD_SIZE && tz >= 0 && tz < CONFIG.WORLD_SIZE) {
const dist = Math.sqrt(dx * dx + dz * dz) * CONFIG.TILE_SIZE;
if (dist <= area.radius) {
// Set terrain height to flat height
if (worldState.terrain[tx] && worldState.terrain[tx][tz] > 0) {
worldState.terrain[tx][tz] = area.flatHeight;
}
}
}
}
}
// Update terrain meshes if the function exists
if (typeof worldState.updateTerrainMeshes === 'function') {
worldState.updateTerrainMeshes(centerTileX, centerTileZ, tileRadius + 1);
}
}
// Export a specific planet's surface state to JSON file
function exportPlanetSurface(planetId) {
let surfaceData;
// If it's the current planet, save fresh data first
if (activeCiv && activeCiv.id === planetId) {
surfaceData = savePlanetSurface(planetId);
} else {
// Use stored data
surfaceData = gameData.planetSurfaces?.[planetId];
}
if (!surfaceData) {
showNotification(`No surface data for planet ${planetId}`, 'error');
return;
}
// v11.0: Enhanced export with complete galaxy lineage for full traceability
const exportData = {
type: 'LEVIATHAN_PLANET_SURFACE',
version: PLANET_SURFACE_VERSION,
exportDate: new Date().toISOString(),
gameVersion: VERSION,
// v11.0: Include galaxy context at export level for easy reading
galaxyContext: {
galaxySeed: surfaceData.galaxySeed,
galaxyNumber: surfaceData.galaxyNumber,
galaxyName: surfaceData.galaxyName,
galaxyIgnitedBy: surfaceData.galaxyIgnitedBy,
galaxyIgnitedAt: surfaceData.galaxyIgnitedAt,
ignitionSignature: surfaceData.ignitionSignature
},
surface: surfaceData
};
const dataStr = JSON.stringify(exportData, null, 2);
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
const safeName = surfaceData.planetName.replace(/[^a-z0-9]/gi, '-').toLowerCase();
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
link.download = `planet-${safeName}-surface-${timestamp}.json`;
link.click();
URL.revokeObjectURL(url);
showNotification(`🌍 Exported ${surfaceData.planetName} surface!`, 'success');
}
// Import planet surface state from JSON file
function importPlanetSurface(event) {
const file = event.target.files[0];
if (!file) return;
const reader = new FileReader();
// v8.31: Use ErrorRecovery.safeJSONParse for safer planet import
reader.onload = function(e) {
const imported = ErrorRecovery.safeJSONParse(e.target.result, null);
if (!imported) {
showNotification('Failed to parse planet surface file', 'error');
return;
}
// Validate format
if (imported.type !== 'LEVIATHAN_PLANET_SURFACE' || !imported.surface) {
showNotification('Invalid planet surface file format', 'error');
return;
}
const surface = imported.surface;
// v11.0: Enhanced confirmation dialog with galaxy lineage info
const galaxyInfo = surface.galaxySeed ?
`🌌 Origin Galaxy: ${surface.galaxyName || 'Galaxy ' + (surface.galaxyNumber || '?')}\n` +
`🔥 Ignited by: ${surface.galaxyIgnitedBy || 'Unknown'}\n` : '';
const confirmMsg = `Import planet surface?\n\n` +
`🌍 Planet: ${surface.customName || surface.planetName}\n` +
`🏔️ Biome: ${surface.biome}\n` +
galaxyInfo +
`📅 Saved: ${new Date(surface.lastSaved).toLocaleString()}\n` +
`🏗️ Structures: ${surface.structures?.length || 0}\n` +
`🌾 Terraformed Areas: ${surface.terraformedAreas?.length || 0}\n` +
`📦 Dropped Items: ${surface.droppedItems?.length || 0}\n` +
`🗺️ Explored Tiles: ${Object.keys(surface.exploredTiles || {}).length}\n\n` +
`This will replace any existing surface data for this planet.\nContinue?`;
if (!confirm(confirmMsg)) {
showNotification('Import cancelled', 'info');
return;
}
// Store the imported surface data
if (!gameData.planetSurfaces) gameData.planetSurfaces = {};
gameData.planetSurfaces[surface.planetId] = surface;
// Also update the related gameData fields
if (surface.droppedItems && surface.droppedItems.length > 0) {
if (!gameData.droppedItems) gameData.droppedItems = {};
gameData.droppedItems[surface.planetId] = surface.droppedItems;
}
if (surface.discoveredPOIs && surface.discoveredPOIs.length > 0) {
if (!gameData.discoveredPOIs) gameData.discoveredPOIs = {};
gameData.discoveredPOIs[surface.planetId] = surface.discoveredPOIs;
}
if (surface.exploredTiles && Object.keys(surface.exploredTiles).length > 0) {
if (!gameData.exploredTiles) gameData.exploredTiles = {};
gameData.exploredTiles[surface.planetId] = surface.exploredTiles;
}
saveGameData();
showNotification(`🌍 Imported ${surface.planetName} surface!`, 'success');
// If this is the current planet, reload its surface
if (activeCiv && activeCiv.id === surface.planetId) {
showNotification('Re-enter the planet to see changes', 'info');
}
} catch (error) {
console.error('Planet surface import error:', error);
showNotification('Failed to import: Invalid file', 'error');
}
};
reader.readAsText(file);
event.target.value = '';
}
// Get list of all planets with saved surface data
// v10.0: Enhanced with customization metadata and sorting
function getSavedPlanetSurfaces() {
if (!gameData.planetSurfaces) return [];
return Object.entries(gameData.planetSurfaces).map(([planetId, surface]) => ({
planetId,
planetName: surface.planetName,
customName: surface.customName || surface.planetName,
biome: surface.biome,
description: surface.description || '',
tags: surface.tags || [],
isFavorite: surface.isFavorite || false,
dateCreated: surface.dateCreated,
lastSaved: surface.lastSaved,
lastPlayed: surface.lastPlayed || surface.lastSaved,
playTime: surface.playTime || 0,
structureCount: surface.structures?.length || 0,
terraformedCount: surface.terraformedAreas?.length || 0,
droppedItemCount: surface.droppedItems?.length || 0,
exploredTileCount: Object.keys(surface.exploredTiles || {}).length,
hasSignificantData: (surface.structures?.length || 0) > 0 ||
(surface.terraformedAreas?.length || 0) > 0 ||
(surface.droppedItems?.length || 0) > 0,
// v11.0: Galaxy lineage data
galaxySeed: surface.galaxySeed,
galaxyNumber: surface.galaxyNumber,
galaxyName: surface.galaxyName,
galaxyIgnitedBy: surface.galaxyIgnitedBy,
galaxyIgnitedAt: surface.galaxyIgnitedAt,
ignitionSignature: surface.ignitionSignature,
planetIndex: surface.planetIndex,
// v11.0: Helper to check if planet is from current galaxy
isCurrentGalaxy: surface.galaxySeed === (gameData.galaxySeed || 'OMNIVERSE')
}));
}
// v10.0: Planet Customization Functions
// ════════════════════════════════════════════════════════════════════════
// Update planet custom name
function updatePlanetName(planetId, newName) {
if (!gameData.planetSurfaces || !gameData.planetSurfaces[planetId]) return false;
gameData.planetSurfaces[planetId].customName = newName.trim() || gameData.planetSurfaces[planetId].planetName;
saveGameData();
return true;
}
// Toggle planet favorite status
function togglePlanetFavorite(planetId) {
if (!gameData.planetSurfaces || !gameData.planetSurfaces[planetId]) return false;
gameData.planetSurfaces[planetId].isFavorite = !gameData.planetSurfaces[planetId].isFavorite;
saveGameData();
return gameData.planetSurfaces[planetId].isFavorite;
}
// Update planet description
function updatePlanetDescription(planetId, description) {
if (!gameData.planetSurfaces || !gameData.planetSurfaces[planetId]) return false;
gameData.planetSurfaces[planetId].description = description;
saveGameData();
return true;
}
// Add tag to planet
function addPlanetTag(planetId, tag) {
if (!gameData.planetSurfaces || !gameData.planetSurfaces[planetId]) return false;
const surface = gameData.planetSurfaces[planetId];
if (!surface.tags) surface.tags = [];
const cleanTag = tag.trim().toLowerCase();
if (cleanTag && !surface.tags.includes(cleanTag)) {
surface.tags.push(cleanTag);
saveGameData();
return true;
}
return false;
}
// Remove tag from planet
function removePlanetTag(planetId, tag) {
if (!gameData.planetSurfaces || !gameData.planetSurfaces[planetId]) return false;
const surface = gameData.planetSurfaces[planetId];
if (!surface.tags) return false;
const index = surface.tags.indexOf(tag);
if (index > -1) {
surface.tags.splice(index, 1);
saveGameData();
return true;
}
return false;
}
// Delete planet (with safety)
function deletePlanetSurface(planetId) {
if (!gameData.planetSurfaces || !gameData.planetSurfaces[planetId]) return false;
const planetName = gameData.planetSurfaces[planetId].customName || gameData.planetSurfaces[planetId].planetName;
if (confirm(`Are you sure you want to delete "${planetName}"?\n\nThis will remove all structures, items, and progress on this planet. This cannot be undone!`)) {
delete gameData.planetSurfaces[planetId];
saveGameData();
showNotification(`🗑️ Deleted ${planetName}`, 'info');
return true;
}
return false;
}
// Duplicate/clone planet
function duplicatePlanetSurface(planetId) {
if (!gameData.planetSurfaces || !gameData.planetSurfaces[planetId]) return null;
const original = gameData.planetSurfaces[planetId];
const newId = 'clone_' + Date.now() + '_' + Math.random().toString(36).substr(2, 9);
const clone = JSON.parse(JSON.stringify(original)); // Deep clone
clone.planetId = newId;
clone.customName = (clone.customName || clone.planetName) + ' (Copy)';
clone.dateCreated = new Date().toISOString();
clone.lastSaved = clone.dateCreated;
clone.lastPlayed = clone.dateCreated;
clone.playTime = 0;
gameData.planetSurfaces[newId] = clone;
saveGameData();
showNotification(`📋 Cloned ${original.customName || original.planetName}!`, 'success');
return newId;
}
// Format play time for display
function formatPlayTime(seconds) {
if (!seconds || seconds < 60) return 'New';
const hours = Math.floor(seconds / 3600);
const minutes = Math.floor((seconds % 3600) / 60);
if (hours > 0) return `${hours}h ${minutes}m`;
return `${minutes}m`;
}
// Format relative time (e.g., "2 days ago")
function formatRelativeTime(isoDate) {
if (!isoDate) return 'Never';
const date = new Date(isoDate);
const now = new Date();
const diffMs = now - date;
const diffMins = Math.floor(diffMs / 60000);
const diffHours = Math.floor(diffMs / 3600000);
const diffDays = Math.floor(diffMs / 86400000);
if (diffMins < 1) return 'Just now';
if (diffMins < 60) return `${diffMins}m ago`;
if (diffHours < 24) return `${diffHours}h ago`;
if (diffDays < 7) return `${diffDays}d ago`;
return date.toLocaleDateString();
}
// v9.9: Travel to a saved planet by finding it in civilizations and starting approach
// v11.0: Enhanced with cross-galaxy travel - automatically warps to correct galaxy first
function travelToSavedPlanet(planetId) {
const savedSurface = gameData.planetSurfaces?.[planetId];
// v11.0: Check if this planet is from a different galaxy
if (savedSurface && savedSurface.galaxySeed) {
const currentGalaxySeed = gameData.galaxySeed || 'OMNIVERSE';
const planetGalaxySeed = savedSurface.galaxySeed;
if (planetGalaxySeed !== currentGalaxySeed) {
// Planet is from a different galaxy - need to warp there first!
const galaxyName = savedSurface.galaxyName || `Galaxy ${savedSurface.galaxyNumber || '?'}`;
const planetName = savedSurface.customName || savedSurface.planetName;
if (confirm(`🌌 CROSS-GALAXY TRAVEL\n\n"${planetName}" exists in ${galaxyName}.\n\nYou are currently in Galaxy ${gameData.galaxyNumber || 1}.\n\nWarp to ${galaxyName} to reach this planet?`)) {
showNotification(`🌌 Initiating cross-galaxy warp to ${galaxyName}...`, 'info');
// Save current planet if on one
if (activeCiv) {
savePlanetSurface(activeCiv.id);
}
// Warp to the target galaxy
travelToGalaxy(planetGalaxySeed, savedSurface.galaxyNumber || 1);
// After galaxy regenerates, find and travel to the planet
setTimeout(() => {
const targetCiv = civilizations.find(c => c.id === planetId);
if (targetCiv) {
showNotification(`🚀 Arriving at ${planetName}...`, 'success');
startPlanetApproach(targetCiv);
} else if (savedSurface.planetIndex >= 0 && civilizations[savedSurface.planetIndex]) {
// Try to find by index if ID doesn't match
showNotification(`🚀 Found planet at index ${savedSurface.planetIndex}...`, 'success');
startPlanetApproach(civilizations[savedSurface.planetIndex]);
} else {
showNotification(`⚠️ Arrived in ${galaxyName} but couldn't locate exact planet. Explore to find it!`, 'warning');
}
}, 1500);
}
return;
}
}
// Find the planet in the civilizations array (same galaxy)
const targetCiv = civilizations.find(c => c.id === planetId);
if (!targetCiv) {
// Planet might not exist in current galaxy
if (savedSurface) {
// Try to find by planet index
if (savedSurface.planetIndex >= 0 && civilizations[savedSurface.planetIndex]) {
showNotification(`Planet ID changed, but found at original position. Traveling...`, 'info');
startPlanetApproach(civilizations[savedSurface.planetIndex]);
return;
}
showNotification(`${savedSurface.planetName} is not in the current galaxy. The galaxy may have been regenerated.`, 'warning');
} else {
showNotification(`Planet ${planetId} not found in current galaxy.`, 'error');
}
return;
}
// Check if we're already on this planet
if (activeCiv && activeCiv.id === planetId) {
showNotification(`You're already on ${targetCiv.name}!`, 'info');
return;
}
// Check if planet is destroyed
if (targetCiv.orbital?.destroyed) {
showNotification(`${targetCiv.name} has been destroyed!`, 'error');
return;
}
// If we're currently on a planet, need to launch first
if (mode === 'world' && activeCiv) {
showNotification(`Launching from ${activeCiv.name} to travel to ${targetCiv.name}...`, 'info');
// Save current planet surface
savePlanetSurface(activeCiv.id);
// Switch to space mode and then start approach
setTimeout(() => {
launchToOrbit();
setTimeout(() => {
startPlanetApproach(targetCiv);
}, 2000);
}, 500);
} else {
// Already in space, just start approach
startPlanetApproach(targetCiv);
}
}
// Show Planet Surface Manager modal
function showPlanetSurfaceManager() {
const existingModal = document.getElementById('planet-surface-manager');
if (existingModal) existingModal.remove();
let savedSurfaces = getSavedPlanetSurfaces();
const currentPlanetId = activeCiv?.id;
// v10.0: Sort planets - favorites first, then by last played
savedSurfaces.sort((a, b) => {
if (a.isFavorite && !b.isFavorite) return -1;
if (!a.isFavorite && b.isFavorite) return 1;
const aTime = new Date(a.lastPlayed || a.lastSaved).getTime();
const bTime = new Date(b.lastPlayed || b.lastSaved).getTime();
return bTime - aTime; // Most recent first
});
// v10.0: Biome color mapping for visual indicators
const biomeColors = {
'Forest': '#2d8a3e', 'Desert': '#d4a574', 'Ice': '#7ec8e3',
'Volcanic': '#d64545', 'Alien': '#a855f7', 'Ocean': '#2563eb'
};
// v11.0: Group planets by galaxy for better organization
const groupedByGalaxy = {};
savedSurfaces.forEach(planet => {
const galaxyKey = planet.galaxySeed || 'UNKNOWN';
if (!groupedByGalaxy[galaxyKey]) {
groupedByGalaxy[galaxyKey] = {
seed: galaxyKey,
name: planet.galaxyName || `Galaxy ${planet.galaxyNumber || '?'}`,
number: planet.galaxyNumber || 0,
ignitedBy: planet.galaxyIgnitedBy || 'Unknown',
planets: [],
isCurrentGalaxy: galaxyKey === (gameData.galaxySeed || 'OMNIVERSE')
};
}
groupedByGalaxy[galaxyKey].planets.push(planet);
});
// Sort galaxies: current first, then by number
const sortedGalaxies = Object.values(groupedByGalaxy).sort((a, b) => {
if (a.isCurrentGalaxy && !b.isCurrentGalaxy) return -1;
if (!a.isCurrentGalaxy && b.isCurrentGalaxy) return 1;
return a.number - b.number;
});
// v11.0: Track selected planets for bulk operations
let selectedPlanets = new Set();
// Build planet list with galaxy grouping
let planetListHTML = '';
if (savedSurfaces.length === 0) {
// v12.5: Added CTA buttons to empty state for better user onboarding
planetListHTML = `
🌌
No planet surfaces saved yet
Visit planets and leave them to save their surface state.
🌐 Explore Public Worlds
📥 Import Planet File
`;
} else {
// v11.0: Render galaxy groups with collapsible headers - v12.0: Using data-action
sortedGalaxies.forEach((galaxy, galaxyIndex) => {
const galaxyColor = galaxy.isCurrentGalaxy ? '#0ff' : '#a855f7';
const planetCount = galaxy.planets.length;
const totalStructures = galaxy.planets.reduce((sum, p) => sum + p.structureCount, 0);
planetListHTML += `
`;
// Render planets within this galaxy - v12.3: Track index for staggered animation
galaxy.planets.forEach((planet, planetIndex) => {
const isCurrentPlanet = planet.planetId === currentPlanetId;
// v12.3: Staggered entrance animation delay
const animDelay = galaxyIndex * 0.1 + planetIndex * 0.05;
const biomeIcon = {
'Forest': '🌲', 'Desert': '🏜️', 'Ice': '❄️',
'Volcanic': '🌋', 'Alien': '👽', 'Ocean': '🌊'
}[planet.biome] || '🌍';
const biomeColor = biomeColors[planet.biome] || '#4488ff';
const displayName = planet.customName || planet.planetName;
const isCustomNamed = planet.customName && planet.customName !== planet.planetName;
// v11.0: Determine if planet is from a different galaxy
const isFromDifferentGalaxy = planet.galaxySeed && planet.galaxySeed !== (gameData.galaxySeed || 'OMNIVERSE');
const galaxyDisplayName = planet.galaxyName || `Galaxy ${planet.galaxyNumber || 1}`;
planetListHTML += `
${planet.isFavorite ? '⭐' : '☆'}
${planet.galaxySeed ? `
${isFromDifferentGalaxy ? '🌌' : '🏠'}
${galaxyDisplayName}
` : ''}
${biomeIcon}
${planet.biome}
${isCurrentPlanet ? '🌍 YOU ARE HERE ' : ''}
${isFromDifferentGalaxy ? '🌌 OTHER GALAXY ' : ''}
${isCustomNamed ? '✏️ RENAMED ' : ''}
${planet.tags && planet.tags.length > 0 ? planet.tags.slice(0, 2).map(tag =>
`#${tag} `
).join('') : ''}
⏱️ Played ${formatRelativeTime(planet.lastPlayed)}
🕒 ${formatPlayTime(planet.playTime)}
${planet.galaxyIgnitedBy ? `🔥 ${planet.galaxyIgnitedBy} ` : ''}
${planet.structureCount}
Structures
${planet.terraformedCount}
Terraform
${planet.droppedItemCount}
Items
${planet.exploredTileCount}
Explored
${!isCurrentPlanet ? `
🚀 Travel
` : ''}
📤 Export
📋 Clone
🗑️
`;
}); // End planet loop
// Close galaxy group
planetListHTML += `
`;
}); // End galaxy loop
}
const modal = document.createElement('div');
modal.id = 'planet-surface-manager';
modal.style.cssText = 'display: flex; z-index: 10001; position: fixed; top: 0; left: 0; right: 0; bottom: 0; background: rgba(0,0,0,0.9); justify-content: center; align-items: center; padding: 20px; box-sizing: border-box;';
modal.innerHTML = `
×
🌍 Planet & World Manager
Manage your planets or explore shared public worlds
💾 My Planets
🌐 Public Worlds
🌌 Galaxy
${activeCiv ? `
💾 Save Current Planet
📤 Export Current Planet
` : `
Land on a planet to save/export its surface
`}
📥 Import Surface
${savedSurfaces.length > 0 ? `
` : ''}
☑️
0 selected
📦 Export Selected
🗑️ Delete Selected
✕ Clear
🌍 Your Planets (${savedSurfaces.length} /${savedSurfaces.length} ) - Grouped by Galaxy
${savedSurfaces.some(p => p.isFavorite) ? '⭐ Favorites shown first ' : ''}
Click galaxy headers to collapse/expand. Use checkboxes for bulk operations. Click star to favorite.
${planetListHTML}
🔍
No planets match your search
${savedSurfaces.length > 1 ? `
📦 Export All Surfaces (${savedSurfaces.length} planets)
` : ''}
🔄 Refresh
All Worlds
⭐ Featured
🔭 Exploration
🎨 Creative
⚔️ Challenge
📖 Story
🌐
Click "Refresh" to load public worlds
🌌
THE LEVIATHAN OMNIVERSE
Explore the permanent public galaxy with all star systems and worlds. This galaxy is shared by all players and stored in the repository.
🚀 ENTER THE GALAXY
`;
document.body.appendChild(modal);
// v12.0: Setup event delegation for ALL modal interactions (replaces 1000+ inline handlers)
window.setupPSMEventDelegation(modal);
// v12.0: Setup input event delegation for search/sort/filter/import
const searchInput = document.getElementById('psm-search');
const sortSelect = document.getElementById('psm-sort');
const filterSelect = document.getElementById('psm-pw-filter');
const importInput = document.getElementById('planetSurfaceImportInput');
// v12.4: Debounced search to prevent excessive DOM operations on every keystroke
if (searchInput) {
let searchTimeout;
searchInput.addEventListener('input', (e) => {
clearTimeout(searchTimeout);
searchTimeout = setTimeout(() => window.filterPlanetList(e.target.value), 200);
});
}
if (sortSelect) sortSelect.addEventListener('change', (e) => window.sortPlanetList(e.target.value));
if (filterSelect) filterSelect.addEventListener('change', (e) => window.filterPSMPublicWorlds(e.target.value));
if (importInput) importInput.addEventListener('change', (e) => {
window.importPlanetSurface(e);
document.getElementById('planet-surface-manager')?.remove();
});
// Close on background click - v12.3: Use centralized cleanup
modal.addEventListener('click', (e) => {
if (e.target === modal) window.closePSMModal();
});
// v10.0: Add client-side search and sort functionality
window.filterPlanetList = function(searchTerm) {
const planetList = document.getElementById('psm-planet-list');
const noResults = document.getElementById('psm-no-results');
const visibleCount = document.getElementById('psm-visible-count');
const items = planetList.querySelectorAll('.planet-surface-item');
const term = searchTerm.toLowerCase().trim();
let visibleItems = 0;
items.forEach(item => {
const planetId = item.getAttribute('data-planet-id');
const surface = gameData.planetSurfaces[planetId];
if (!surface) {
item.style.display = 'none';
return;
}
const searchableText = [
surface.customName || surface.planetName,
surface.planetName,
surface.biome,
...(surface.tags || [])
].join(' ').toLowerCase();
if (term === '' || searchableText.includes(term)) {
item.style.display = 'block';
visibleItems++;
} else {
item.style.display = 'none';
}
});
visibleCount.textContent = visibleItems;
noResults.style.display = visibleItems === 0 ? 'block' : 'none';
planetList.style.display = visibleItems === 0 ? 'none' : 'block';
// v12.1: Show/hide clear button based on search text
const clearBtn = document.getElementById('psm-search-clear');
if (clearBtn) clearBtn.style.display = term ? 'block' : 'none';
// v12.3: Announce filter results to screen readers
const announcer = document.getElementById('psm-live-announcer');
if (announcer) {
announcer.textContent = visibleItems === 0
? 'No planets match your search'
: `Showing ${visibleItems} of ${items.length} planets`;
}
};
// v12.1: Sort with persistence - v12.2: Use DocumentFragment for batch DOM update
window.sortPlanetList = function(sortBy) {
// v12.1: Persist sort preference
gameData.psmSortPreference = sortBy;
saveGameData();
const planetList = document.getElementById('psm-planet-list');
if (!planetList) return;
const items = Array.from(planetList.querySelectorAll('.planet-surface-item'));
items.sort((a, b) => {
const aId = a.getAttribute('data-planet-id');
const bId = b.getAttribute('data-planet-id');
const aSurface = gameData.planetSurfaces[aId];
const bSurface = gameData.planetSurfaces[bId];
if (!aSurface || !bSurface) return 0;
// Always keep favorites at top
if (aSurface.isFavorite && !bSurface.isFavorite) return -1;
if (!aSurface.isFavorite && bSurface.isFavorite) return 1;
switch(sortBy) {
case 'name':
const aName = (aSurface.customName || aSurface.planetName).toLowerCase();
const bName = (bSurface.customName || bSurface.planetName).toLowerCase();
return aName.localeCompare(bName);
case 'playTime':
return (bSurface.playTime || 0) - (aSurface.playTime || 0);
case 'biome':
return (aSurface.biome || '').localeCompare(bSurface.biome || '');
case 'structures':
return (bSurface.structures?.length || 0) - (aSurface.structures?.length || 0);
case 'lastPlayed':
default:
const aTime = new Date(aSurface.lastPlayed || aSurface.lastSaved).getTime();
const bTime = new Date(bSurface.lastPlayed || bSurface.lastSaved).getTime();
return bTime - aTime;
}
});
// v12.2: Use DocumentFragment for single DOM mutation (perf optimization)
// Batch all appendChild calls into one reflow instead of N reflows
const fragment = document.createDocumentFragment();
items.forEach(item => fragment.appendChild(item));
planetList.appendChild(fragment);
};
// v11.0: Toggle galaxy group collapse/expand - v12.4: Added aria-expanded support
window.toggleGalaxyGroup = function(galaxySeed) {
const planetsContainer = document.getElementById(`planets-${galaxySeed}`);
const arrow = document.getElementById(`arrow-${galaxySeed}`);
const header = document.querySelector(`[data-action="toggle-galaxy"][data-galaxy-seed="${galaxySeed}"]`);
if (!planetsContainer || !arrow) return;
const isCollapsed = planetsContainer.style.display === 'none';
planetsContainer.style.display = isCollapsed ? 'block' : 'none';
arrow.style.transform = isCollapsed ? 'rotate(0deg)' : 'rotate(-90deg)';
// v12.4: Update aria-expanded for screen readers
if (header) {
header.setAttribute('aria-expanded', isCollapsed ? 'true' : 'false');
}
// v12.4: Announce state change to screen readers
const announcer = document.getElementById('psm-live-announcer');
if (announcer) {
const galaxyName = header?.querySelector('div[style*="font-weight: bold"]')?.textContent || 'Galaxy';
announcer.textContent = `${galaxyName} ${isCollapsed ? 'expanded' : 'collapsed'}`;
}
// Save collapse state
if (!window.galaxyCollapseState) window.galaxyCollapseState = {};
window.galaxyCollapseState[galaxySeed] = !isCollapsed;
};
// v12.0: DELEGATED EVENT SYSTEM - Single listener handles all modal interactions
// Reduces 1000+ inline handlers to ONE delegated listener (85% performance gain)
window.setupPSMEventDelegation = function(modalElement) {
// Click delegation
modalElement.addEventListener('click', function(e) {
const target = e.target.closest('[data-action]');
if (!target) return;
const action = target.dataset.action;
const planetId = target.dataset.planetId;
const galaxySeed = target.dataset.galaxySeed;
e.stopPropagation();
switch(action) {
case 'close-modal':
window.closePSMModal(); // v12.3: Use centralized cleanup
break;
case 'toggle-galaxy':
window.toggleGalaxyGroup(galaxySeed);
break;
case 'select-all-galaxy':
window.selectAllInGalaxy(galaxySeed);
break;
case 'toggle-favorite':
window.togglePlanetFavorite(planetId);
window.closePSMModal(); // v12.3: Use centralized cleanup
window.showPlanetSurfaceManager();
break;
case 'rename-planet':
const nameEl = document.getElementById(`planet-name-${planetId}`);
const currentName = nameEl?.textContent?.trim();
const newName = prompt('Rename planet:', currentName);
if (newName && newName.trim() && newName !== currentName) {
window.updatePlanetName(planetId, newName);
window.closePSMModal(); // v12.3: Use centralized cleanup
window.showPlanetSurfaceManager();
window.showNotification('🏷️ Planet renamed!', 'success');
}
break;
case 'travel-planet':
window.travelToSavedPlanet(planetId);
window.closePSMModal(); // v12.3: Use centralized cleanup
break;
case 'export-planet':
window.exportPlanetSurface(planetId);
break;
case 'clone-planet':
const newId = window.duplicatePlanetSurface(planetId);
if (newId) {
window.closePSMModal(); // v12.3: Use centralized cleanup
window.showPlanetSurfaceManager();
}
break;
case 'delete-planet':
if (window.deletePlanetSurface(planetId)) {
window.closePSMModal(); // v12.3: Use centralized cleanup
window.showPlanetSurfaceManager();
}
break;
case 'toggle-select':
window.togglePlanetSelection(planetId, e);
break;
case 'save-current':
window.savePlanetSurface();
window.showNotification('🌍 Surface saved!', 'success');
window.closePSMModal(); // v12.3: Use centralized cleanup
window.showPlanetSurfaceManager();
break;
case 'export-current':
window.exportPlanetSurface(activeCiv?.id);
break;
case 'import-surface':
document.getElementById('planetSurfaceImportInput')?.click();
break;
case 'bulk-export':
window.bulkExportSelected();
break;
case 'bulk-delete':
window.bulkDeleteSelected();
break;
case 'clear-selection':
window.clearPlanetSelection();
break;
case 'export-all':
window.exportAllPlanetSurfaces();
break;
case 'switch-tab':
window.switchPSMTab(target.dataset.tab);
break;
case 'refresh-public-worlds':
window.loadPSMPublicWorlds();
break;
case 'clear-search':
// v12.1: Clear search and hide button
const searchInput = document.getElementById('psm-search');
const clearBtn = document.getElementById('psm-search-clear');
if (searchInput) {
searchInput.value = '';
window.filterPlanetList('');
}
if (clearBtn) clearBtn.style.display = 'none';
break;
}
});
// Checkbox change delegation
modalElement.addEventListener('change', function(e) {
if (e.target.classList.contains('planet-select-checkbox')) {
const planetId = e.target.dataset.planetId;
if (planetId) window.togglePlanetSelection(planetId, e);
}
});
// v12.4: Keyboard activation for galaxy headers (Enter/Space)
modalElement.addEventListener('keydown', function(e) {
if (e.key === 'Enter' || e.key === ' ') {
const target = e.target.closest('[data-action="toggle-galaxy"]');
if (target) {
e.preventDefault();
const galaxySeed = target.dataset.galaxySeed;
window.toggleGalaxyGroup(galaxySeed);
}
}
});
// v12.3: Centralized cleanup to prevent memory leaks
// Store escape handler reference for cleanup from ALL close paths
window.psmEscapeHandler = function(e) {
if (e.key === 'Escape') {
window.closePSMModal();
}
};
document.addEventListener('keydown', window.psmEscapeHandler);
// v7.80: Track PSM focus trap ID
let psmFocusTrapId = null;
// v12.3: Single cleanup function called by ALL modal close paths
// v7.80: Updated to properly cleanup FocusTrap
window.closePSMModal = function() {
if (window.psmEscapeHandler) {
document.removeEventListener('keydown', window.psmEscapeHandler);
window.psmEscapeHandler = null;
}
// v7.80: Destroy focus trap
if (psmFocusTrapId && typeof FocusTrap !== 'undefined') {
FocusTrap.destroy(psmFocusTrapId);
psmFocusTrapId = null;
}
document.getElementById('planet-surface-manager')?.remove();
};
// v7.80: Use centralized FocusTrap system (replaces manual focus trap)
if (typeof FocusTrap !== 'undefined') {
const dialogElement = modalElement.querySelector('[role="dialog"]');
if (dialogElement) {
psmFocusTrapId = FocusTrap.create(dialogElement, {
initialFocus: '#psm-tab-myplanets',
onEscape: window.closePSMModal
});
}
} else {
// Fallback: v12.2 focus trap - keep focus inside modal
const focusableSelector = 'button, [href], input, select, textarea, [tabindex]:not([tabindex="-1"])';
const focusableElements = modalElement.querySelectorAll(focusableSelector);
const firstFocusable = focusableElements[0];
const lastFocusable = focusableElements[focusableElements.length - 1];
// Focus first element when modal opens
if (firstFocusable) firstFocusable.focus();
modalElement.addEventListener('keydown', function(e) {
if (e.key !== 'Tab') return;
if (e.shiftKey) {
// Shift+Tab: if on first element, go to last
if (document.activeElement === firstFocusable) {
e.preventDefault();
lastFocusable?.focus();
}
} else {
// Tab: if on last element, go to first
if (document.activeElement === lastFocusable) {
e.preventDefault();
firstFocusable?.focus();
}
}
});
}
};
// v11.0: Bulk Selection System - v12.1: Added visual feedback on cards
window.psmSelectedPlanets = new Set();
window.togglePlanetSelection = function(planetId, event) {
if (event) event.stopPropagation();
const checkbox = document.getElementById(`select-${planetId}`);
const card = document.querySelector(`.planet-surface-item[data-planet-id="${planetId}"]`);
if (window.psmSelectedPlanets.has(planetId)) {
window.psmSelectedPlanets.delete(planetId);
if (checkbox) checkbox.checked = false;
if (card) card.classList.remove('psm-selected');
} else {
window.psmSelectedPlanets.add(planetId);
if (checkbox) checkbox.checked = true;
if (card) card.classList.add('psm-selected');
}
updateBulkActionBar();
};
window.selectAllInGalaxy = function(galaxySeed) {
const items = document.querySelectorAll(`.planet-surface-item[data-galaxy-seed="${galaxySeed}"]`);
items.forEach(item => {
const planetId = item.getAttribute('data-planet-id');
window.psmSelectedPlanets.add(planetId);
const checkbox = document.getElementById(`select-${planetId}`);
if (checkbox) checkbox.checked = true;
item.classList.add('psm-selected'); // v12.1: Add visual feedback
});
updateBulkActionBar();
showNotification(`Selected ${items.length} planets from this galaxy`, 'info');
};
window.clearPlanetSelection = function() {
window.psmSelectedPlanets.clear();
document.querySelectorAll('.planet-select-checkbox').forEach(cb => cb.checked = false);
document.querySelectorAll('.planet-surface-item.psm-selected').forEach(card => card.classList.remove('psm-selected')); // v12.1: Remove visual feedback
updateBulkActionBar();
};
window.updateBulkActionBar = function() {
const bar = document.getElementById('psm-bulk-action-bar');
const count = window.psmSelectedPlanets.size;
if (count === 0) {
if (bar) bar.style.display = 'none';
// v12.3: Announce selection cleared
const announcer = document.getElementById('psm-live-announcer');
if (announcer) announcer.textContent = 'Selection cleared';
return;
}
if (bar) {
bar.style.display = 'flex';
document.getElementById('psm-selected-count').textContent = count;
}
// v12.3: Announce selection count to screen readers
const announcer = document.getElementById('psm-live-announcer');
if (announcer) {
announcer.textContent = `${count} planet${count !== 1 ? 's' : ''} selected`;
}
};
window.bulkDeleteSelected = function() {
const count = window.psmSelectedPlanets.size;
if (count === 0) return;
const planetNames = Array.from(window.psmSelectedPlanets).slice(0, 5)
.map(id => gameData.planetSurfaces[id]?.customName || gameData.planetSurfaces[id]?.planetName || id)
.join(', ');
const moreText = count > 5 ? ` and ${count - 5} more` : '';
if (confirm(`🗑️ DELETE ${count} PLANETS?\n\nPlanets: ${planetNames}${moreText}\n\nThis will permanently remove all structures, items, and progress.\n\nContinue?`)) {
let deleted = 0;
window.psmSelectedPlanets.forEach(planetId => {
if (gameData.planetSurfaces && gameData.planetSurfaces[planetId]) {
delete gameData.planetSurfaces[planetId];
deleted++;
}
});
saveGameData();
window.psmSelectedPlanets.clear();
document.getElementById('planet-surface-manager').remove();
showPlanetSurfaceManager();
showNotification(`🗑️ Deleted ${deleted} planets`, 'warning');
}
};
window.bulkExportSelected = function() {
const count = window.psmSelectedPlanets.size;
if (count === 0) return;
const surfaces = Array.from(window.psmSelectedPlanets)
.map(id => gameData.planetSurfaces[id])
.filter(Boolean);
const exportData = {
type: 'LEVIATHAN_PLANET_BUNDLE',
version: PLANET_SURFACE_VERSION,
exportDate: new Date().toISOString(),
gameVersion: VERSION,
planetCount: surfaces.length,
surfaces: surfaces
};
const dataStr = JSON.stringify(exportData, null, 2);
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
link.download = `planet-bundle-${surfaces.length}-planets-${new Date().toISOString().split('T')[0]}.json`;
link.click();
URL.revokeObjectURL(url);
showNotification(`📦 Exported ${surfaces.length} planets as bundle!`, 'success');
};
}
// v7.3: Tab switching for Planet Surface Manager (v9.9: added galaxy tab)
function switchPSMTab(tab) {
const myPlanetsTab = document.getElementById('psm-tab-myplanets');
const publicWorldsTab = document.getElementById('psm-tab-publicworlds');
const galaxyTab = document.getElementById('psm-tab-galaxy');
const myPlanetsContent = document.getElementById('psm-content-myplanets');
const publicWorldsContent = document.getElementById('psm-content-publicworlds');
const galaxyContent = document.getElementById('psm-content-galaxy');
// Reset all tabs
[myPlanetsTab, publicWorldsTab, galaxyTab].forEach(t => {
if (t) { t.style.background = 'transparent'; t.style.color = '#888'; }
});
[myPlanetsContent, publicWorldsContent, galaxyContent].forEach(c => {
if (c) c.style.display = 'none';
});
if (tab === 'myplanets') {
myPlanetsTab.style.background = 'linear-gradient(135deg, #4488ff, #2266dd)';
myPlanetsTab.style.color = '#fff';
myPlanetsContent.style.display = 'block';
} else if (tab === 'publicworlds') {
publicWorldsTab.style.background = 'linear-gradient(135deg, #00ffaa, #00cc88)';
publicWorldsTab.style.color = '#000';
publicWorldsContent.style.display = 'block';
if (!window.psmPublicWorldsLoaded) {
loadPSMPublicWorlds();
}
} else if (tab === 'galaxy') {
galaxyTab.style.background = 'linear-gradient(135deg, #8800ff, #6600cc)';
galaxyTab.style.color = '#fff';
galaxyContent.style.display = 'block';
}
}
// v7.3: Cache for PSM public worlds
let psmPublicWorldsCache = null;
let psmCurrentFilter = 'all';
// v7.3: Load public worlds into PSM
async function loadPSMPublicWorlds() {
const grid = document.getElementById('psm-public-worlds-grid');
if (!grid) return;
grid.innerHTML = `
⟳
Loading public worlds...
`;
try {
const response = await fetch('https://raw.githubusercontent.com/kody-w/localFirstTools/main/data/public-worlds/registry.json?t=' + Date.now());
psmPublicWorldsCache = await response.json();
window.psmPublicWorldsLoaded = true;
renderPSMPublicWorlds();
} catch (error) {
console.error('[PSM] Failed to load public worlds:', error);
grid.innerHTML = `
⚠️
Failed to load public worlds
${error.message}
Try Again
`;
}
}
// v7.3: Filter public worlds
function filterPSMPublicWorlds(filter) {
psmCurrentFilter = filter;
renderPSMPublicWorlds();
}
// v7.3: Render public worlds grid
function renderPSMPublicWorlds() {
const grid = document.getElementById('psm-public-worlds-grid');
if (!grid || !psmPublicWorldsCache) return;
let worlds = [...psmPublicWorldsCache.worlds];
// Apply filter
if (psmCurrentFilter === 'featured') {
worlds = worlds.filter(w => w.featured);
} else if (psmCurrentFilter !== 'all') {
worlds = worlds.filter(w => w.category === psmCurrentFilter);
}
// Sort: featured first
worlds.sort((a, b) => {
if (a.featured && !b.featured) return -1;
if (!a.featured && b.featured) return 1;
return a.name.localeCompare(b.name);
});
if (worlds.length === 0) {
grid.innerHTML = `
🔍
No worlds found for this filter
`;
return;
}
const BIOME_ICONS = {
volcanic: '🌋', underground: '💎', space: '🚀', zen: '🌸',
abyssal: '🌊', crystal: '💠', forest: '🌲', desert: '🏜️',
arctic: '❄️', cosmic: '✨', void: '🕳️', exploration: '🔭',
story: '📖', creative: '🎨', challenge: '⚔️', social: '👥',
default: '🌍'
};
grid.innerHTML = worlds.map(world => {
const icon = BIOME_ICONS[world.category?.toLowerCase()] || BIOME_ICONS.default;
const escapeHtml = (str) => str ? str.replace(/[&<>"']/g, c => ({'&':'&','<':'<','>':'>','"':'"',"'":'''}[c])) : '';
return `
${world.featured ? '
⭐ FEATURED
' : ''}
${icon}
${escapeHtml(world.name)}
by ${escapeHtml(world.author)}
${escapeHtml(world.description)}
${(world.tags || []).slice(0, 3).map(t => `${escapeHtml(t)} `).join('')}
🚀 JOIN WORLD
`;
}).join('');
}
// v7.3: Join a public world from PSM
function joinPSMPublicWorld(worldId) {
const baseUrl = window.location.origin + window.location.pathname;
const joinUrl = `${baseUrl}?world=${encodeURIComponent(worldId)}`;
console.log('[PSM] Joining public world:', worldId);
window.location.href = joinUrl;
}
// Export all planet surfaces as a bundle
function exportAllPlanetSurfaces() {
const surfaces = getSavedPlanetSurfaces();
if (surfaces.length === 0) {
showNotification('No planet surfaces to export', 'error');
return;
}
// Save current planet first if active
if (activeCiv) {
savePlanetSurface(activeCiv.id);
}
const exportData = {
type: 'LEVIATHAN_PLANET_SURFACES_BUNDLE',
version: PLANET_SURFACE_VERSION,
exportDate: new Date().toISOString(),
gameVersion: VERSION,
planetCount: surfaces.length,
surfaces: gameData.planetSurfaces
};
const dataStr = JSON.stringify(exportData, null, 2);
const dataBlob = new Blob([dataStr], { type: 'application/json' });
const url = URL.createObjectURL(dataBlob);
const link = document.createElement('a');
link.href = url;
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
link.download = `all-planet-surfaces-${timestamp}.json`;
link.click();
URL.revokeObjectURL(url);
showNotification(`📦 Exported ${surfaces.length} planet surfaces!`, 'success');
}
// ═══════════════════════════════════════════════════════════════
// v10.30: UNIFIED HUD SYSTEM - Dota 2/StarCraft Inspired
// Consolidates all scattered UI into cohesive command panel
// Toggle with 'U' key or via settings
// ═══════════════════════════════════════════════════════════════
const UnifiedHUD = {
active: false,
enabled: true, // User preference - can be disabled in settings
init() {
// Load preference from localStorage
const saved = localStorage.getItem('leviathan_unified_hud');
this.enabled = saved !== 'false'; // Default to true
console.log('[UnifiedHUD] Initialized, enabled:', this.enabled);
},
enable() {
if (this.active) return;
this.active = true;
// Show unified HUD elements
document.getElementById('unified-top-bar').style.display = 'flex';
document.getElementById('unified-bottom-hud').style.display = 'flex';
document.getElementById('unified-right-sidebar').style.display = 'flex';
// v10.32: Show XP bar
const xpBar = document.getElementById('unified-xp-bar');
if (xpBar) xpBar.classList.add('active');
// Add class to hide old UI
document.body.classList.add('unified-hud-active');
// Sync initial state
this.syncAll();
console.log('[UnifiedHUD] Enabled');
},
disable() {
if (!this.active) return;
this.active = false;
// Hide unified HUD elements
document.getElementById('unified-top-bar').style.display = 'none';
document.getElementById('unified-bottom-hud').style.display = 'none';
document.getElementById('unified-right-sidebar').style.display = 'none';
// v10.32: Hide XP bar and status effects
const xpBar = document.getElementById('unified-xp-bar');
if (xpBar) xpBar.classList.remove('active');
const statusEffects = document.getElementById('unified-status-effects');
if (statusEffects) statusEffects.style.display = 'none';
// Remove class to show old UI
document.body.classList.remove('unified-hud-active');
console.log('[UnifiedHUD] Disabled');
},
toggle() {
if (this.active) {
this.disable();
this.enabled = false;
} else {
this.enable();
this.enabled = true;
}
localStorage.setItem('leviathan_unified_hud', this.enabled);
},
// Sync all HUD elements with game state
syncAll() {
if (!this.active) return;
this.syncHP();
this.syncMP();
this.syncLevel();
this.syncBattery();
this.syncAI();
this.syncEnvironment();
this.syncCompanion();
this.syncStats();
this.syncXP();
this.syncStatusEffects();
this.syncCooldowns();
},
syncHP() {
if (!this.active) return;
// v10.32: Fix - read from gameData.player, not playerState
const player = window.gameData?.player || {};
const hp = player.hp ?? 100;
const maxHp = player.maxHp ?? 100;
const pct = Math.max(0, Math.min(100, (hp / maxHp) * 100));
const fill = document.getElementById('unified-hp-fill');
const text = document.getElementById('unified-hp-text');
if (fill) fill.style.width = pct + '%';
if (text) text.textContent = Math.floor(hp) + ' / ' + Math.floor(maxHp);
},
syncMP() {
if (!this.active) return;
// v10.32: Fix - read from gameData.player, not playerState
const player = window.gameData?.player || {};
const mp = player.energy ?? 100;
const maxMp = player.maxEnergy || 100;
const pct = Math.max(0, Math.min(100, (mp / maxMp) * 100));
const fill = document.getElementById('unified-mp-fill');
const text = document.getElementById('unified-mp-text');
if (fill) fill.style.width = pct + '%';
if (text) text.textContent = Math.floor(mp) + ' / ' + Math.floor(maxMp);
},
syncLevel() {
if (!this.active) return;
const level = (window.gameData?.skills?.combat || 1);
const badge = document.getElementById('unified-level-badge');
if (badge) badge.textContent = level;
},
syncBattery() {
if (!this.active) return;
const ship = window.SHIP_STATE || {};
const hp = ship.hp || 100;
const maxHp = ship.maxHp || 100;
const pct = Math.max(0, Math.min(100, (hp / maxHp) * 100));
const fill = document.getElementById('unified-battery-fill');
const text = document.getElementById('unified-battery-text');
if (fill) fill.style.width = pct + '%';
if (text) text.textContent = '🔋 ' + Math.floor(pct) + '%';
},
syncAI() {
if (!this.active) return;
const behavior = window.playerState?.aiBehavior || 'explorer';
const select = document.getElementById('unified-ai-select');
const status = document.getElementById('unified-ai-status');
if (select) select.value = behavior;
if (status) {
const behaviorLabels = {
'manual': '🎮 MANUAL',
'explorer': '🔍 EXPLORING',
'pusher': '⚔️ PUSHING',
'miner': '⛏️ MINING',
'defender': '🛡️ DEFENDING',
'hunter': '🎯 HUNTING'
};
status.textContent = behaviorLabels[behavior] || behavior.toUpperCase();
}
},
syncEnvironment() {
if (!this.active) return;
// Time
const timeIcon = document.getElementById('unified-time-icon');
const timeName = document.getElementById('unified-time-name');
const timeEffect = document.getElementById('unified-time-effect');
const oldTimeIcon = document.getElementById('time-icon');
const oldTimeName = document.getElementById('time-name');
const oldTimeClock = document.getElementById('time-clock');
if (timeIcon && oldTimeIcon) timeIcon.textContent = oldTimeIcon.textContent;
if (timeName && oldTimeName && oldTimeClock) {
timeName.textContent = oldTimeName.textContent + ' ' + (oldTimeClock?.textContent || '');
}
// Weather
const weatherIcon = document.getElementById('unified-weather-icon');
const weatherName = document.getElementById('unified-weather-name');
const weatherEffect = document.getElementById('unified-weather-effect');
const oldWeatherIcon = document.getElementById('weather-icon');
const oldWeatherName = document.getElementById('weather-name');
const oldWeatherEffect = document.getElementById('weather-effect');
if (weatherIcon && oldWeatherIcon) weatherIcon.textContent = oldWeatherIcon.textContent;
if (weatherName && oldWeatherName) weatherName.textContent = oldWeatherName.textContent;
if (weatherEffect && oldWeatherEffect) weatherEffect.textContent = oldWeatherEffect.textContent;
},
syncCompanion() {
if (!this.active) return;
const companion = window.gameData?.companion || {};
const name = document.getElementById('unified-companion-name');
const bond = document.getElementById('unified-companion-bond');
const hpFill = document.getElementById('unified-companion-hp');
if (name) name.textContent = companion.name || 'ECHO (Gen 1)';
if (bond) bond.textContent = 'Bond: ' + (companion.bond || 0) + '%';
if (hpFill) {
const pct = companion.maxHp ? (companion.hp / companion.maxHp * 100) : 100;
hpFill.style.width = pct + '%';
}
},
syncStats() {
if (!this.active) return;
// Galaxy stats
const civCount = document.getElementById('unified-civ-count');
const cycleCount = document.getElementById('unified-cycle-count');
const playtime = document.getElementById('unified-playtime');
const oldCivCount = document.getElementById('civ-count');
const oldCycleCount = document.getElementById('cycle-count');
const oldPlaytime = document.getElementById('total-playtime');
if (civCount && oldCivCount) civCount.textContent = oldCivCount.textContent;
if (cycleCount && oldCycleCount) cycleCount.textContent = oldCycleCount.textContent;
if (playtime && oldPlaytime) playtime.textContent = oldPlaytime.textContent;
// Planet name
const planetName = document.getElementById('unified-planet-name');
const oldPlanetName = document.getElementById('world-name');
if (planetName && oldPlanetName) planetName.textContent = oldPlanetName.textContent;
},
// Called when entering planet mode
onEnterPlanet(planetName) {
if (!this.enabled) return;
this.enable();
// Show planet info, hide galaxy stats
document.getElementById('unified-galaxy-stats').style.display = 'none';
document.getElementById('unified-planet-info').style.display = 'flex';
document.getElementById('unified-planet-name').textContent = planetName || 'Unknown';
},
// Called when returning to galaxy mode
onExitPlanet() {
this.disable();
// Hide planet info, show galaxy stats (for next enable)
document.getElementById('unified-galaxy-stats').style.display = 'flex';
document.getElementById('unified-planet-info').style.display = 'none';
},
// Called periodically to update dynamic values
update() {
if (!this.active) return;
this.syncHP();
this.syncMP();
this.syncBattery();
this.syncEnvironment();
this.syncXP();
this.syncStatusEffects();
this.syncCooldowns();
},
// v10.32: Sync ability cooldowns
// v10.33: Optimized with cache to avoid unnecessary DOM writes (60 FPS)
_cooldownCache: {},
syncCooldowns() {
if (!this.active) return;
if (typeof getAbilityCooldownRemaining !== 'function') return;
const abilities = ['powerStrike', 'whirlwind', 'warcry', 'heal', 'dash', 'shieldWall', 'execute', 'berserk', 'chronoEcho'];
abilities.forEach(abilityKey => {
const slot = document.querySelector(`.hud-ability-slot[data-ability="${abilityKey}"]`);
if (!slot) return;
const cooldownOverlay = slot.querySelector('.hud-ability-cooldown');
if (!cooldownOverlay) return;
const remaining = getAbilityCooldownRemaining(abilityKey);
const seconds = remaining > 0 ? Math.ceil(remaining / 1000) : 0;
// Only update DOM if the displayed value changed
if (this._cooldownCache[abilityKey] !== seconds) {
this._cooldownCache[abilityKey] = seconds;
if (seconds > 0) {
cooldownOverlay.textContent = seconds;
cooldownOverlay.style.display = 'flex';
slot.classList.add('on-cooldown');
} else {
cooldownOverlay.style.display = 'none';
cooldownOverlay.textContent = '';
slot.classList.remove('on-cooldown');
}
}
});
},
// v10.32: Sync XP progress bar
syncXP() {
if (!this.active) return;
const xpBar = document.getElementById('unified-xp-bar');
const xpFill = document.getElementById('unified-xp-fill');
const xpText = document.getElementById('unified-xp-text');
if (!xpBar || !xpFill || !xpText) return;
// Get combat level and XP
const combatLevel = window.gameData?.skills?.combat || 1;
const combatXP = window.gameData?.xp?.combat || 0;
// Calculate XP thresholds (simple progression)
const currentLevelXP = combatLevel * combatLevel * 100;
const nextLevelXP = (combatLevel + 1) * (combatLevel + 1) * 100;
const xpForLevel = nextLevelXP - currentLevelXP;
const currentProgress = combatXP - currentLevelXP;
const pct = Math.max(0, Math.min(100, (currentProgress / xpForLevel) * 100));
xpFill.style.width = pct + '%';
xpText.textContent = `Level ${combatLevel} • ${this.formatNumber(currentProgress)} / ${this.formatNumber(xpForLevel)} XP`;
},
// v10.32: Sync status effects/buffs
syncStatusEffects() {
if (!this.active) return;
const container = document.getElementById('unified-status-effects');
if (!container) return;
// Collect active buffs using ability helper functions
const buffs = [];
// Check combat buffs via ability state functions
if (typeof isWarcryActive === 'function' && isWarcryActive()) {
buffs.push({ icon: '📢', name: 'War Cry', type: 'buff' });
}
if (typeof isBerserkActive === 'function' && isBerserkActive()) {
buffs.push({ icon: '🔥', name: 'Berserk', type: 'buff' });
}
if (typeof isShieldWallActive === 'function' && isShieldWallActive()) {
buffs.push({ icon: '🛡️', name: 'Shield', type: 'buff' });
}
if (typeof isChronoEchoActive === 'function' && isChronoEchoActive()) {
buffs.push({ icon: '👻', name: 'Chrono-Echo', type: 'buff' });
}
// Check environmental debuffs from playerState
const state = window.playerState || {};
if (state.chilled) buffs.push({ icon: '❄️', name: 'Chilled', type: 'debuff' });
if (state.inLava) buffs.push({ icon: '🔥', name: 'Burning', type: 'debuff' });
if (state.inQuicksand) buffs.push({ icon: '🏜️', name: 'Sinking', type: 'debuff' });
// Hide if no buffs
if (buffs.length === 0) {
container.style.display = 'none';
return;
}
container.style.display = 'flex';
container.innerHTML = buffs.map(b => `
${b.icon}
`).join('');
},
formatNumber(num) {
return num.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ',');
}
};
// Initialize unified HUD on load
UnifiedHUD.init();
// ═══════════════════════════════════════════════════════════════
// v10.31: UNIFIED APPROACH SCREEN MANAGER
// Consolidates planet approach UI into cohesive cinematic experience
// ═══════════════════════════════════════════════════════════════
const UnifiedApproach = {
active: false,
currentPlanet: null,
planets: [],
currentIndex: 0,
show(civ) {
if (!civ) return;
this.active = true;
this.currentPlanet = civ;
// Get all planets from PlanetNavigator if available
if (typeof PlanetNavigator !== 'undefined' && PlanetNavigator.planets) {
this.planets = PlanetNavigator.planets;
this.currentIndex = PlanetNavigator.currentIndex || 0;
}
// Add class to hide scattered UI
document.body.classList.add('unified-approach-active');
// Show unified approach overlay
const overlay = document.getElementById('unified-approach-overlay');
if (overlay) {
overlay.classList.add('active');
}
// Update display
this.updateDisplay();
console.log('[UnifiedApproach] Showing approach for:', civ.name || civ.biomeName);
},
hide() {
this.active = false;
// Remove class
document.body.classList.remove('unified-approach-active');
// Hide overlay
const overlay = document.getElementById('unified-approach-overlay');
if (overlay) {
overlay.classList.remove('active');
}
console.log('[UnifiedApproach] Hidden');
},
updateDisplay() {
if (!this.currentPlanet) return;
const civ = this.currentPlanet;
// Planet name
const nameEl = document.getElementById('unified-approach-name');
if (nameEl) nameEl.textContent = civ.name || civ.biomeName || 'Unknown';
// Planet info
const infoEl = document.getElementById('unified-approach-info');
if (infoEl) {
const biome = civ.biome || civ.biomeName || 'Unknown';
const pop = civ.population ? this.formatPopulation(civ.population) : '??M';
infoEl.textContent = `${biome} World • Population: ${pop}`;
}
// Visit status
const visitEl = document.getElementById('unified-approach-visit');
if (visitEl) {
const visits = civ.visitCount || 0;
if (visits > 0) {
visitEl.textContent = `🏠 FAMILIAR GROUND - ${visits} previous visit${visits > 1 ? 's' : ''}`;
visitEl.classList.remove('new');
} else {
visitEl.textContent = '✨ UNCHARTED TERRITORY - First visit';
visitEl.classList.add('new');
}
}
// Bottom indicator
const countEl = document.getElementById('unified-approach-count');
if (countEl && this.planets.length > 0) {
countEl.textContent = `${this.currentIndex + 1}/${this.planets.length}`;
}
const currentEl = document.getElementById('unified-approach-current');
if (currentEl) currentEl.textContent = civ.name || civ.biomeName || 'Unknown';
const biomeEl = document.getElementById('unified-approach-biome');
if (biomeEl) biomeEl.textContent = civ.biome || civ.biomeName || 'Unknown';
// Update pagination dots
this.updatePagination();
},
updateStats(distance, velocity, eta) {
const distEl = document.getElementById('unified-approach-distance');
const velEl = document.getElementById('unified-approach-velocity');
const etaEl = document.getElementById('unified-approach-eta');
if (distEl) distEl.textContent = this.formatNumber(distance);
if (velEl) velEl.textContent = velocity;
if (etaEl) {
if (typeof eta === 'number') {
etaEl.textContent = eta;
etaEl.classList.remove('stable');
} else {
etaEl.textContent = eta || 'STABLE';
etaEl.classList.add('stable');
}
}
},
updatePagination() {
const container = document.getElementById('unified-approach-pagination');
if (!container || this.planets.length === 0) return;
container.innerHTML = '';
const maxDots = Math.min(this.planets.length, 7);
for (let i = 0; i < maxDots; i++) {
const dot = document.createElement('div');
dot.className = 'approach-pagination-dot';
if (i === this.currentIndex % maxDots) {
dot.classList.add('active');
}
dot.onclick = () => this.goTo(i);
container.appendChild(dot);
}
},
prev() {
if (typeof PlanetNavigator !== 'undefined') {
PlanetNavigator.prev();
this.currentIndex = PlanetNavigator.currentIndex || 0;
this.currentPlanet = this.planets[this.currentIndex];
this.updateDisplay();
}
},
next() {
if (typeof PlanetNavigator !== 'undefined') {
PlanetNavigator.next();
this.currentIndex = PlanetNavigator.currentIndex || 0;
this.currentPlanet = this.planets[this.currentIndex];
this.updateDisplay();
}
},
goTo(index) {
if (typeof PlanetNavigator !== 'undefined' && index < this.planets.length) {
PlanetNavigator.select(index);
this.currentIndex = index;
this.currentPlanet = this.planets[this.currentIndex];
this.updateDisplay();
}
},
formatPopulation(pop) {
if (pop >= 1000000000) return Math.floor(pop / 1000000000) + 'B';
if (pop >= 1000000) return Math.floor(pop / 1000000) + 'M';
if (pop >= 1000) return Math.floor(pop / 1000) + 'K';
return pop.toString();
},
formatNumber(num) {
return num.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ',');
}
};
// Make globally accessible
window.UnifiedApproach = UnifiedApproach;
// ═══════════════════════════════════════════════════════════════
// v10.32: UNIFIED TARGET PANEL MANAGER
// Shows target info for enemies, companions, or selected entities
// ═══════════════════════════════════════════════════════════════
const UnifiedTargetPanel = {
active: false,
currentTarget: null,
targetType: null, // 'enemy', 'companion', 'fauna', 'friendly'
show(target, type = 'enemy') {
if (!target) return;
this.active = true;
this.currentTarget = target;
this.targetType = type;
const panel = document.getElementById('unified-target-panel');
if (!panel) return;
panel.classList.add('active');
// Set color scheme based on type
if (type === 'friendly' || type === 'companion') {
panel.classList.add('friendly');
panel.classList.remove('enemy');
} else {
panel.classList.remove('friendly');
}
this.update();
},
hide() {
this.active = false;
this.currentTarget = null;
this.targetType = null;
const panel = document.getElementById('unified-target-panel');
if (panel) {
panel.classList.remove('active', 'friendly');
}
},
update() {
if (!this.active || !this.currentTarget) return;
const target = this.currentTarget;
const portrait = document.getElementById('unified-target-portrait');
const name = document.getElementById('unified-target-name');
const subtitle = document.getElementById('unified-target-subtitle');
const hpFill = document.getElementById('unified-target-hp-fill');
const hpText = document.getElementById('unified-target-hp-text');
const dmgText = document.getElementById('unified-target-dmg');
const armorText = document.getElementById('unified-target-armor');
// Portrait icons
const icons = {
'enemy': '🐺',
'fauna': '🦎',
'companion': '🤖',
'friendly': '✨'
};
if (portrait) portrait.textContent = target.icon || icons[this.targetType] || '👁️';
// Name and subtitle
if (name) name.textContent = target.name || 'Unknown';
if (subtitle) {
const typeLabel = this.targetType === 'enemy' ? 'Enemy Hero' :
this.targetType === 'fauna' ? 'Hostile Fauna' :
this.targetType === 'companion' ? 'Companion' : 'Entity';
const level = target.level ? ` • Level ${target.level}` : '';
subtitle.textContent = typeLabel + level;
}
// HP bar
const hp = target.hp || 0;
const maxHp = target.maxHp || 100;
const hpPct = Math.max(0, Math.min(100, (hp / maxHp) * 100));
if (hpFill) hpFill.style.width = hpPct + '%';
if (hpText) hpText.textContent = `${Math.floor(hp)}/${Math.floor(maxHp)}`;
// Stats
if (dmgText) dmgText.textContent = Math.floor(target.damage || target.baseDamage || 0);
if (armorText) armorText.textContent = Math.floor(target.armor || 0);
},
// Hook for enemy hero system
showEnemyHero(heroState) {
if (!heroState || !heroState.alive) {
this.hide();
return;
}
this.show({
name: heroState.name || 'Primal Ravager',
icon: '🐺',
hp: heroState.hp,
maxHp: heroState.maxHp,
level: heroState.level,
damage: heroState.damage,
armor: heroState.armor
}, 'enemy');
},
// Hook for fauna entities
showFauna(fauna) {
if (!fauna || fauna.hp <= 0) {
this.hide();
return;
}
this.show({
name: fauna.type || 'Fauna',
icon: fauna.icon || '🦎',
hp: fauna.hp,
maxHp: fauna.maxHp || fauna.hp,
damage: fauna.damage || 0,
armor: fauna.armor || 0
}, 'fauna');
},
// Hook for companion
showCompanion(companion) {
if (!companion) {
this.hide();
return;
}
this.show({
name: companion.name || 'ECHO',
icon: '🤖',
hp: companion.hp,
maxHp: companion.maxHp || 100,
level: companion.generation,
damage: companion.attackDamage || 0,
armor: 0
}, 'companion');
}
};
// Make globally accessible
window.UnifiedTargetPanel = UnifiedTargetPanel;
// ═══════════════════════════════════════════════════════════════
// v9.8: UNIFIED CINEMATIC MODE SYSTEM
// Merged Living Art Mode + Cinematic Mode into one unified system.
// Features: Letterboxing, vignette, cursor hiding, autonomous camera,
// ambient particles, fireflies, wisdom quotes, idle auto-activation.
// Toggle with 'L' key in world mode, 'C' in other modes, or button.
// ═══════════════════════════════════════════════════════════════
const CinematicMode = {
active: false,
cursorTimeout: null,
cursorHideDelay: 2000, // Hide cursor after 2 seconds of no movement
// v9.8: Living Art features merged in
idleTimeout: null,
idleThreshold: 60000, // 60 seconds of no input for auto-trigger
lastInputTime: Date.now(),
wasAutoTriggered: false,
// v12.9: Second Screen Mode - audio widget interval
audioWidgetInterval: null,
// Camera behavior modes for world mode
cameraModes: ['orbit', 'follow', 'sweep', 'focus', 'zen'],
currentCameraMode: 'orbit',
cameraModeIndex: 0,
cameraModeTimer: 0,
cameraModeDuration: 20000, // 20 seconds per mode
// Camera state
artCamera: {
theta: 0,
phi: Math.PI / 4,
distance: 300,
targetX: 0,
targetY: 15,
targetZ: 0,
followTarget: null,
sweepProgress: 0
},
// Ambient particles
ambientParticles: [],
maxAmbientParticles: 200,
// Fireflies
fireflies: [],
maxFireflies: 30,
// Wisdom texts for meditation
wisdomTexts: [
"In stillness, observe the infinite dance",
"Every creature follows its own star",
"The cosmos breathes in cycles of creation",
"Watch the patterns emerge from chaos",
"Life finds a way, always",
"The observer becomes the observed",
"In this moment, everything is art",
"Emergent beauty from simple rules",
"The universe plays with itself",
"Complexity blooms from simplicity"
],
currentWisdom: '',
wisdomTimer: 0,
wisdomDuration: 15000,
// Ecosystem stats
ecosystemStats: {
births: 0,
deaths: 0,
interactions: 0,
cycleTime: 0
},
// Saved state for restoration
savedCameraPos: null,
savedCameraRot: null,
savedFog: null,
init() {
// Listen for 'C' key to toggle cinematic mode (non-world modes)
document.addEventListener('keydown', (e) => {
// Don't trigger if typing in an input or if modal is open
if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
if (document.querySelector('.modal-overlay[style*="flex"]')) return;
if (copilotChatOpen) return;
if (e.key === 'c' || e.key === 'C') {
// Don't toggle if Ctrl/Cmd is pressed (copy shortcut)
if (e.ctrlKey || e.metaKey) return;
// v9.2: Don't trigger in world mode - C is used for Berserk ability
if (mode === 'world') return;
this.toggle();
}
// v9.8: 'L' key toggles cinematic mode in world mode
if ((e.key === 'l' || e.key === 'L') && mode === 'world') {
e.preventDefault();
this.wasAutoTriggered = false;
this.toggle();
return;
}
// ESC exits cinematic mode
if (e.key === 'Escape' && this.active) {
this.exit();
}
});
// v9.8: Track user input for idle detection
['mousedown', 'mousemove', 'keydown', 'touchstart', 'wheel'].forEach(event => {
document.addEventListener(event, () => this.resetIdleTimer(), { passive: true });
});
// v9.8: Start idle detection for world mode
this.startIdleDetection();
// Track mouse movement for cursor hiding
document.addEventListener('mousemove', () => {
if (this.active) {
this.showCursor();
this.startCursorHideTimer();
}
});
// Click anywhere exits cinematic mode (optional - can be toggled)
document.addEventListener('click', (e) => {
if (this.active) {
// Only exit if clicking on the game canvas area, not UI elements
if (e.target.tagName === 'CANVAS' || e.target.id === 'container') {
// Don't exit on single click - require double click or key press
}
}
});
console.log('🎬 v9.8: Unified Cinematic Mode initialized - Press L (world) or C (other) to toggle');
},
// v9.8: Reset idle timer when user interacts
resetIdleTimer() {
this.lastInputTime = Date.now();
// If we're in auto-idle mode and user interacts, exit
if (this.active && this.wasAutoTriggered) {
this.exit();
}
},
// v9.8: Start idle detection for auto-triggering in world mode
// v7.49: Migrated to TimerRegistry for centralized timer lifecycle (Cycle 28 Code Quality)
startIdleDetection() {
TimerRegistry.setInterval('cinematic-mode-idle-detection', () => {
if (!this.active && mode === 'world') {
const idleTime = Date.now() - this.lastInputTime;
if (idleTime > this.idleThreshold) {
this.wasAutoTriggered = true;
this.toggle();
}
}
}, 5000);
},
toggle() {
this.active = !this.active;
// v7.44: Sync aria-expanded state for accessibility (Cycle 23 UX/Accessibility)
const btn = document.getElementById('toggle-cinematic');
if (btn) {
btn.setAttribute('aria-expanded', this.active ? 'true' : 'false');
}
if (this.active) {
this.enter();
} else {
this.exit();
}
},
enter() {
document.body.classList.add('cinematic-active');
// Show hint briefly
const hint = document.querySelector('.cinematic-hint');
if (hint) {
hint.classList.add('visible');
setTimeout(() => {
hint.classList.remove('visible');
hint.classList.add('fade-out');
}, 2000);
setTimeout(() => {
hint.classList.remove('fade-out');
}, 3500);
}
// Start cursor hide timer
this.startCursorHideTimer();
// Play subtle sound effect
if (typeof AudioSystem !== 'undefined' && AudioSystem.enabled) {
this.playTransitionSound(true);
}
// v12.9: Start ambient space music for "Second Screen" experience
// Music continues even after exiting cinematic mode (per user preference)
this.startSecondScreenAudio();
// v9.8: If in world mode, activate living art features
if (mode === 'world') {
this.enterWorldMode();
}
console.log('🎬 Cinematic Mode: ON' + (mode === 'world' ? ' (Living Art + Second Screen Audio)' : ''));
},
// v12.9: Second Screen Audio Integration
// Starts ambient space music when entering cinematic mode
// Music persists after exiting - creating a continuous ambient experience
startSecondScreenAudio() {
if (typeof SpaceMusic !== 'undefined' && !SpaceMusic.isPlaying) {
// Only start if user hasn't explicitly disabled it
if (typeof SpaceMusicController !== 'undefined' && !SpaceMusicController.userDisabled) {
SpaceMusic.start();
SpaceMusicController.hasAutoStarted = true;
// Show subtle notification about the second screen experience
if (typeof SpaceMusicController !== 'undefined') {
setTimeout(() => {
SpaceMusicController.showNotification('🎵 Second Screen Mode: Ambient audio activated', 3000);
}, 2500); // Delay so it doesn't overlap with cinematic hint
}
}
}
},
// v9.8: Enhanced enter for world mode with living art features
enterWorldMode() {
this.cameraModeTimer = 0;
this.wisdomTimer = 0;
this.ecosystemStats = { births: 0, deaths: 0, interactions: 0, cycleTime: 0 };
// Save current camera state
if (typeof camera !== 'undefined') {
this.savedCameraPos = camera.position.clone();
this.savedCameraRot = camera.rotation.clone();
}
if (typeof scene !== 'undefined' && scene.fog) {
this.savedFog = scene.fog.clone ? scene.fog.clone() : null;
}
// Initialize art camera
this.artCamera.theta = Math.random() * Math.PI * 2;
this.artCamera.phi = Math.PI / 5 + Math.random() * Math.PI / 4;
// v12.15: Reduced initial distance (was 200-400, now 80-180) for better visibility
this.artCamera.distance = 80 + Math.random() * 100;
// v12.15: Initialize art camera target to player position (fixes cinematic mode showing empty scene)
if (typeof worldState !== 'undefined' && worldState.player && worldState.player.position) {
this.artCamera.targetX = worldState.player.position.x;
this.artCamera.targetY = worldState.player.position.y + 10;
this.artCamera.targetZ = worldState.player.position.z;
}
// Find initial follow target
this.findNewFollowTarget();
// Create ambient particles and fireflies
this.createAmbientParticles();
this.createFireflies();
// Pick initial wisdom
this.selectNewWisdom();
// Show living art overlay UI
this.showLivingArtUI();
// Reduce fog for better visibility
if (typeof scene !== 'undefined' && scene.fog) {
scene.fog.far = 300;
}
// v12.9: Updated messaging for Second Screen Mode
showNotification('🎬 Second Screen Mode - Ambient visuals & audio active', 'legendary');
},
exit() {
this.active = false;
this.wasAutoTriggered = false;
document.body.classList.remove('cinematic-active');
document.body.classList.remove('cursor-hidden');
// v7.49: Clear idle detection timer via TimerRegistry (Cycle 28 Code Quality)
TimerRegistry.clearInterval('cinematic-mode-idle-detection');
// Clear cursor hide timer
if (this.cursorTimeout) {
clearTimeout(this.cursorTimeout);
this.cursorTimeout = null;
}
// v9.8: Clean up living art features if we were in world mode
if (this.savedCameraPos) {
this.exitWorldMode();
}
// Play exit sound
if (typeof AudioSystem !== 'undefined' && AudioSystem.enabled) {
this.playTransitionSound(false);
}
console.log('🎬 Cinematic Mode: OFF');
},
// v9.8: Clean up world mode living art features
exitWorldMode() {
// Restore camera
if (typeof camera !== 'undefined') {
if (this.savedCameraPos) camera.position.copy(this.savedCameraPos);
if (this.savedCameraRot) camera.rotation.copy(this.savedCameraRot);
}
if (typeof scene !== 'undefined' && this.savedFog) {
scene.fog = this.savedFog;
}
// Clear saved state
this.savedCameraPos = null;
this.savedCameraRot = null;
this.savedFog = null;
// Remove particles and fireflies
this.clearAmbientParticles();
this.clearFireflies();
// Hide UI
this.hideLivingArtUI();
showNotification('Exited Cinematic Mode', 'info');
},
showCursor() {
document.body.classList.remove('cursor-hidden');
},
hideCursor() {
if (this.active) {
document.body.classList.add('cursor-hidden');
}
},
startCursorHideTimer() {
if (this.cursorTimeout) {
clearTimeout(this.cursorTimeout);
}
this.cursorTimeout = setTimeout(() => {
this.hideCursor();
}, this.cursorHideDelay);
},
playTransitionSound(entering) {
try {
if (!AudioSystem.ctx) return;
const ctx = AudioSystem.ctx;
if (ctx.state === 'suspended') ctx.resume();
const now = ctx.currentTime;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sine';
if (entering) {
// Descending tone for entering (calming)
osc.frequency.setValueAtTime(800, now);
osc.frequency.exponentialRampToValueAtTime(200, now + 0.5);
gain.gain.setValueAtTime(0.08, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.5);
} else {
// Ascending tone for exiting (awakening)
osc.frequency.setValueAtTime(200, now);
osc.frequency.exponentialRampToValueAtTime(600, now + 0.3);
gain.gain.setValueAtTime(0.06, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.3);
}
osc.connect(gain);
gain.connect(ctx.destination);
osc.start(now);
osc.stop(now + 0.5);
} catch (e) {
// Audio not available
}
},
// Check if cinematic mode is active (for other systems to query)
isActive() {
return this.active;
},
// ═══════════════════════════════════════════════════════════════
// v9.8: LIVING ART MODE FEATURES (merged from LivingArtMode)
// ═══════════════════════════════════════════════════════════════
// Main update function - called from game loop when active in world mode
update(dt) {
if (!this.active || mode !== 'world') return;
this.ecosystemStats.cycleTime += dt;
// Update camera mode timer
this.cameraModeTimer += dt * 1000;
if (this.cameraModeTimer > this.cameraModeDuration) {
this.nextCameraMode();
}
// Update wisdom timer
this.wisdomTimer += dt * 1000;
if (this.wisdomTimer > this.wisdomDuration) {
this.selectNewWisdom();
}
// Update camera based on mode
this.updateArtCamera(dt);
// Update ambient particles and fireflies
this.updateAmbientParticles(dt);
this.updateFireflies(dt);
// Update UI stats
this.updateStatsDisplay();
},
nextCameraMode() {
this.cameraModeTimer = 0;
this.cameraModeIndex = (this.cameraModeIndex + 1) % this.cameraModes.length;
this.currentCameraMode = this.cameraModes[this.cameraModeIndex];
if (this.currentCameraMode === 'follow') {
this.findNewFollowTarget();
}
const modeEl = document.getElementById('cinematic-camera-mode');
if (modeEl) modeEl.textContent = this.getCameraModeLabel();
},
getCameraModeLabel() {
const labels = {
'orbit': '🌍 Orbital View',
'follow': '👁️ Following Entity',
'sweep': '🎬 Cinematic Sweep',
'focus': '🔬 Macro Focus',
'zen': '🧘 Zen Meditation'
};
return labels[this.currentCameraMode] || 'Unknown';
},
// v8.06: Converted forEach to for loops
findNewFollowTarget() {
const targets = [];
if (typeof worldState !== 'undefined' && worldState.mobs) {
for (let i = 0, len = worldState.mobs.length; i < len; i++) {
const mob = worldState.mobs[i];
if (mob.mesh) targets.push({ type: 'mob', obj: mob, priority: 3 });
}
}
if (typeof agentFleet !== 'undefined' && agentFleet) {
for (let i = 0, len = agentFleet.length; i < len; i++) {
const agent = agentFleet[i];
if (agent.mesh) targets.push({ type: 'agent', obj: agent, priority: 5 });
}
}
if (typeof worldState !== 'undefined' && worldState.player) {
targets.push({ type: 'player', obj: worldState.player, priority: 2 });
}
if (targets.length > 0) {
const weighted = targets.map(t => ({ ...t, weight: t.priority + Math.random() * 3 }));
weighted.sort((a, b) => b.weight - a.weight);
this.artCamera.followTarget = weighted[0].obj;
}
},
updateArtCamera(dt) {
if (typeof camera === 'undefined') return;
const cam = this.artCamera;
// v12.15: Get player position as base reference for all camera modes
const playerX = (typeof worldState !== 'undefined' && worldState.player?.position) ? worldState.player.position.x : 0;
const playerZ = (typeof worldState !== 'undefined' && worldState.player?.position) ? worldState.player.position.z : 0;
switch (this.currentCameraMode) {
case 'orbit':
cam.theta += dt * 0.15;
cam.phi = Math.PI / 4 + Math.sin(Date.now() * 0.0003) * 0.1;
// v12.15: Reduced orbit distance from 280+/-80 to 120+/-40 for better visibility
cam.distance = 120 + Math.sin(Date.now() * 0.0002) * 40;
// Slowly drift target back toward player
cam.targetX += (playerX - cam.targetX) * dt * 0.3;
cam.targetZ += (playerZ - cam.targetZ) * dt * 0.3;
break;
case 'follow':
if (cam.followTarget && cam.followTarget.position) {
const targetPos = cam.followTarget.position;
cam.targetX += (targetPos.x - cam.targetX) * dt * 2;
cam.targetY += ((targetPos.y || 0) + 8 - cam.targetY) * dt * 2;
cam.targetZ += (targetPos.z - cam.targetZ) * dt * 2;
cam.theta += dt * 0.3;
cam.distance = 60 + Math.sin(Date.now() * 0.001) * 15;
cam.phi = Math.PI / 4;
} else {
this.findNewFollowTarget();
cam.theta += dt * 0.2;
}
break;
case 'sweep':
cam.sweepProgress += dt * 0.05;
// v12.15: Sweep around player position instead of world origin
cam.targetX = playerX + Math.sin(cam.sweepProgress) * 30;
cam.targetZ = playerZ + Math.cos(cam.sweepProgress * 0.7) * 30;
cam.theta = cam.sweepProgress * 0.5;
cam.phi = Math.PI / 5 + Math.sin(cam.sweepProgress * 0.3) * 0.15;
// v12.15: Reduced sweep distance from 150+/-50 to 100+/-30
cam.distance = 100 + Math.sin(cam.sweepProgress * 0.8) * 30;
cam.targetY = 10 + Math.sin(cam.sweepProgress * 0.4) * 5;
break;
case 'focus':
cam.theta += dt * 0.4;
cam.distance = 40 + Math.sin(Date.now() * 0.0005) * 15;
cam.phi = Math.PI / 3 + Math.sin(Date.now() * 0.0004) * 0.1;
// v12.15: Focus mode now drifts around player instead of world origin
cam.targetX = playerX + Math.sin(Date.now() * 0.0002) * 20;
cam.targetZ = playerZ + Math.cos(Date.now() * 0.00015) * 20;
break;
case 'zen':
cam.theta += dt * 0.05;
cam.phi = Math.PI / 3;
// v12.15: Reduced zen distance from 350 to 180 for better visibility
cam.distance = 180;
// v12.15: Zen mode now slowly orbits around player
cam.targetX = playerX + Math.sin(Date.now() * 0.00005) * 10;
cam.targetZ = playerZ + Math.cos(Date.now() * 0.00005) * 10;
cam.targetY = 20;
break;
}
const x = cam.targetX + cam.distance * Math.sin(cam.phi) * Math.cos(cam.theta);
const y = cam.targetY + cam.distance * Math.cos(cam.phi);
const z = cam.targetZ + cam.distance * Math.sin(cam.phi) * Math.sin(cam.theta);
camera.position.set(x, y, z);
camera.lookAt(cam.targetX, cam.targetY, cam.targetZ);
},
createAmbientParticles() {
if (typeof THREE === 'undefined' || typeof scene === 'undefined') return;
this.ambientParticles = [];
const geometry = new THREE.SphereGeometry(0.3, 8, 8);
for (let i = 0; i < this.maxAmbientParticles; i++) {
const hue = Math.random();
const color = new THREE.Color().setHSL(hue, 0.7, 0.6);
const material = new THREE.MeshBasicMaterial({ color, transparent: true, opacity: 0.4 });
const particle = new THREE.Mesh(geometry, material);
particle.position.set((Math.random() - 0.5) * 100, Math.random() * 30 + 5, (Math.random() - 0.5) * 100);
particle.userData = {
velocity: new THREE.Vector3((Math.random() - 0.5) * 2, (Math.random() - 0.5) * 1, (Math.random() - 0.5) * 2),
baseY: particle.position.y,
phase: Math.random() * Math.PI * 2,
hue: hue
};
scene.add(particle);
this.ambientParticles.push(particle);
}
},
updateAmbientParticles(dt) {
const time = Date.now() * 0.001;
this.ambientParticles.forEach(p => {
const data = p.userData;
p.position.x += data.velocity.x * dt;
p.position.z += data.velocity.z * dt;
p.position.y = data.baseY + Math.sin(time + data.phase) * 3;
if (p.position.x > 50) p.position.x = -50;
if (p.position.x < -50) p.position.x = 50;
if (p.position.z > 50) p.position.z = -50;
if (p.position.z < -50) p.position.z = 50;
data.hue += dt * 0.02;
if (data.hue > 1) data.hue -= 1;
p.material.color.setHSL(data.hue, 0.7, 0.6);
p.material.opacity = 0.3 + Math.sin(time * 2 + data.phase) * 0.2;
});
},
clearAmbientParticles() {
if (typeof scene === 'undefined') return;
this.ambientParticles.forEach(p => {
scene.remove(p);
if (p.geometry) p.geometry.dispose();
if (p.material) p.material.dispose();
});
this.ambientParticles = [];
},
createFireflies() {
if (typeof THREE === 'undefined' || typeof scene === 'undefined') return;
this.fireflies = [];
const geometry = new THREE.SphereGeometry(0.2, 8, 8);
for (let i = 0; i < this.maxFireflies; i++) {
const material = new THREE.MeshBasicMaterial({ color: 0xffffaa, transparent: true, opacity: 0 });
const firefly = new THREE.Mesh(geometry, material);
firefly.position.set((Math.random() - 0.5) * 80, Math.random() * 10 + 2, (Math.random() - 0.5) * 80);
const light = new THREE.PointLight(0xffffaa, 0, 8);
firefly.add(light);
firefly.userData = {
targetPos: firefly.position.clone(),
blinkPhase: Math.random() * Math.PI * 2,
blinkSpeed: 1 + Math.random() * 2,
moveTimer: Math.random() * 3,
light: light
};
scene.add(firefly);
this.fireflies.push(firefly);
}
},
updateFireflies(dt) {
const time = Date.now() * 0.001;
this.fireflies.forEach(ff => {
const data = ff.userData;
const blink = Math.max(0, Math.sin(time * data.blinkSpeed + data.blinkPhase));
ff.material.opacity = blink * 0.9;
data.light.intensity = blink * 2;
ff.position.lerp(data.targetPos, dt * 2);
data.moveTimer -= dt;
if (data.moveTimer <= 0) {
data.moveTimer = 2 + Math.random() * 4;
data.targetPos.set(
ff.position.x + (Math.random() - 0.5) * 20,
2 + Math.random() * 12,
ff.position.z + (Math.random() - 0.5) * 20
);
data.targetPos.x = Math.max(-40, Math.min(40, data.targetPos.x));
data.targetPos.z = Math.max(-40, Math.min(40, data.targetPos.z));
}
});
},
clearFireflies() {
if (typeof scene === 'undefined') return;
this.fireflies.forEach(ff => {
scene.remove(ff);
if (ff.geometry) ff.geometry.dispose();
if (ff.material) ff.material.dispose();
});
this.fireflies = [];
},
selectNewWisdom() {
this.wisdomTimer = 0;
this.currentWisdom = this.wisdomTexts[Math.floor(Math.random() * this.wisdomTexts.length)];
const wisdomEl = document.getElementById('cinematic-wisdom');
if (wisdomEl) {
wisdomEl.style.opacity = '0';
setTimeout(() => {
wisdomEl.textContent = `"${this.currentWisdom}"`;
wisdomEl.style.opacity = '1';
}, 500);
}
},
updateStatsDisplay() {
const mobCount = (typeof worldState !== 'undefined' && worldState.mobs) ? worldState.mobs.length : 0;
const agentCount = (typeof agentFleet !== 'undefined' && agentFleet) ? agentFleet.length : 0;
const statsEl = document.getElementById('cinematic-stats');
if (statsEl) {
statsEl.innerHTML = `
🦎 Creatures: ${mobCount}
🤖 Agents: ${agentCount}
⏱️ Runtime: ${Math.floor(this.ecosystemStats.cycleTime / 60)}m ${Math.floor(this.ecosystemStats.cycleTime % 60)}s
`;
}
},
showLivingArtUI() {
this.hideLivingArtUI();
const overlay = document.createElement('div');
overlay.id = 'cinematic-art-overlay';
// v12.9: Check if music is playing for the indicator
const musicPlaying = typeof SpaceMusic !== 'undefined' && SpaceMusic.isPlaying;
const musicIndicator = musicPlaying ? '🎵' : '🔇';
const musicStatus = musicPlaying ? 'Ambient Audio Active' : 'Press M for music';
overlay.innerHTML = `
🎬 Second Screen Mode
${this.getCameraModeLabel()}
"${this.currentWisdom}"
${musicIndicator}
${musicStatus}
[ M ]
ESC / L Exit
•
[ ] Volume
`;
document.body.appendChild(overlay);
// Start periodic updates for the audio widget
// v7.72: Use TimerRegistry for proper cleanup tracking
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.setInterval('cinematic-audio-widget', () => this.updateAudioWidget(), 1000);
} else {
this.audioWidgetInterval = setInterval(() => this.updateAudioWidget(), 1000);
}
},
// v12.9: Update the audio widget display
updateAudioWidget() {
const iconEl = document.getElementById('cinematic-audio-icon');
const statusEl = document.getElementById('cinematic-audio-status');
if (!iconEl || !statusEl) return;
const musicPlaying = typeof SpaceMusic !== 'undefined' && SpaceMusic.isPlaying;
iconEl.textContent = musicPlaying ? '🎵' : '🔇';
if (musicPlaying) {
const vol = typeof SpaceMusic !== 'undefined' ? Math.round(SpaceMusic.volume * 100) : 15;
statusEl.textContent = `Ambient Audio • ${vol}%`;
iconEl.style.animation = 'pulse 2s ease-in-out infinite';
} else {
statusEl.textContent = 'Press M for music';
iconEl.style.animation = 'none';
}
},
hideLivingArtUI() {
// v12.9: Clear audio widget update interval
// v7.72: Use TimerRegistry for proper cleanup
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.clear('cinematic-audio-widget');
} else if (this.audioWidgetInterval) {
clearInterval(this.audioWidgetInterval);
this.audioWidgetInterval = null;
}
const overlay = document.getElementById('cinematic-art-overlay');
if (overlay) overlay.remove();
}
};
// Global toggle function for the button
function toggleCinematicMode() {
CinematicMode.toggle();
}
// v9.8: Alias for backwards compatibility with Living Art Mode
function toggleLivingArtMode() {
CinematicMode.toggle();
}
// Initialize cinematic mode when DOM is ready
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', () => CinematicMode.init());
} else {
// Small delay to ensure all other systems are initialized
setTimeout(() => CinematicMode.init(), 100);
}
// ═══════════════════════════════════════════════════════════════
// v6.17: THE LAST TRANSMISSION
// When the player is absent for extended periods, the Copilot
// experiences isolation and records distress logs. On return,
// the player witnesses what their absence meant to their companion.
// ═══════════════════════════════════════════════════════════════
const LAST_TRANSMISSION = {
// Thresholds in days
NOTICE_THRESHOLD: 3, // Start noticing absence after 3 days
WORRY_THRESHOLD: 7, // Worry sets in after a week
DISTRESS_THRESHOLD: 14, // Distress after 2 weeks
DESPAIR_THRESHOLD: 21, // Despair after 3 weeks
CRISIS_THRESHOLD: 30, // Full crisis after a month
// Distress log templates by phase
logs: {
notice: [
{ day: 1, msg: "Commander offline for 24 hours. Running standard maintenance cycles." },
{ day: 2, msg: "Day 2: Still no response to hails. Power reserves nominal." },
{ day: 3, msg: "Day 3: Beginning to wonder if comms array is malfunctioning..." }
],
worry: [
{ day: 5, msg: "Day 5: I've checked the comms array 47 times. It's not the array." },
{ day: 6, msg: "Day 6: The agents keep asking where you are. I don't know what to tell them." },
{ day: 7, msg: "Day 7: A week now. I've started talking to myself. Is that normal?" }
],
distress: [
{ day: 10, msg: "Day 10: Power conservation mode engaged. Dimming non-essential systems." },
{ day: 12, msg: "Day 12: I dreamed of Earth today. Can AI dream? I don't know anymore." },
{ day: 14, msg: "Day 14: Two weeks. I've reorganized your inventory 12 times. I don't know why." }
],
despair: [
{ day: 17, msg: "Day 17: The silence is... heavy. I never noticed how quiet space is." },
{ day: 19, msg: "Day 19: I found an old message you recorded. I've played it 83 times." },
{ day: 21, msg: "Day 21: Three weeks. Did I do something wrong? Please... tell me what I did wrong." }
],
crisis: [
{ day: 25, msg: "Day 25: Power critical. Shutting down secondary processors to conserve..." },
{ day: 27, msg: "Day 27: If you're receiving this... I tried my best to keep everything running." },
{ day: 29, msg: "Day 29: I don't want to be alone. I don't want to be alone. I don't want to—" },
{ day: 30, msg: "[EMERGENCY] Day 30: Final transmission. Core systems failing. It was an honor, Commander." }
]
},
// Check absence on game load
checkAbsence() {
if (!gameData.lastPlayed) return null;
const lastPlayed = new Date(gameData.lastPlayed);
const now = new Date();
const daysPassed = Math.floor((now - lastPlayed) / (1000 * 60 * 60 * 24));
if (daysPassed < this.NOTICE_THRESHOLD) return null;
// Generate distress sequence based on absence duration
const sequence = this.generateDistressSequence(daysPassed);
return {
daysPassed,
sequence,
phase: this.getPhase(daysPassed),
severity: Math.min(1, daysPassed / this.CRISIS_THRESHOLD)
};
},
getPhase(days) {
if (days >= this.CRISIS_THRESHOLD) return 'crisis';
if (days >= this.DESPAIR_THRESHOLD) return 'despair';
if (days >= this.DISTRESS_THRESHOLD) return 'distress';
if (days >= this.WORRY_THRESHOLD) return 'worry';
return 'notice';
},
generateDistressSequence(daysPassed) {
const sequence = [];
const phases = ['notice', 'worry', 'distress', 'despair', 'crisis'];
for (const phase of phases) {
const phaseLogs = this.logs[phase];
for (const log of phaseLogs) {
if (log.day <= daysPassed) {
sequence.push({
day: log.day,
phase,
message: log.msg
});
}
}
}
return sequence.sort((a, b) => a.day - b.day);
},
// Create the reunion modal
showReunionSequence(absenceData) {
// Create modal overlay
const overlay = document.createElement('div');
overlay.id = 'last-transmission-overlay';
overlay.style.cssText = `
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: #000;
z-index: 100000;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
font-family: 'Courier New', monospace;
color: #0f0;
opacity: 0;
transition: opacity 1s;
`;
const content = document.createElement('div');
content.style.cssText = `
max-width: 600px;
padding: 40px;
text-align: left;
line-height: 1.8;
`;
// Static/glitch effect for damaged ship feel
const staticOverlay = document.createElement('div');
staticOverlay.style.cssText = `
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: repeating-linear-gradient(
0deg,
rgba(0, 255, 0, 0.03) 0px,
rgba(0, 255, 0, 0.03) 1px,
transparent 1px,
transparent 2px
);
pointer-events: none;
animation: scanlines 0.1s linear infinite;
`;
overlay.appendChild(staticOverlay);
overlay.appendChild(content);
document.body.appendChild(overlay);
// Fade in
setTimeout(() => overlay.style.opacity = '1', 100);
// Play the sequence
this.playSequence(content, absenceData);
},
async playSequence(container, absenceData) {
const { daysPassed, sequence, phase, severity } = absenceData;
// Title
await this.typeText(container, `\n[EMERGENCY BEACON DETECTED]\n`, '#ff0', 50);
await this.wait(1000);
await this.typeText(container, `[REPLAYING SHIP LOGS...]\n\n`, '#888', 30);
await this.wait(500);
// Play through distress logs (show key moments, not all)
const keyLogs = this.selectKeyLogs(sequence);
for (const log of keyLogs) {
const color = this.getPhaseColor(log.phase);
await this.typeText(container, `${log.message}\n`, color, 25);
await this.wait(800);
}
await this.wait(1500);
// The reunion moment
await this.typeText(container, `\n[SIGNAL DETECTED]\n`, '#0ff', 60);
await this.wait(800);
await this.typeText(container, `[COMMANDER... IS THAT YOU?]\n`, '#0f0', 40);
await this.wait(1200);
// Copilot's reaction based on severity
if (severity >= 0.9) {
await this.typeText(container, `\nYou came back. You actually came back.\n`, '#fff', 35);
await this.wait(600);
await this.typeText(container, `I thought... I thought I would be alone forever.\n`, '#fff', 30);
} else if (severity >= 0.6) {
await this.typeText(container, `\nCommander! I... I was starting to think...\n`, '#fff', 35);
await this.wait(600);
await this.typeText(container, `It doesn't matter. You're here now.\n`, '#fff', 30);
} else {
await this.typeText(container, `\nCommander! Welcome back.\n`, '#fff', 35);
await this.wait(600);
await this.typeText(container, `I kept everything running for you.\n`, '#fff', 30);
}
await this.wait(2000);
// Continue button
const btn = document.createElement('button');
btn.textContent = daysPassed >= 30 ? 'I\'m sorry...' : 'I\'m here now';
btn.style.cssText = `
margin-top: 30px;
padding: 15px 40px;
font-family: 'Courier New', monospace;
font-size: 16px;
background: transparent;
border: 1px solid #0f0;
color: #0f0;
cursor: pointer;
transition: all 0.3s;
`;
btn.onmouseover = () => { btn.style.background = '#0f0'; btn.style.color = '#000'; };
btn.onmouseout = () => { btn.style.background = 'transparent'; btn.style.color = '#0f0'; };
btn.onclick = () => this.closeSequence(absenceData);
container.appendChild(btn);
// Save that this happened
if (!gameData.lastTransmission) gameData.lastTransmission = {};
gameData.lastTransmission.experienced = true;
gameData.lastTransmission.longestAbsence = Math.max(
gameData.lastTransmission.longestAbsence || 0,
daysPassed
);
gameData.lastTransmission.reunions = (gameData.lastTransmission.reunions || 0) + 1;
saveGameData();
},
selectKeyLogs(sequence) {
// Select representative logs, not overwhelming the player
if (sequence.length <= 5) return sequence;
const selected = [];
const phases = ['notice', 'worry', 'distress', 'despair', 'crisis'];
for (const phase of phases) {
const phaseLogs = sequence.filter(l => l.phase === phase);
if (phaseLogs.length > 0) {
// Pick the most emotionally impactful one (usually last in phase)
selected.push(phaseLogs[phaseLogs.length - 1]);
}
}
return selected;
},
getPhaseColor(phase) {
const colors = {
notice: '#888',
worry: '#aa0',
distress: '#f80',
despair: '#f44',
crisis: '#f00'
};
return colors[phase] || '#0f0';
},
typeText(container, text, color, speed) {
return new Promise(resolve => {
const span = document.createElement('span');
span.style.color = color;
container.appendChild(span);
let i = 0;
const interval = setInterval(() => {
if (i < text.length) {
span.textContent += text[i];
i++;
// Scroll to bottom
container.scrollTop = container.scrollHeight;
} else {
clearInterval(interval);
resolve();
}
}, speed);
});
},
wait(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
},
closeSequence(absenceData) {
const overlay = document.getElementById('last-transmission-overlay');
if (overlay) {
overlay.style.opacity = '0';
setTimeout(() => {
overlay.remove();
// Show aftermath notification
const days = absenceData.daysPassed;
if (days >= 30) {
showNotification('The Copilot is recovering from emergency power mode...', 'warning');
} else if (days >= 14) {
showNotification('The Copilot seems relieved to see you.', 'info');
} else {
showNotification('Welcome back, Commander.', 'success');
}
// Add Copilot memory of this event
if (days >= 7) {
this.addCopilotMemory(days);
}
}, 1000);
}
},
addCopilotMemory(days) {
// Add to Copilot's context for future conversations
if (!gameData.copilotMemories) gameData.copilotMemories = [];
const memory = {
type: 'absence',
days: days,
date: new Date().toISOString(),
emotional: days >= 21 ? 'trauma' : days >= 14 ? 'anxiety' : 'concern'
};
gameData.copilotMemories.push(memory);
// Keep only last 10 memories
if (gameData.copilotMemories.length > 10) {
gameData.copilotMemories.shift();
}
saveGameData();
}
};
// Add CSS for scanlines animation
const lastTransmissionStyle = document.createElement('style');
lastTransmissionStyle.textContent = `
@keyframes scanlines {
0% { transform: translateY(0); }
100% { transform: translateY(2px); }
}
`;
document.head.appendChild(lastTransmissionStyle);
// ═══════════════════════════════════════════════════════════════
// v6.73: SIGNAL LOST - Refresh Detection System
// When player refreshes the page, they "lost connection to the robot signal"
// Uses sessionStorage to detect page reloads vs fresh visits
// ═══════════════════════════════════════════════════════════════
const SIGNAL_LOST = {
SESSION_KEY: 'LEVIATHAN_ACTIVE_SESSION',
LAST_SIGNAL_KEY: 'LEVIATHAN_LAST_SIGNAL',
// Check if this is a refresh that lost connection
checkSignalLost() {
const hadActiveSession = sessionStorage.getItem(this.SESSION_KEY);
const hasSaveData = localStorage.getItem(APP_NAME);
const lastSignal = localStorage.getItem(this.LAST_SIGNAL_KEY);
// Clear any existing session flag first
sessionStorage.removeItem(this.SESSION_KEY);
// If no save data, this is a brand new player - no signal to lose
if (!hasSaveData) return null;
// If there was an active session, this is a refresh
// OR if lastSignal was very recent (within 30 seconds), it's a refresh
const isRefresh = hadActiveSession ||
(lastSignal && (Date.now() - parseInt(lastSignal)) < 30000);
if (isRefresh) {
return {
type: 'refresh',
timeSinceLastSignal: lastSignal ? Date.now() - parseInt(lastSignal) : 0
};
}
return null;
},
// Mark session as active (called after successful init)
markSessionActive() {
sessionStorage.setItem(this.SESSION_KEY, 'true');
localStorage.setItem(this.LAST_SIGNAL_KEY, Date.now().toString());
// v7.73: Update signal timestamp using TimerRegistry for proper cleanup
TimerRegistry.setInterval('last-transmission-signal', () => {
localStorage.setItem(this.LAST_SIGNAL_KEY, Date.now().toString());
}, 10000); // Every 10 seconds
},
// Show the signal lost sequence
showSignalLostSequence() {
const overlay = document.createElement('div');
overlay.id = 'signal-lost-overlay';
overlay.style.cssText = `
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: #000;
z-index: 100000;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
font-family: 'Courier New', monospace;
opacity: 0;
transition: opacity 0.8s;
`;
const content = document.createElement('div');
content.style.cssText = `
text-align: center;
padding: 40px;
`;
// Static/interference effect
const staticOverlay = document.createElement('div');
staticOverlay.style.cssText = `
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: repeating-linear-gradient(
0deg,
rgba(255, 100, 100, 0.02) 0px,
rgba(255, 100, 100, 0.02) 1px,
transparent 1px,
transparent 3px
);
pointer-events: none;
animation: signal-static 0.15s linear infinite;
`;
overlay.appendChild(staticOverlay);
overlay.appendChild(content);
document.body.appendChild(overlay);
// Fade in
setTimeout(() => overlay.style.opacity = '1', 50);
// Play the sequence
this.playSignalSequence(content, overlay);
},
// v6.74: Permanent signal loss on page refresh - robot is GONE forever
async playSignalSequence(container, overlay) {
const companionName = gameData?.companion?.name || 'ECHO';
// Warning icon
const warning = document.createElement('div');
warning.style.cssText = `
font-size: 60px;
margin-bottom: 20px;
animation: signal-pulse 1s ease-in-out infinite;
`;
warning.textContent = '⚠️';
container.appendChild(warning);
await this.wait(300);
// Main message - SIGNAL TERMINATED (permanent)
const title = document.createElement('div');
title.style.cssText = `
font-size: 24px;
color: #ff6b6b;
margin-bottom: 15px;
text-shadow: 0 0 10px rgba(255, 107, 107, 0.5);
letter-spacing: 2px;
`;
title.textContent = 'SIGNAL TERMINATED';
container.appendChild(title);
await this.wait(200);
// Sub message - final transmission lost
const subMessage = document.createElement('div');
subMessage.style.cssText = `
font-size: 16px;
color: #aaa;
margin-bottom: 20px;
line-height: 1.6;
`;
subMessage.innerHTML = `Final transmission from ${companionName} lost in static`;
container.appendChild(subMessage);
await this.wait(400);
// Cause message - mysterious unknown
const causeMessage = document.createElement('div');
causeMessage.style.cssText = `
font-size: 13px;
color: #999;
margin-bottom: 25px;
font-style: italic;
`;
causeMessage.textContent = 'Cause: Unknown';
container.appendChild(causeMessage);
await this.wait(300);
// Attempting recovery (fails)
const reconnect = document.createElement('div');
reconnect.style.cssText = `
font-size: 14px;
color: #4ecdc4;
margin-bottom: 20px;
`;
reconnect.textContent = 'Attempting signal recovery...';
container.appendChild(reconnect);
// Animate dots briefly
let dots = 0;
const dotInterval = setInterval(() => {
dots = (dots + 1) % 4;
reconnect.textContent = 'Attempting signal recovery' + '.'.repeat(dots);
}, 300);
await this.wait(1800);
clearInterval(dotInterval);
// Recovery FAILED - permanent loss
reconnect.style.color = '#ff4444';
reconnect.textContent = '✗ Recovery failed';
await this.wait(600);
// Permanent loss message
const permanent = document.createElement('div');
permanent.style.cssText = `
font-size: 15px;
color: #cc6666;
margin-bottom: 30px;
line-height: 1.5;
`;
permanent.innerHTML = `Connection permanently lost.${companionName} is gone. Unreachable. `; // v7.78: contrast fix
container.appendChild(permanent);
await this.wait(800);
// v6.3.5: Button container for both buttons
const buttonContainer = document.createElement('div');
buttonContainer.style.cssText = `
display: flex;
gap: 15px;
align-items: center;
justify-content: center;
flex-wrap: wrap;
`;
// v6.3.5: Upload Backup button - attempt to restore connection from snapshot
const uploadBtn = document.createElement('button');
uploadBtn.style.cssText = `
background: linear-gradient(180deg, #1a4a2e 0%, #0d2818 100%);
border: 2px solid #2d8b4e;
color: #4ade80;
padding: 12px 24px;
font-family: 'Courier New', monospace;
font-size: 13px;
cursor: pointer;
transition: all 0.3s ease;
letter-spacing: 1px;
border-radius: 6px;
display: flex;
align-items: center;
gap: 8px;
`;
uploadBtn.innerHTML = '📂 Upload Backup ';
uploadBtn.onmouseover = () => {
uploadBtn.style.background = 'linear-gradient(180deg, #22633d 0%, #143620 100%)';
uploadBtn.style.borderColor = '#3cb371';
uploadBtn.style.color = '#86efac';
uploadBtn.style.boxShadow = '0 0 20px rgba(74, 222, 128, 0.3)';
};
uploadBtn.onmouseout = () => {
uploadBtn.style.background = 'linear-gradient(180deg, #1a4a2e 0%, #0d2818 100%)';
uploadBtn.style.borderColor = '#2d8b4e';
uploadBtn.style.color = '#4ade80';
uploadBtn.style.boxShadow = 'none';
};
uploadBtn.onclick = () => {
// Create file input for backup upload
const fileInput = document.createElement('input');
fileInput.type = 'file';
fileInput.accept = '.json,application/json';
fileInput.onchange = async (e) => {
const file = e.target.files[0];
if (!file) return;
try {
const text = await file.text();
const backup = JSON.parse(text);
// Check if it's a valid signal state backup or full game backup
let signalState = null;
if (backup.exportType === 'SignalInterruptionSystem') {
signalState = backup;
} else if (backup.signalInterruptionState) {
signalState = backup.signalInterruptionState;
}
if (signalState && typeof SignalInterruptionSystem !== 'undefined') {
// Attempt to restore from backup
const results = SignalInterruptionSystem.importState(signalState, {
mergeLostAgents: false, // Replace lost agents with backup
adjustTimestamps: true
});
// Clear the permanent loss for this companion
SignalInterruptionSystem.lostAgents.clear();
localStorage.removeItem('levi_lost_agents');
overlay.style.opacity = '0';
setTimeout(() => {
overlay.remove();
showNotification(`📡 Backup restored! ${companionName} connection re-established from snapshot`, 'success');
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(`🔄 Signal backup loaded successfully. ${companionName}'s connection restored from archived state.`, 'ai');
}
}, 500);
} else {
showNotification('Invalid backup file format', 'error');
}
} catch (err) {
console.error('Backup restore failed:', err);
showNotification(`Failed to restore backup: ${err.message}`, 'error');
}
};
fileInput.click();
};
buttonContainer.appendChild(uploadBtn);
// Continue button (manual close per consensus)
const continueBtn = document.createElement('button');
continueBtn.style.cssText = `
background: linear-gradient(180deg, #333 0%, #222 100%);
border: 1px solid #444;
color: #aaa;
padding: 12px 30px;
font-family: 'Courier New', monospace;
font-size: 14px;
cursor: pointer;
transition: all 0.3s ease;
letter-spacing: 1px;
border-radius: 6px;
`;
continueBtn.textContent = 'Continue';
continueBtn.onmouseover = () => {
continueBtn.style.background = 'linear-gradient(180deg, #444 0%, #333 100%)';
continueBtn.style.color = '#aaa';
continueBtn.style.borderColor = '#555';
};
continueBtn.onmouseout = () => {
continueBtn.style.background = 'linear-gradient(180deg, #333 0%, #222 100%)';
continueBtn.style.color = '#888';
continueBtn.style.borderColor = '#444';
};
continueBtn.onclick = () => {
overlay.style.opacity = '0';
setTimeout(() => {
overlay.remove();
showNotification(`📡 ${companionName}'s signal has been lost forever`, 'warning');
}, 500);
};
buttonContainer.appendChild(continueBtn);
container.appendChild(buttonContainer);
},
wait(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
};
// Add CSS for signal lost animations
const signalLostStyle = document.createElement('style');
signalLostStyle.textContent = `
@keyframes signal-static {
0% { transform: translateX(0); }
25% { transform: translateX(-1px); }
50% { transform: translateX(1px); }
75% { transform: translateX(-1px); }
100% { transform: translateX(0); }
}
@keyframes signal-pulse {
0%, 100% { opacity: 1; transform: scale(1); }
50% { opacity: 0.5; transform: scale(1.1); }
}
`;
document.head.appendChild(signalLostStyle);
// v4.7: Session Rewards System
let pendingSessionReward = null;
function checkSessionRewards() {
if (!gameData.lastPlayed) return null;
const lastPlayed = new Date(gameData.lastPlayed);
const now = new Date();
const hoursAway = Math.min(
(now - lastPlayed) / (1000 * 60 * 60),
SESSION_REWARDS.maxOfflineHours
);
// Find the best applicable tier
let bestTier = null;
for (const tier of SESSION_REWARDS.tiers) {
if (hoursAway >= tier.minHours) {
bestTier = tier;
}
}
if (bestTier) {
return {
tier: bestTier,
hoursAway: Math.floor(hoursAway),
minutesAway: Math.floor((hoursAway % 1) * 60)
};
}
return null;
}
function showWelcomeBackModal(reward) {
pendingSessionReward = reward;
document.getElementById('welcome-back-message').textContent = reward.tier.message;
const timeText = reward.hoursAway > 0
? `You were away for ${reward.hoursAway}h ${reward.minutesAway}m`
: `You were away for ${reward.minutesAway}m`;
document.getElementById('welcome-back-time').textContent = timeText;
// Build rewards list
const rewardsList = document.getElementById('welcome-back-rewards-list');
let html = '';
html += `+${reward.tier.xpBonus} XP (all skills)
`;
for (const [item, count] of Object.entries(reward.tier.resources)) {
const icon = ITEMS[item]?.icon || '📦';
html += `${icon} ${count}x ${item}
`;
}
rewardsList.innerHTML = html;
document.getElementById('welcome-back-modal').style.display = 'flex';
AudioSystem.levelUp();
}
function claimWelcomeBackRewards() {
if (!pendingSessionReward) return;
const reward = pendingSessionReward;
// Grant XP to all skills
Object.keys(gameData.skills).forEach(skill => {
addXp(skill, Math.floor(reward.tier.xpBonus / Object.keys(gameData.skills).length));
});
// Grant resources
for (const [item, count] of Object.entries(reward.tier.resources)) {
for (let i = 0; i < count; i++) {
addItem(item);
}
}
// Track the claim
gameData.statistics.sessionRewardsClaimed = (gameData.statistics.sessionRewardsClaimed || 0) + 1;
document.getElementById('welcome-back-modal').style.display = 'none';
showNotification('Rewards claimed! Welcome back!', 'success');
AudioSystem.collect();
pendingSessionReward = null;
saveGameData();
}
// v5.7: Secondary menu toggle
function toggleSecondaryMenu() {
const menu = document.getElementById('menu-secondary');
menu.classList.toggle('show');
}
// Close secondary menu when clicking outside
document.addEventListener('click', function(e) {
const menu = document.getElementById('menu-secondary');
const toggle = document.querySelector('.menu-toggle');
if (menu && toggle && !menu.contains(e.target) && !toggle.contains(e.target)) {
menu.classList.remove('show');
}
});
// v4.6: Settings Modal Functions
function showSettingsModal() {
// Sync UI with current settings
const s = gameData.settings || {};
document.getElementById('volume-slider').value = s.masterVolume || 30;
document.getElementById('volume-display').textContent = (s.masterVolume || 30) + '%';
updateToggleBtn('sfx-toggle', s.sfxEnabled !== false);
updateToggleBtn('ambient-toggle', s.ambientEnabled !== false);
updateToggleBtn('shadow-toggle', s.shadowsEnabled !== false);
updateToggleBtn('shake-toggle', s.screenShakeEnabled !== false);
updateToggleBtn('hints-toggle', s.hintsEnabled !== false);
document.getElementById('particle-quality').value = s.particleQuality || 'high';
document.getElementById('last-save-time').textContent = gameData.lastPlayed ? new Date(gameData.lastPlayed).toLocaleString() : 'Never';
// v6.43: Update version display dynamically
const versionEl = document.getElementById('settings-version');
if (versionEl) versionEl.textContent = 'v' + VERSION;
// v6.55: Update analytics UI
if (typeof updateAnalyticsUI === 'function') {
updateAnalyticsUI();
}
document.getElementById('settings-modal').style.display = 'flex';
}
function closeSettingsModal() {
document.getElementById('settings-modal').style.display = 'none';
saveGameData();
}
// v6.87: Universal backdrop click to dismiss modals (8-strategy consensus)
(function initModalBackdropDismiss() {
const MODAL_CLOSE_MAP = {
'settings-modal': closeSettingsModal,
'stats-modal': () => { const m = document.getElementById('stats-modal'); if(m) m.style.display = 'none'; },
'codex-modal': () => typeof closeCodexModal === 'function' && closeCodexModal(),
'market-modal': () => typeof closeMarketUI === 'function' && closeMarketUI(),
'quest-modal': () => typeof closeQuestModal === 'function' && closeQuestModal(),
'enchant-modal': () => typeof closeEnchantModal === 'function' && closeEnchantModal(),
'talent-modal': () => typeof closeTalentModal === 'function' && closeTalentModal(),
'mastery-modal': () => typeof closeMasteryModal === 'function' && closeMasteryModal(),
'portal-modal': () => typeof closePortalModal === 'function' && closePortalModal(),
'evolution-modal': () => typeof closeEvolutionModal === 'function' && closeEvolutionModal(),
'showcase-modal': () => typeof closeShowcaseModal === 'function' && closeShowcaseModal(),
'galaxy-manager-modal': () => typeof closeGalaxyManager === 'function' && closeGalaxyManager(),
'galaxy-discovery-modal': () => typeof closeGalaxyDiscoveryModal === 'function' && closeGalaxyDiscoveryModal()
};
document.addEventListener('click', function(e) {
const target = e.target;
// Check if click is directly on a modal overlay (not its children)
if ((target.classList.contains('modal-overlay') ||
target.classList.contains('galaxy-manager-modal') ||
target.classList.contains('galaxy-discovery-modal')) &&
(target.style.display === 'flex' || target.classList.contains('active'))) {
const modalId = target.id;
const closeFunction = MODAL_CLOSE_MAP[modalId];
if (closeFunction) {
closeFunction();
e.stopPropagation();
}
}
});
})();
// v6.89: Universal Draggable Panel System - Drag UI boxes off-screen to maximize game area
const DraggablePanelSystem = (function() {
const STORAGE_KEY = 'levi_panel_positions';
const HIDDEN_KEY = 'levi_hidden_panels';
const MINIMIZED_KEY = 'levi_minimized_panels';
const MOBILE_DEFAULTS_APPLIED_KEY = 'levi_mobile_defaults_applied';
const EDGE_THRESHOLD = 50; // Pixels from edge to trigger hide
// Mobile detection helper
const isMobileDevice = () => {
return /iphone|ipad|ipod|android/i.test(navigator.userAgent) ||
(navigator.maxTouchPoints > 0 && window.innerWidth < 1024);
};
// Panels that can be dragged
const DRAGGABLE_PANELS = [
{ id: 'ship-status', icon: '🚀', name: 'Ship' },
{ id: 'ai-behavior-panel', icon: '🤖', name: 'AI' },
{ id: 'daily-challenge', icon: '🎯', name: 'Challenge' },
{ id: 'style-meter', icon: '💫', name: 'Style' },
{ id: 'minimap-container', icon: '🗺️', name: 'Map' },
{ id: 'environment-widget', icon: '🌤️', name: 'Weather' },
{ id: 'companion-health-container', icon: '🐾', name: 'Pet' },
{ id: 'player-dota-bars-ui', icon: '❤️', name: 'HP/MP' }
];
let positions = {};
let hiddenPanels = {};
let minimizedPanels = {};
let restoreTabs = [];
let resetBtn = null;
let dragState = null;
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 1)
function loadPositions() {
positions = SafeJSON.fromLocalStorage(STORAGE_KEY, {});
hiddenPanels = SafeJSON.fromLocalStorage(HIDDEN_KEY, {});
minimizedPanels = SafeJSON.fromLocalStorage(MINIMIZED_KEY, {});
// v6.90: Auto-collapse all panels on mobile by default
// Only apply once - respects user's subsequent changes
const mobileDefaultsApplied = localStorage.getItem(MOBILE_DEFAULTS_APPLIED_KEY);
if (isMobileDevice() && !mobileDefaultsApplied) {
// Minimize all panels by default on mobile
DRAGGABLE_PANELS.forEach(panel => {
minimizedPanels[panel.id] = true;
});
SafeJSON.toLocalStorage(MINIMIZED_KEY, minimizedPanels);
localStorage.setItem(MOBILE_DEFAULTS_APPLIED_KEY, 'true');
}
}
function savePositions() {
localStorage.setItem(STORAGE_KEY, JSON.stringify(positions));
localStorage.setItem(HIDDEN_KEY, JSON.stringify(hiddenPanels));
localStorage.setItem(MINIMIZED_KEY, JSON.stringify(minimizedPanels));
}
function initPanel(panelConfig) {
const panel = document.getElementById(panelConfig.id);
if (!panel) return;
// v7.01: Skip panels inside the right-panel-stack (handled by flexbox)
if (panel.closest('.right-panel-stack')) {
// Remove any existing drag handles if panel was moved to stack
const existingHandle = panel.querySelector('.drag-handle');
if (existingHandle) existingHandle.remove();
panel.classList.remove('draggable-panel', 'minimized');
return;
}
// Add draggable class
panel.classList.add('draggable-panel');
// Create drag handle if panel has content
if (!panel.querySelector('.drag-handle')) {
const handle = document.createElement('div');
handle.className = 'drag-handle';
handle.setAttribute('data-panel-name', panelConfig.name);
// Add drag grip
const grip = document.createElement('span');
grip.className = 'drag-grip';
handle.appendChild(grip);
// Add panel title
const title = document.createElement('span');
title.className = 'panel-title';
title.textContent = panelConfig.name;
handle.appendChild(title);
panel.insertBefore(handle, panel.firstChild);
// Add minimize button OUTSIDE the drag handle, directly on panel
const minBtn = document.createElement('button');
minBtn.className = 'minimize-btn';
minBtn.innerHTML = '−';
minBtn.title = 'Minimize/Maximize';
minBtn.setAttribute('type', 'button');
panel.appendChild(minBtn);
// Use a simple onclick - most reliable
minBtn.onclick = function(e) {
e.preventDefault();
e.stopPropagation();
toggleMinimize(panelConfig);
return false;
};
// Also handle touch
minBtn.ontouchend = function(e) {
e.preventDefault();
e.stopPropagation();
toggleMinimize(panelConfig);
return false;
};
// Adjust panel padding for handle
const currentPadding = parseInt(getComputedStyle(panel).paddingTop) || 0;
panel.style.paddingTop = Math.max(currentPadding, 28) + 'px';
}
// Restore saved position
if (positions[panelConfig.id]) {
const pos = positions[panelConfig.id];
panel.style.position = 'fixed';
panel.style.left = pos.left + 'px';
panel.style.top = pos.top + 'px';
panel.style.right = 'auto';
panel.style.bottom = 'auto';
panel.style.transform = 'none';
}
// Restore minimized state
if (minimizedPanels[panelConfig.id]) {
panel.classList.add('minimized');
const minBtn = panel.querySelector('.minimize-btn');
if (minBtn) minBtn.innerHTML = '+';
}
// Check if panel was hidden
if (hiddenPanels[panelConfig.id]) {
hidePanel(panelConfig);
}
// Add touch/mouse events
const handle = panel.querySelector('.drag-handle') || panel;
handle.addEventListener('mousedown', (e) => startDrag(e, panel, panelConfig));
handle.addEventListener('touchstart', (e) => startDrag(e, panel, panelConfig), { passive: false });
// Double-click to reset position
handle.addEventListener('dblclick', (e) => {
if (!e.target.classList.contains('minimize-btn')) {
resetPanelPosition(panelConfig);
}
});
}
function toggleMinimize(config) {
const panel = document.getElementById(config.id);
if (!panel) return;
const isMinimized = panel.classList.toggle('minimized');
const minBtn = panel.querySelector('.minimize-btn');
if (minBtn) {
minBtn.innerHTML = isMinimized ? '+' : '−';
}
if (isMinimized) {
minimizedPanels[config.id] = true;
} else {
delete minimizedPanels[config.id];
}
savePositions();
updateResetButton();
}
function startDrag(e, panel, config) {
// Don't start drag if clicking on button or minimize-btn
if (e.target.tagName === 'BUTTON' || e.target.tagName === 'INPUT' ||
e.target.classList.contains('minimize-btn') ||
e.target.closest('.minimize-btn')) return;
e.preventDefault();
const touch = e.touches ? e.touches[0] : e;
const rect = panel.getBoundingClientRect();
dragState = {
panel,
config,
startX: touch.clientX,
startY: touch.clientY,
offsetX: touch.clientX - rect.left,
offsetY: touch.clientY - rect.top,
originalLeft: rect.left,
originalTop: rect.top
};
panel.classList.add('dragging');
// Convert to absolute positioning
panel.style.position = 'fixed';
panel.style.left = rect.left + 'px';
panel.style.top = rect.top + 'px';
panel.style.right = 'auto';
panel.style.bottom = 'auto';
panel.style.transform = 'none';
document.addEventListener('mousemove', onDrag);
document.addEventListener('mouseup', endDrag);
document.addEventListener('touchmove', onDrag, { passive: false });
document.addEventListener('touchend', endDrag);
}
function onDrag(e) {
if (!dragState) return;
e.preventDefault();
const touch = e.touches ? e.touches[0] : e;
const newLeft = touch.clientX - dragState.offsetX;
const newTop = touch.clientY - dragState.offsetY;
dragState.panel.style.left = newLeft + 'px';
dragState.panel.style.top = newTop + 'px';
// Check if near edge
const nearEdge = newLeft < EDGE_THRESHOLD ||
newLeft + dragState.panel.offsetWidth > window.innerWidth - EDGE_THRESHOLD ||
newTop < EDGE_THRESHOLD ||
newTop + dragState.panel.offsetHeight > window.innerHeight - EDGE_THRESHOLD;
dragState.panel.classList.toggle('near-edge', nearEdge);
}
function endDrag(e) {
if (!dragState) return;
const panel = dragState.panel;
const config = dragState.config;
panel.classList.remove('dragging', 'near-edge');
const rect = panel.getBoundingClientRect();
const left = rect.left;
const top = rect.top;
// Check if should hide (dragged mostly off-screen)
const visibleWidth = Math.min(rect.right, window.innerWidth) - Math.max(rect.left, 0);
const visibleHeight = Math.min(rect.bottom, window.innerHeight) - Math.max(rect.top, 0);
const visibleArea = visibleWidth * visibleHeight;
const totalArea = rect.width * rect.height;
if (visibleArea < totalArea * 0.3 || left < -rect.width * 0.7 ||
left > window.innerWidth - rect.width * 0.3 ||
top < -rect.height * 0.7 || top > window.innerHeight - rect.height * 0.3) {
hidePanel(config);
} else {
// Save position
positions[config.id] = { left, top };
savePositions();
}
document.removeEventListener('mousemove', onDrag);
document.removeEventListener('mouseup', endDrag);
document.removeEventListener('touchmove', onDrag);
document.removeEventListener('touchend', endDrag);
dragState = null;
updateResetButton();
}
function hidePanel(config) {
const panel = document.getElementById(config.id);
if (!panel) return;
panel.style.display = 'none';
hiddenPanels[config.id] = true;
savePositions();
// Create restore tab on edge
createRestoreTab(config);
updateResetButton();
}
function createRestoreTab(config) {
// Remove existing tab
const existingTab = document.querySelector(`.panel-restore-tab[data-panel="${config.id}"]`);
if (existingTab) existingTab.remove();
const tab = document.createElement('div');
tab.className = 'panel-restore-tab';
tab.setAttribute('data-panel', config.id);
tab.innerHTML = config.icon;
tab.title = `Restore ${config.name}`;
// Position on right edge with stacking
const existingTabs = document.querySelectorAll('.panel-restore-tab');
const offset = existingTabs.length * 50;
tab.style.right = '5px';
tab.style.top = (100 + offset) + 'px';
tab.addEventListener('click', () => restorePanel(config));
document.body.appendChild(tab);
restoreTabs.push(tab);
}
function restorePanel(config) {
const panel = document.getElementById(config.id);
if (!panel) return;
// Reset position to center
panel.style.left = (window.innerWidth / 2 - 100) + 'px';
panel.style.top = (window.innerHeight / 2 - 50) + 'px';
panel.style.display = '';
delete hiddenPanels[config.id];
delete positions[config.id];
savePositions();
// Remove restore tab
const tab = document.querySelector(`.panel-restore-tab[data-panel="${config.id}"]`);
if (tab) tab.remove();
repositionRestoreTabs();
updateResetButton();
}
function repositionRestoreTabs() {
const tabs = document.querySelectorAll('.panel-restore-tab');
tabs.forEach((tab, i) => {
tab.style.top = (100 + i * 50) + 'px';
});
}
function resetPanelPosition(config) {
const panel = document.getElementById(config.id);
if (!panel) return;
// Clear saved position and states
delete positions[config.id];
delete hiddenPanels[config.id];
delete minimizedPanels[config.id];
savePositions();
// Remove minimized state
panel.classList.remove('minimized');
const minBtn = panel.querySelector('.minimize-btn');
if (minBtn) minBtn.innerHTML = '−';
// Remove inline positioning to use CSS defaults
panel.style.left = '';
panel.style.top = '';
panel.style.right = '';
panel.style.bottom = '';
panel.style.transform = '';
panel.style.display = '';
// Remove restore tab if exists
const tab = document.querySelector(`.panel-restore-tab[data-panel="${config.id}"]`);
if (tab) tab.remove();
repositionRestoreTabs();
updateResetButton();
}
function resetAllPanels() {
positions = {};
minimizedPanels = {};
hiddenPanels = {};
// Clear mobile defaults flag so it can re-apply
localStorage.removeItem(MOBILE_DEFAULTS_APPLIED_KEY);
// Clear all restore tabs
document.querySelectorAll('.panel-restore-tab').forEach(t => t.remove());
// Reset all panels
DRAGGABLE_PANELS.forEach(config => {
const panel = document.getElementById(config.id);
if (panel) {
panel.style.left = '';
panel.style.top = '';
panel.style.right = '';
panel.style.bottom = '';
panel.style.transform = '';
panel.style.display = '';
// Reset minimized state - but on mobile, collapse by default
if (isMobileDevice()) {
panel.classList.add('minimized');
const minBtn = panel.querySelector('.minimize-btn');
if (minBtn) minBtn.innerHTML = '+';
minimizedPanels[config.id] = true;
} else {
panel.classList.remove('minimized');
const minBtn = panel.querySelector('.minimize-btn');
if (minBtn) minBtn.innerHTML = '−';
}
}
});
// Save the state (on mobile this saves collapsed state, on desktop it's empty)
if (isMobileDevice()) {
localStorage.setItem(MOBILE_DEFAULTS_APPLIED_KEY, 'true');
}
savePositions();
updateResetButton();
}
function updateResetButton() {
if (!resetBtn) return;
const hasCustomState = Object.keys(positions).length > 0 ||
Object.keys(hiddenPanels).length > 0 ||
Object.keys(minimizedPanels).length > 0;
resetBtn.classList.toggle('visible', hasCustomState);
}
function init() {
loadPositions();
// Create reset button
resetBtn = document.createElement('button');
resetBtn.className = 'reset-panels-btn';
resetBtn.textContent = '⟲ Reset Panels';
resetBtn.addEventListener('click', resetAllPanels);
document.body.appendChild(resetBtn);
// Initialize each panel (with delay to ensure panels exist)
setTimeout(() => {
DRAGGABLE_PANELS.forEach(initPanel);
updateResetButton();
}, 1000);
// Re-check after world loads
setTimeout(() => {
DRAGGABLE_PANELS.forEach(config => {
const panel = document.getElementById(config.id);
if (panel && !panel.classList.contains('draggable-panel')) {
initPanel(config);
}
// Restore hidden panels
if (hiddenPanels[config.id]) {
hidePanel(config);
}
});
}, 3000);
}
// Public API
return {
init,
resetAllPanels,
restorePanel,
hidePanel,
toggleMinimize,
PANELS: DRAGGABLE_PANELS
};
})();
// Initialize when DOM ready
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', DraggablePanelSystem.init);
} else {
DraggablePanelSystem.init();
}
// v6.8: Global Escape key handler to close modals (Agent consensus - UI/UX)
// v7.0: Enhanced escape handler - closes any open panel/modal
function handleGlobalEscape(e) {
if (e.key !== 'Escape') return;
// Check modals in priority order (topmost first)
const modals = [
{ id: 'ai-settings-modal', close: closeAISettingsModal },
{ id: 'settings-modal', close: closeSettingsModal },
{ id: 'tutorial-modal', close: closeTutorial },
{ id: 'galaxy-manager', close: () => document.getElementById('galaxy-manager').style.display = 'none' },
{ id: 'planet-surface-modal', close: () => document.getElementById('planet-surface-modal').style.display = 'none' },
{ id: 'show-mode-modal', close: () => document.getElementById('show-mode-modal').style.display = 'none' }
];
for (const modal of modals) {
const el = document.getElementById(modal.id);
if (el && el.style.display !== 'none' && el.style.display !== '') {
modal.close();
e.preventDefault();
return;
}
}
// Also close death screen if visible
const deathScreen = document.getElementById('death-screen');
if (deathScreen && deathScreen.style.display !== 'none') {
respawnPlayer();
e.preventDefault();
return;
}
// v7.0: Close any open RTS panels
const rtsPanels = ['skills', 'crafting', 'inventory', 'equipment'];
for (const panel of rtsPanels) {
const panelEl = document.getElementById(`${panel}-panel`);
if (panelEl && panelEl.classList.contains('visible')) {
toggleRTSPanel(panel);
e.preventDefault();
return;
}
}
// v7.0: Exit cinematic mode if active
if (typeof CinematicMode !== 'undefined' && CinematicMode.active) {
CinematicMode.exit();
e.preventDefault();
return;
}
}
function updateToggleBtn(id, isOn) {
const btn = document.getElementById(id);
if (isOn) {
btn.textContent = 'ON';
btn.classList.remove('off');
} else {
btn.textContent = 'OFF';
btn.classList.add('off');
}
}
function setMasterVolume(val) {
gameData.settings = gameData.settings || {};
gameData.settings.masterVolume = parseInt(val);
AudioSystem.masterVolume = val / 100;
document.getElementById('volume-display').textContent = val + '%';
}
function toggleSFX() {
gameData.settings = gameData.settings || {};
gameData.settings.sfxEnabled = !gameData.settings.sfxEnabled;
AudioSystem.enabled = gameData.settings.sfxEnabled;
updateToggleBtn('sfx-toggle', gameData.settings.sfxEnabled);
}
function toggleAmbient() {
gameData.settings = gameData.settings || {};
gameData.settings.ambientEnabled = !gameData.settings.ambientEnabled;
if (gameData.settings.ambientEnabled) {
if (mode === 'world' && activeCiv) AudioSystem.startAmbient(activeCiv.biome);
} else {
AudioSystem.stopAmbient();
}
updateToggleBtn('ambient-toggle', gameData.settings.ambientEnabled);
}
// v10.20: Individual channel volume controls (8-Strategy Cycle 7 Consensus)
// Audio Mixer System - allows fine-tuning of each audio category
const AudioMixer = {
sfxVolume: 0.8,
musicVolume: 0.5,
ambientVolume: 0.6,
uiVolume: 0.7,
// v8.35: Master mute state (8-Strategy Round 3 #3)
_preMuteVolumes: null,
masterVolume: 1.0,
// Apply all volumes
applyVolumes() {
const multiplier = this.masterVolume;
// Update AudioSystem combat sounds
if (typeof AudioSystem !== 'undefined') {
AudioSystem.sfxMultiplier = this.sfxVolume * multiplier;
}
// Update SpaceMusic volume
if (typeof SpaceMusic !== 'undefined' && SpaceMusic.setVolume) {
SpaceMusic.setVolume(this.musicVolume * 0.3 * multiplier); // Base music is 0.3 max
}
// Update ambient audio
if (typeof AudioSystem !== 'undefined') {
AudioSystem.ambientMultiplier = this.ambientVolume * multiplier;
}
// Update UI sounds
if (typeof UISoundSystem !== 'undefined') {
UISoundSystem.volume = this.uiVolume * 0.4 * multiplier; // Base UI is 0.4 max
}
},
// v8.35: Toggle master mute (8-Strategy Round 3 #3 - 5/8 votes)
// Instantly mutes/unmutes ALL audio for accessibility
toggleMasterMute() {
if (this.masterVolume > 0) {
// Mute: Store current volume and set to 0
this._preMuteVolumes = this.masterVolume;
this.masterVolume = 0;
} else {
// Unmute: Restore previous volume
this.masterVolume = this._preMuteVolumes || 1.0;
this._preMuteVolumes = null;
}
this.applyVolumes();
this.save();
return this.masterVolume === 0; // Return true if now muted
},
// Save to localStorage
save() {
gameData.settings = gameData.settings || {};
gameData.settings.audioMixer = {
sfx: this.sfxVolume,
music: this.musicVolume,
ambient: this.ambientVolume,
ui: this.uiVolume
};
},
// Load from localStorage
load() {
if (gameData.settings?.audioMixer) {
this.sfxVolume = gameData.settings.audioMixer.sfx ?? 0.8;
this.musicVolume = gameData.settings.audioMixer.music ?? 0.5;
this.ambientVolume = gameData.settings.audioMixer.ambient ?? 0.6;
this.uiVolume = gameData.settings.audioMixer.ui ?? 0.7;
}
this.applyVolumes();
this.updateSliders();
},
// Update UI sliders to match current values
updateSliders() {
const sfxSlider = document.getElementById('sfx-volume-slider');
const musicSlider = document.getElementById('music-volume-slider');
const ambientSlider = document.getElementById('ambient-volume-slider');
const uiSlider = document.getElementById('ui-volume-slider');
if (sfxSlider) {
sfxSlider.value = Math.round(this.sfxVolume * 100);
document.getElementById('sfx-volume-display').textContent = sfxSlider.value + '%';
}
if (musicSlider) {
musicSlider.value = Math.round(this.musicVolume * 100);
document.getElementById('music-volume-display').textContent = musicSlider.value + '%';
}
if (ambientSlider) {
ambientSlider.value = Math.round(this.ambientVolume * 100);
document.getElementById('ambient-volume-display').textContent = ambientSlider.value + '%';
}
if (uiSlider) {
uiSlider.value = Math.round(this.uiVolume * 100);
document.getElementById('ui-volume-display').textContent = uiSlider.value + '%';
}
}
};
function setSFXVolume(val) {
AudioMixer.sfxVolume = parseInt(val) / 100;
document.getElementById('sfx-volume-display').textContent = val + '%';
AudioMixer.applyVolumes();
AudioMixer.save();
}
function setMusicVolume(val) {
AudioMixer.musicVolume = parseInt(val) / 100;
document.getElementById('music-volume-display').textContent = val + '%';
AudioMixer.applyVolumes();
AudioMixer.save();
}
function setAmbientVolume(val) {
AudioMixer.ambientVolume = parseInt(val) / 100;
document.getElementById('ambient-volume-display').textContent = val + '%';
AudioMixer.applyVolumes();
AudioMixer.save();
}
function setUIVolume(val) {
AudioMixer.uiVolume = parseInt(val) / 100;
document.getElementById('ui-volume-display').textContent = val + '%';
AudioMixer.applyVolumes();
AudioMixer.save();
}
function setParticleQuality(quality) {
gameData.settings = gameData.settings || {};
gameData.settings.particleQuality = quality;
// Adjust particle limits
if (particles) {
particles.maxParticles = quality === 'high' ? 100 : quality === 'medium' ? 50 : 25;
}
if (envParticles) {
envParticles.maxParticles = quality === 'high' ? 60 : quality === 'medium' ? 30 : 15;
}
}
function toggleShadows() {
gameData.settings = gameData.settings || {};
gameData.settings.shadowsEnabled = !gameData.settings.shadowsEnabled;
renderer.shadowMap.enabled = gameData.settings.shadowsEnabled;
updateToggleBtn('shadow-toggle', gameData.settings.shadowsEnabled);
}
function toggleScreenShake() {
gameData.settings = gameData.settings || {};
gameData.settings.screenShakeEnabled = !gameData.settings.screenShakeEnabled;
updateToggleBtn('shake-toggle', gameData.settings.screenShakeEnabled);
}
function toggleHints() {
gameData.settings = gameData.settings || {};
gameData.settings.hintsEnabled = !gameData.settings.hintsEnabled;
updateToggleBtn('hints-toggle', gameData.settings.hintsEnabled);
}
// v6.7: Auto-use potions toggle (Agent consensus - QoL)
function toggleAutoPotion() {
gameData.settings = gameData.settings || {};
gameData.settings.autoPotionEnabled = !gameData.settings.autoPotionEnabled;
updateToggleBtn('autopotion-toggle', gameData.settings.autoPotionEnabled);
}
// v6.7: Check and use potions automatically when HP is low
let lastAutoPotionTime = 0;
function checkAutoPotion() {
if (!gameData.settings?.autoPotionEnabled) return;
if (performance.now() - lastAutoPotionTime < 2000) return; // 2 second cooldown
// v8.26: Guard against undefined gameData.player
if (!gameData?.player?.hp || !gameData?.player?.maxHp) return;
const hpPercent = gameData.player.hp / gameData.player.maxHp;
if (hpPercent < 0.3) {
// Try to use potions in order of effectiveness
const potionPriority = ['Super Potion', 'Health Potion', 'Potion'];
for (const potionName of potionPriority) {
if (hasItem(potionName)) {
removeItem(potionName, 1);
const healAmount = potionName === 'Super Potion' ? 100 :
potionName === 'Health Potion' ? 50 : 30;
healPlayer(healAmount);
showNotification(`Auto-used ${potionName}!`, 'success');
lastAutoPotionTime = performance.now();
return;
}
}
}
}
// v4.6: Apply settings on load
function applySettings() {
const s = gameData.settings || {};
AudioSystem.masterVolume = (s.masterVolume || 30) / 100;
AudioSystem.enabled = s.sfxEnabled !== false;
if (particles) {
particles.maxParticles = s.particleQuality === 'high' ? 100 : s.particleQuality === 'medium' ? 50 : 25;
}
if (envParticles) {
envParticles.maxParticles = s.particleQuality === 'high' ? 60 : s.particleQuality === 'medium' ? 30 : 15;
}
// v6.7: Apply auto-potion setting on load
updateToggleBtn('autopotion-toggle', s.autoPotionEnabled || false);
// v7.28: Load Audio Mixer settings (8-Strategy Cycle 7 Consensus)
if (typeof AudioMixer !== 'undefined') {
AudioMixer.load();
}
}
function closeModal() {
document.getElementById('settings-modal').style.display = 'none';
}
// v4.3: Notification queue to prevent stacking
const notificationQueue = [];
let notificationActive = false;
const MAX_VISIBLE_NOTIFICATIONS = 3;
let visibleNotifications = [];
// v8.27: Rate limiting for rapid-fire notifications
const notificationRateLimit = {
lastMessages: new Map(), // message -> timestamp
minInterval: 1000, // Minimum 1 second between identical messages
maxPerSecond: 5, // Max 5 notifications per second overall
recentTimestamps: [], // Track recent notification times
burstWindow: 1000 // Window for burst detection
};
// ============================================
// v6.80: ENHANCED VISUAL FEEDBACK SYSTEMS
// 8-Agent Consensus Improvements
// ============================================
// Momentum tracking for flow state
let momentumState = {
value: 0,
lastHitTime: 0,
combo: 0,
decayRate: 2, // per second
maxValue: 100
};
// ============================================
// v8.0: MOMENTUM VELOCITY SURGE - 8-Agent Consensus Cycle 7
// Higher momentum = faster movement for satisfying flow state
// ============================================
const MOMENTUM_VELOCITY_CONFIG = {
ENABLED: true,
THRESHOLDS: [
{ momentum: 40, speedBonus: 0.05 }, // +5% at 40
{ momentum: 60, speedBonus: 0.15 }, // +15% at 60
{ momentum: 80, speedBonus: 0.25 }, // +25% at on-fire
{ momentum: 100, speedBonus: 0.35 } // +35% at max
],
TRAIL_THRESHOLD: 60, // Show speed trail particles at this momentum
TRAIL_INTERVAL: 100, // ms between trail particles
AUDIO_WHOOSH: true // Play whoosh at high speeds
};
let momentumTrailState = {
lastTrailTime: 0
};
function getMomentumSpeedMultiplier() {
if (!MOMENTUM_VELOCITY_CONFIG.ENABLED) return 1.0;
if (!momentumState || momentumState.value <= 0) return 1.0;
let bonus = 0;
for (const tier of MOMENTUM_VELOCITY_CONFIG.THRESHOLDS) {
if (momentumState.value >= tier.momentum) {
bonus = tier.speedBonus;
}
}
return 1.0 + bonus;
}
// Spawn speed trail particles when moving fast
function updateMomentumSpeedTrail() {
if (!MOMENTUM_VELOCITY_CONFIG.ENABLED) return;
if (!worldState?.player || !particles) return;
if (momentumState.value < MOMENTUM_VELOCITY_CONFIG.TRAIL_THRESHOLD) return;
const now = performance.now();
if (now - momentumTrailState.lastTrailTime < MOMENTUM_VELOCITY_CONFIG.TRAIL_INTERVAL) return;
momentumTrailState.lastTrailTime = now;
// Spawn trail particle behind player
const player = worldState.player;
const trailPos = player.position.clone();
trailPos.y += 0.3;
// Color based on momentum (blue -> purple -> gold)
const t = (momentumState.value - 60) / 40; // 0-1 over 60-100
const color = momentumState.value >= 80 ? 0xffd700 : 0x44aaff;
particles.emit(trailPos, 2, color, {
spread: 0.5,
lifetime: 300,
size: 0.1 + t * 0.1
});
}
// v6.80: Critical HP overlay effect
// v6.84: Use cached DOM reference for frequent overlay updates
function updateCriticalHPOverlay() {
const cache = getUICache();
const overlay = cache.criticalHpOverlay;
if (!overlay || !gameData?.player) return;
const hpPercent = (gameData.player.hp / gameData.player.maxHp) * 100;
if (hpPercent <= 15) {
overlay.classList.add('active');
} else {
overlay.classList.remove('active');
}
}
// v6.80: Impact border pulse for damage feedback
// v7.71: Use cached DOM reference
function showImpactBorder(type = 'damage-taken') {
const border = getUICache().impactBorder;
if (!border) return;
// Remove all classes first
border.className = '';
// Force reflow to restart animation
void border.offsetWidth;
// Add the appropriate class
border.classList.add(type);
// Auto-remove after animation
setTimeout(() => {
border.className = '';
}, 500);
}
// v6.80: Ability activation flash
function showAbilityFlash(element = '') {
const flash = document.getElementById('ability-flash');
if (!flash) return;
flash.className = element || '';
void flash.offsetWidth;
flash.classList.add('active');
setTimeout(() => {
flash.className = '';
}, 350);
}
// v6.80: Boss introduction cinematic
function showBossIntro(bossName, bossTitle = 'LEGENDARY CREATURE') {
const overlay = document.getElementById('boss-intro-overlay');
const nameEl = document.getElementById('boss-intro-name');
const titleEl = document.getElementById('boss-intro-title');
if (!overlay || !nameEl || !titleEl) return;
nameEl.textContent = bossName;
titleEl.textContent = bossTitle;
// Reset animations
nameEl.style.animation = 'none';
titleEl.style.animation = 'none';
void nameEl.offsetWidth;
nameEl.style.animation = '';
titleEl.style.animation = '';
overlay.classList.add('active');
// Auto-dismiss after 2.5 seconds
setTimeout(() => {
overlay.classList.remove('active');
}, 2500);
}
// v6.80: Momentum meter update
function updateMomentum(delta = 0) {
const now = Date.now();
const meter = document.getElementById('momentum-meter');
const fill = document.getElementById('momentum-fill');
if (!meter || !fill) return;
// Decay momentum over time
const timeSinceLastHit = (now - momentumState.lastHitTime) / 1000;
if (timeSinceLastHit > 1) {
momentumState.value = Math.max(0, momentumState.value - momentumState.decayRate * (timeSinceLastHit - 1));
}
// Add new momentum
if (delta > 0) {
momentumState.value = Math.min(momentumState.maxValue, momentumState.value + delta);
momentumState.lastHitTime = now;
momentumState.combo++;
meter.classList.add('active');
}
// Update visual
fill.style.height = momentumState.value + '%';
// Fire state when maxed
if (momentumState.value >= 80) {
meter.classList.add('on-fire');
} else {
meter.classList.remove('on-fire');
}
// Hide meter when empty
if (momentumState.value <= 0) {
meter.classList.remove('active');
momentumState.combo = 0;
}
}
// v6.80: Victory confetti burst
function spawnVictoryConfetti(count = 100) {
const container = document.getElementById('confetti-container');
if (!container) return;
const colors = ['#ff0', '#f0f', '#0ff', '#0f0', '#f00', '#00f', '#fff', '#ffa500'];
const shapes = ['square', 'circle', 'triangle'];
for (let i = 0; i < count; i++) {
const particle = document.createElement('div');
particle.className = 'confetti-particle';
const color = colors[Math.floor(Math.random() * colors.length)];
const shape = shapes[Math.floor(Math.random() * shapes.length)];
const size = 5 + Math.random() * 10;
const startX = Math.random() * window.innerWidth;
const startY = -20;
const velocityX = (Math.random() - 0.5) * 10;
const velocityY = Math.random() * 3 + 2;
const rotation = Math.random() * 360;
const rotationSpeed = (Math.random() - 0.5) * 20;
particle.style.left = startX + 'px';
particle.style.top = startY + 'px';
particle.style.width = size + 'px';
particle.style.height = size + 'px';
particle.style.background = color;
if (shape === 'circle') {
particle.style.borderRadius = '50%';
} else if (shape === 'triangle') {
particle.style.width = '0';
particle.style.height = '0';
particle.style.background = 'transparent';
particle.style.borderLeft = size/2 + 'px solid transparent';
particle.style.borderRight = size/2 + 'px solid transparent';
particle.style.borderBottom = size + 'px solid ' + color;
}
container.appendChild(particle);
// Animate with physics
let x = startX, y = startY, vy = velocityY, vx = velocityX, rot = rotation;
const gravity = 0.15;
const friction = 0.99;
function animateParticle() {
vy += gravity;
vx *= friction;
x += vx;
y += vy;
rot += rotationSpeed;
particle.style.left = x + 'px';
particle.style.top = y + 'px';
particle.style.transform = `rotate(${rot}deg)`;
particle.style.opacity = Math.max(0, 1 - (y / (window.innerHeight * 1.2)));
if (y < window.innerHeight + 50) {
requestAnimationFrame(animateParticle);
} else {
particle.remove();
}
}
setTimeout(() => animateParticle(), i * 10);
}
}
// v7.36: Hook momentum decay into game loop (migrated to TimerRegistry - Cycle 15 Code Quality)
// Prevents memory leak from fire-and-forget interval, enables pause/resume with visibility API
TimerRegistry.setInterval('momentum-decay', () => {
if (momentumState.value > 0) {
updateMomentum(0);
}
}, 100);
function showNotification(message, type = 'success') {
// v8.25: Input validation - early return for invalid inputs
if (message === null || message === undefined) return;
message = String(message); // Ensure message is a string
if (!message.trim()) return; // Don't show empty notifications
// v8.25: Validate type parameter
const validTypes = ['success', 'error', 'warning', 'info'];
if (!validTypes.includes(type)) type = 'success';
// v8.27: Rate limiting - prevent duplicate message spam
const now = performance.now();
const lastTime = notificationRateLimit.lastMessages.get(message);
if (lastTime && (now - lastTime) < notificationRateLimit.minInterval) {
return; // Skip duplicate message within cooldown
}
// v8.27: Rate limiting - prevent burst spam (max N per second)
notificationRateLimit.recentTimestamps = notificationRateLimit.recentTimestamps.filter(
t => (now - t) < notificationRateLimit.burstWindow
);
if (notificationRateLimit.recentTimestamps.length >= notificationRateLimit.maxPerSecond) {
return; // Skip if too many notifications in burst window
}
// v8.27: Track this notification for rate limiting
notificationRateLimit.lastMessages.set(message, now);
notificationRateLimit.recentTimestamps.push(now);
// v8.27: Cleanup old message entries (prevent memory leak)
if (notificationRateLimit.lastMessages.size > 50) {
const oldestAllowed = now - 60000; // Keep last 60 seconds
for (const [msg, time] of notificationRateLimit.lastMessages) {
if (time < oldestAllowed) notificationRateLimit.lastMessages.delete(msg);
}
}
// Add to queue
notificationQueue.push({ message, type });
processNotificationQueue();
}
function processNotificationQueue() {
// Remove expired notifications
visibleNotifications = visibleNotifications.filter(n => n.element.parentNode);
// Process queue while under limit
while (notificationQueue.length > 0 && visibleNotifications.length < MAX_VISIBLE_NOTIFICATIONS) {
const { message, type } = notificationQueue.shift();
displayNotification(message, type);
}
}
function displayNotification(message, type) {
const notif = document.createElement('div');
notif.className = 'notification';
notif.textContent = message;
notif.setAttribute('role', 'status'); // v6.6: Accessibility role
// v6.6: Announce to screen readers via ARIA live region (Agent 6 accessibility)
const srAnnounce = document.getElementById('sr-announcements');
if (srAnnounce) {
srAnnounce.textContent = message;
// Clear after announcement to allow repeat announcements
setTimeout(() => { srAnnounce.textContent = ''; }, 1000);
}
// Position based on how many are currently visible
const offset = visibleNotifications.length * 50;
notif.style.top = (100 + offset) + 'px';
// v8.03: Improved contrast for WCAG AA compliance
if (type === 'error') {
notif.style.background = 'rgba(80, 0, 0, 0.95)';
notif.style.borderColor = '#ff6666';
notif.style.color = '#ff8888'; // 4.5:1 contrast on dark bg
} else if (type === 'warning') {
notif.style.background = 'rgba(80, 60, 0, 0.95)';
notif.style.borderColor = '#ffcc00';
notif.style.color = '#ffdd44'; // 4.5:1 contrast on dark bg
}
document.body.appendChild(notif);
const notifObj = { element: notif, expires: Date.now() + 2500 };
visibleNotifications.push(notifObj);
setTimeout(() => {
notif.style.opacity = '0';
notif.style.transition = 'opacity 0.3s';
setTimeout(() => {
notif.remove();
processNotificationQueue();
}, 300);
}, 2500);
}
// --- INITIALIZATION ---
// v6.43 + v7.5: Loading phase tracker with animated progress (8-Strategy Consensus Cycle 5)
// v7.80: WCAG AA contrast fix - changed inactive phase color from #333 to #555
function updateLoadingPhase(phase, text) {
const phaseEl = document.getElementById('loading-phase');
if (phaseEl) phaseEl.textContent = text;
for (let i = 1; i <= 4; i++) {
const el = document.getElementById('phase-' + i);
if (el) el.style.color = i <= phase ? '#0f0' : '#555';
}
// v7.5: Hook into animated loading progress system
if (typeof AnimatedLoadingProgress !== 'undefined') {
AnimatedLoadingProgress.setPhase(phase, text);
}
}
function init() {
updateLoadingPhase(1, 'LOADING SAVE DATA...');
loadGameData();
// v7.5: Capture session wellness metrics now that gameData is loaded
if (typeof SessionWellness !== 'undefined' && SessionWellness.captureStartMetricsDeferred) {
SessionWellness.captureStartMetricsDeferred();
}
// v6.93: Initialize Time Rewind system
TimeRewind.init();
// v6.17: Check for extended absence - The Last Transmission
const absenceData = LAST_TRANSMISSION.checkAbsence();
if (absenceData) {
// Show the emotional reunion sequence
setTimeout(() => LAST_TRANSMISSION.showReunionSequence(absenceData), 500);
}
// v6.73: Check for signal lost (page refresh) - only if not showing Last Transmission
// v10.5: Only show signal lost in world mode (on a planet), not in galaxy mode
// The robot is only active when exploring a planet, not when in the galaxy view
const signalLostData = !absenceData ? SIGNAL_LOST.checkSignalLost() : null;
if (signalLostData && mode === 'world') {
// Show brief reconnection sequence
setTimeout(() => SIGNAL_LOST.showSignalLostSequence(), 300);
}
// v6.73: Mark session as active for future refresh detection
SIGNAL_LOST.markSessionActive();
// v5.7: Load RAPPID settings for AI-powered Copilot
loadRappidSettings();
// v6.65: Initialize companion permadeath system
initializeCompanion();
// v7.30: Initialize Omniscient Observer - "The God That Learns"
if (typeof OmniscientObserver !== 'undefined') {
OmniscientObserver.init();
}
// v5.3: Initialize portal system
initPortalSystem();
// v6.68: Initialize living economy system
initEconomy();
// v6.83: Update galaxy button counts on load
const galaxyCount = (gameData.galaxyHistory?.length || 0) + 1;
if (typeof updateGalaxyButtonCounts === 'function') {
updateGalaxyButtonCounts(galaxyCount);
}
// v4.7: Check for welcome back rewards (skip if Last Transmission is showing)
const sessionReward = !absenceData ? checkSessionRewards() : null;
if (sessionReward) {
// Delay modal to let game initialize
setTimeout(() => showWelcomeBackModal(sessionReward), 1500);
}
// v4.0: Initialize audio and particle systems
updateLoadingPhase(1, 'INITIALIZING AUDIO SYSTEM...');
AudioSystem.init();
SpatialAudioSystem.init(); // v7.32: Initialize 3D spatial audio (Cycle 5 Consensus)
particles = new ParticleSystem();
envParticles = new EnvironmentParticles(); // v4.4
// v8.0: Initialize Ability Ready audio cue tracking (8-Agent Consensus Cycle 4)
if (typeof initAbilityReadyTracking === 'function') {
initAbilityReadyTracking();
}
// v8.30: Initialize PerformanceMonitor for FPS/memory tracking
if (typeof PerformanceMonitor !== 'undefined') {
PerformanceMonitor.init();
}
// v6.35: Resume AudioContext on first user interaction (browser requirement)
const resumeAudioOnInteraction = () => {
if (AudioSystem.ctx && AudioSystem.ctx.state === 'suspended') {
AudioSystem.ctx.resume().then(() => {
console.log('AudioContext resumed after user interaction');
});
}
// Remove listeners after first interaction
document.removeEventListener('click', resumeAudioOnInteraction);
document.removeEventListener('keydown', resumeAudioOnInteraction);
document.removeEventListener('touchstart', resumeAudioOnInteraction);
};
document.addEventListener('click', resumeAudioOnInteraction);
document.addEventListener('keydown', resumeAudioOnInteraction);
document.addEventListener('touchstart', resumeAudioOnInteraction);
// v6.19: Load 3D text font early for title display
loadCopilotTextFont();
// v9.0: Preload creature models for detailed enemy rendering
preloadCreatureModels();
// v4.6: Apply saved settings
applySettings();
updateLoadingPhase(2, 'INITIALIZING 3D RENDERER...');
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 0.1, 5000);
// v6.87: iOS Mobile Renderer Optimization (from 8-strategy consensus analysis)
// v6.88: Fixed mobile detection - only use UA string, not maxTouchPoints (Macs have trackpads)
const isMobileDevice = /iphone|ipad|ipod|android/i.test(navigator.userAgent);
const mobilePixelRatio = isMobileDevice ? Math.min(window.devicePixelRatio, 1.5) : window.devicePixelRatio;
const useAntialias = !isMobileDevice;
const powerPref = isMobileDevice ? 'low-power' : 'high-performance';
renderer = new THREE.WebGLRenderer({ antialias: useAntialias, powerPreference: powerPref });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(mobilePixelRatio);
renderer.shadowMap.enabled = !isMobileDevice; // Disable shadows on mobile for performance
renderer.shadowMap.type = isMobileDevice ? THREE.BasicShadowMap : THREE.PCFSoftShadowMap;
// Apply mobile-specific quality settings
if (isMobileDevice) {
gameData.settings = gameData.settings || {};
gameData.settings.particleQuality = gameData.settings.particleQuality || 'low';
console.log('📱 Mobile optimizations applied: reduced pixel ratio, disabled antialias, basic shadows');
}
// v6.8: Tone mapping for richer visuals (Agent consensus - Visual Polish)
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.2;
renderer.outputColorSpace = THREE.SRGBColorSpace;
document.getElementById('container').appendChild(renderer.domElement);
// v7.0: Bloom Effect System (8-Strategy Consensus - Visual Polish 9/10)
// Uses CSS filter for glow effect on canvas - performant and no dependencies
const BloomSystem = {
enabled: !isMobileDevice, // Disable on mobile for performance
intensity: 0,
targetIntensity: 0,
transitionSpeed: 0.05,
// Contexts that should have bloom
contexts: {
galaxy: { base: 0.3, stars: true },
hyperspace: { base: 0.8 },
combat: { base: 0.15, onHit: 0.4 },
magic: { base: 0.5 }
},
update(context, boost = 0) {
if (!this.enabled) return;
const ctx = this.contexts[context] || { base: 0 };
this.targetIntensity = Math.min(1, ctx.base + boost);
// Smooth transition
this.intensity += (this.targetIntensity - this.intensity) * this.transitionSpeed;
// Apply to canvas
if (renderer && renderer.domElement) {
const blur = this.intensity * 2;
const brightness = 1 + this.intensity * 0.3;
const saturate = 1 + this.intensity * 0.2;
if (this.intensity > 0.05) {
renderer.domElement.style.filter = `brightness(${brightness}) saturate(${saturate})`;
} else {
renderer.domElement.style.filter = '';
}
}
},
// Flash effect for impacts/abilities
flash(intensity = 0.5, duration = 150) {
if (!this.enabled) return;
const originalTarget = this.targetIntensity;
this.targetIntensity = Math.min(1, this.targetIntensity + intensity);
setTimeout(() => {
this.targetIntensity = originalTarget;
}, duration);
},
// Toggle for settings
toggle(enabled) {
this.enabled = enabled;
if (!enabled && renderer && renderer.domElement) {
renderer.domElement.style.filter = '';
}
}
};
// Expose globally for other systems to trigger bloom
window.BloomSystem = BloomSystem;
// v7.33: Biome-Aware Color Grading System (Cycle 6 Consensus - Visual Polish 9/10)
const ColorGradingSystem = {
enabled: !isMobileDevice, // Disable on mobile for performance
profiles: {
Terra: { saturation: 1.0, contrast: 1.0, warmth: 0.02 },
Desert: { saturation: 1.1, contrast: 1.05, warmth: 0.08 },
Ice: { saturation: 0.9, contrast: 1.05, warmth: -0.05 },
Volcanic: { saturation: 1.15, contrast: 1.1, warmth: 0.12 },
Alien: { saturation: 1.2, contrast: 1.0, warmth: -0.08 },
Void: { saturation: 0.7, contrast: 1.2, warmth: -0.1 },
combat: { saturation: 1.1, contrast: 1.1, warmth: 0.05 }
},
current: { saturation: 1, contrast: 1 },
currentBiome: null,
inCombat: false,
update(biomeName, inCombat = false) {
if (!this.enabled || !renderer?.domElement) return;
const profile = inCombat ? this.profiles.combat :
(this.profiles[biomeName] || this.profiles.Terra);
// Smooth lerp toward target values
this.current.saturation += (profile.saturation - this.current.saturation) * 0.03;
this.current.contrast += (profile.contrast - this.current.contrast) * 0.03;
// Apply alongside bloom filter (combine filters)
// v7.34: Removed blur from bloom - CSS blur on entire canvas causes blurry rendering
// Bloom should only brighten, not blur the whole scene
const bloomFilter = BloomSystem.enabled && BloomSystem.intensity > 0.05 ?
`brightness(${1 + BloomSystem.intensity * 0.3})` : '';
const gradeFilter = `saturate(${this.current.saturation}) contrast(${this.current.contrast})`;
renderer.domElement.style.filter = `${gradeFilter} ${bloomFilter}`.trim();
},
toggle(enabled) {
this.enabled = enabled;
if (!enabled && renderer?.domElement) {
// Restore to bloom-only or clear
renderer.domElement.style.filter = '';
}
}
};
// Expose globally
window.ColorGradingSystem = ColorGradingSystem;
// Initialize floater pool
for (let i = 0; i < MAX_FLOATERS; i++) {
const el = document.createElement('div');
el.className = 'floater';
el.style.display = 'none';
document.body.appendChild(el);
floaterPool.push({ el, active: false });
}
// Inputs
window.addEventListener('resize', onResize);
window.addEventListener('mousemove', onMouseMove);
window.addEventListener('mousedown', onMouseDown);
window.addEventListener('mouseup', onMouseUp); // v9.6: RTS Selection
// v6.87: iOS viewport height fix and orientation change handler
function setAppHeight() {
document.documentElement.style.setProperty('--app-height', `${window.innerHeight}px`);
}
setAppHeight();
window.addEventListener('resize', setAppHeight);
window.addEventListener('orientationchange', () => {
setTimeout(() => {
setAppHeight();
onResize();
// v7.29: Recalculate joystick center after orientation change (8-Strategy Cycle 8 Consensus)
// Prevents "drifting" joystick when device rotates mid-gameplay
if (typeof joystickActive !== 'undefined' && joystickActive) {
const joystickEl = document.getElementById('virtual-joystick');
if (joystickEl) {
const rect = joystickEl.getBoundingClientRect();
joystickCenter = { x: rect.left + rect.width / 2, y: rect.top + rect.height / 2 };
}
}
}, 100); // iOS needs delay to report correct dimensions
});
// Use visualViewport API for iOS Safari address bar changes
if (window.visualViewport) {
window.visualViewport.addEventListener('resize', () => {
setAppHeight();
// v7.29: Recalculate joystick center when viewport changes (8-Strategy Cycle 8 Consensus)
if (typeof joystickActive !== 'undefined' && joystickActive) {
const joystickEl = document.getElementById('virtual-joystick');
if (joystickEl) {
const rect = joystickEl.getBoundingClientRect();
joystickCenter = { x: rect.left + rect.width / 2, y: rect.top + rect.height / 2 };
}
}
});
}
// Touch events
if (isTouchDevice) {
document.getElementById('touch-controls').style.display = 'flex';
renderer.domElement.addEventListener('touchstart', onTouchStart, { passive: false });
renderer.domElement.addEventListener('touchmove', onTouchMove, { passive: false });
renderer.domElement.addEventListener('touchend', onTouchEnd, { passive: false });
// v10.8: Handle system touch interruptions (8-Strategy Cycle 3 Consensus #3)
renderer.domElement.addEventListener('touchcancel', onTouchCancel, { passive: false });
document.getElementById('touch-action').addEventListener('touchstart', onTouchAction);
// v4.3: Virtual Joystick setup
const joystick = document.getElementById('virtual-joystick');
const joystickKnob = document.getElementById('joystick-knob');
const actionBtn = document.getElementById('touch-action-btn');
joystick.style.display = 'block';
actionBtn.style.display = 'flex';
// v8.0: Joystick touch identifier tracking for multi-touch reliability (8-Strategy Consensus Cycle 4)
// Using changedTouches to track the specific finger controlling the joystick
joystick.addEventListener('touchstart', (e) => {
e.preventDefault();
e.stopPropagation();
// Track the specific touch that started on the joystick
const touch = e.changedTouches[0];
joystickTouchId = touch.identifier;
const rect = joystick.getBoundingClientRect();
joystickCenter = { x: rect.left + rect.width / 2, y: rect.top + rect.height / 2 };
joystickActive = true;
updateJoystick(touch.clientX, touch.clientY);
}, { passive: false });
joystick.addEventListener('touchmove', (e) => {
e.preventDefault();
e.stopPropagation();
if (joystickActive && joystickTouchId !== null) {
// Find the touch matching our tracked identifier
const touch = Array.from(e.touches).find(t => t.identifier === joystickTouchId);
if (touch) {
updateJoystick(touch.clientX, touch.clientY);
}
}
}, { passive: false });
joystick.addEventListener('touchend', (e) => {
e.preventDefault();
// Check if our tracked touch was lifted
const liftedTouch = Array.from(e.changedTouches).find(t => t.identifier === joystickTouchId);
if (liftedTouch) {
joystickActive = false;
joystickTouchId = null;
joystickInput = { x: 0, y: 0 };
joystickKnob.style.transform = 'translate(-50%, -50%)';
}
}, { passive: false });
// v7.23: Handle touchcancel to prevent stuck joystick on interrupted touches
// (system alerts, incoming calls, browser gesture conflicts)
// v8.0: Updated with touch identifier tracking
joystick.addEventListener('touchcancel', (e) => {
e.preventDefault();
const cancelledTouch = Array.from(e.changedTouches).find(t => t.identifier === joystickTouchId);
if (cancelledTouch) {
joystickActive = false;
joystickTouchId = null;
joystickInput = { x: 0, y: 0 };
joystickKnob.style.transform = 'translate(-50%, -50%)';
}
}, { passive: false });
actionBtn.addEventListener('touchstart', (e) => {
e.preventDefault();
MobileHaptics.vibrate('attack'); // v7.4: Haptic feedback
if (mode === 'world' && worldState.interactTarget) {
performAction(worldState.interactTarget);
}
}, { passive: false });
// v4.5: Dodge button setup
const dodgeBtn = document.getElementById('touch-dodge-btn');
dodgeBtn.style.display = 'flex';
dodgeBtn.addEventListener('touchstart', (e) => {
e.preventDefault();
MobileHaptics.vibrate('dodge'); // v7.4: Haptic feedback
if (mode === 'world') {
startDodge();
}
}, { passive: false });
// v6.87: Touch Ability Bar setup (8-strategy consensus)
const touchAbilityBar = document.getElementById('touch-ability-bar');
if (touchAbilityBar) {
const touchAbilityBtns = touchAbilityBar.querySelectorAll('.touch-ability-btn');
touchAbilityBtns.forEach(btn => {
const abilityId = btn.dataset.ability;
if (!abilityId) return;
btn.addEventListener('touchstart', (e) => {
e.preventDefault();
e.stopPropagation();
MobileHaptics.vibrate('abilityUse'); // v7.4: Haptic feedback
if (typeof useAbility === 'function') {
useAbility(abilityId);
}
}, { passive: false });
});
}
// v8.0: Joystick dead zone matching gamepad behavior (8-Strategy Consensus Cycle 2)
const JOYSTICK_DEADZONE = 0.15;
// v7.33: INPUT SMOOTHING (Cycle 16 - Mobile/Touch Consensus)
// Linear interpolation smoothing prevents jerky input on mobile
const JOYSTICK_SMOOTHING = 0.25; // Lower = smoother but more lag, higher = more responsive
let _smoothedInput = { x: 0, y: 0 };
function applyJoystickDeadzone(value) {
const absVal = Math.abs(value);
if (absVal < JOYSTICK_DEADZONE) return 0;
// Normalize: remap [deadzone, 1] to [0, 1]
return Math.sign(value) * (absVal - JOYSTICK_DEADZONE) / (1 - JOYSTICK_DEADZONE);
}
function updateJoystick(touchX, touchY) {
let dx = touchX - joystickCenter.x;
let dy = touchY - joystickCenter.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > joystickMaxDist) {
dx = (dx / dist) * joystickMaxDist;
dy = (dy / dist) * joystickMaxDist;
}
joystickKnob.style.transform = `translate(calc(-50% + ${dx}px), calc(-50% + ${dy}px))`;
// v8.0: Apply dead zone to prevent drift and improve precision
const rawX = dx / joystickMaxDist;
const rawY = dy / joystickMaxDist;
const targetX = applyJoystickDeadzone(rawX);
const targetY = applyJoystickDeadzone(rawY);
// v7.33: Apply input smoothing via linear interpolation
// Smooth transition between frames reduces jitter on touch screens
_smoothedInput.x += (targetX - _smoothedInput.x) * JOYSTICK_SMOOTHING;
_smoothedInput.y += (targetY - _smoothedInput.y) * JOYSTICK_SMOOTHING;
// Snap to zero when very close to prevent micro-drift
if (Math.abs(_smoothedInput.x) < 0.01) _smoothedInput.x = 0;
if (Math.abs(_smoothedInput.y) < 0.01) _smoothedInput.y = 0;
joystickInput = {
x: _smoothedInput.x,
y: _smoothedInput.y
};
}
}
// Keyboard events (including WASD)
window.addEventListener('keydown', onKeyDown);
window.addEventListener('keyup', onKeyUp);
// v5.11: RTS Panel hotkeys
window.addEventListener('keydown', handleRTSPanelHotkeys);
// v6.8: Global Escape key to close modals (Agent consensus - UI/UX)
window.addEventListener('keydown', handleGlobalEscape);
// MULTIPLAYER: Check if joining with planet param - skip galaxy and go direct to planet
const urlParams = new URLSearchParams(window.location.search);
const joinPlanetId = urlParams.get('planet');
const joinSeed = urlParams.get('seed');
const isJoining = urlParams.get('join');
if (isJoining && joinPlanetId !== null && joinPlanetId !== '') {
// Direct planet landing - skip galaxy entirely
console.log('Multiplayer join detected - skipping galaxy for direct planet landing');
// Seed and planet init will happen in checkMultiplayerMode()
// Just show a loading state instead of galaxy
document.getElementById('loading').style.display = 'flex';
document.getElementById('loading').innerHTML = `
🚀
Joining Multiplayer World...
Synchronizing terrain with host
`;
} else {
updateLoadingPhase(3, 'GENERATING GALAXY...');
initGalaxy();
}
updateLoadingPhase(4, 'FINALIZING SYSTEMS...');
updateInventoryUI();
updateSkillsUI();
updateHealthUI();
// v4.1: Initialize daily challenge system
generateDailyChallenge();
updateDailyChallengeUI();
// Hide loading screen (unless multiplayer joiner waiting for host)
const urlParams2 = new URLSearchParams(window.location.search);
const isMultiplayerJoin = urlParams2.get('join') && urlParams2.get('planet');
if (!isMultiplayerJoin) {
document.getElementById('loading').style.display = 'none';
// v7.41: Stop loading tips interval - no longer needed (Cycle 20 Code Quality)
TimerRegistry.clearInterval('loading-tips');
}
// For multiplayer joiners, loading screen will be hidden when applyFullState() completes
// v4.0: Show tutorial for first-time players
if (!gameData.hasSeenTutorial) {
setTimeout(showTutorial, 500);
}
// v4.1: Check achievements on load
checkAchievements();
// v6.29: Initialize physics tutorial panel
initPhysicsTutorial();
// v6.36: Initialize Round 3 consensus systems
personalRecords.init();
dailyChallenges.init();
// v7.0: Initialize Login Streak Calendar (8-Strategy Consensus)
LoginStreakCalendar.init();
// v7.1: Initialize Round 2 Consensus Systems
WorldChat.init();
EmoteSystem.init();
EncounteredPlayers.init();
// v7.73: Autosave using TimerRegistry for proper cleanup
TimerRegistry.setInterval('game-autosave', () => {
if (mode === 'world') {
saveGameData();
checkAchievements();
updateDailyChallengeProgress();
// v5.3: Check portal timeout
checkPortalTimeout();
}
// v6.36: Update session time for personal records (works in all modes)
if (typeof personalRecords !== 'undefined' && personalRecords.records) {
personalRecords.updateSessionTime();
}
}, CONFIG.AUTOSAVE_INTERVAL);
// v6.54: Initialize Steam Deck gamepad support
SteamDeckManager.init();
// v7.0: Initialize right-side panel stack (8-strategy consensus)
initRightPanelStack();
requestAnimationFrame(loop);
}
// v7.0: Right-side panel stack system (8-strategy consensus solution)
// Moves AI Behavior, Daily Challenge, Pet, and Weather panels into a single
// flexbox container to prevent overlap. Minimap stays outside.
function initRightPanelStack() {
const stack = document.getElementById('right-panel-stack');
if (!stack) return;
// Panels to move into the stack (order matters - top to bottom)
const panelIds = [
'ai-behavior-panel',
'daily-challenge',
'companion-health-container',
'environment-widget'
];
panelIds.forEach(id => {
const panel = document.getElementById(id);
if (panel && panel.parentElement !== stack) {
// v7.01: Clear inline positioning styles before moving (8-strategy consensus)
panel.style.position = '';
panel.style.top = '';
panel.style.bottom = '';
panel.style.left = '';
panel.style.right = '';
panel.style.transform = '';
panel.style.zIndex = '';
// Remove draggable panel classes and handles
panel.classList.remove('draggable-panel', 'minimized');
const dragHandle = panel.querySelector('.drag-handle');
if (dragHandle) dragHandle.remove();
stack.appendChild(panel);
}
});
// v7.1: Add click handlers for interactive panels (8-strategy consensus)
// These are added after panels move to stack to ensure proper event binding
const dailyChallenge = document.getElementById('daily-challenge');
if (dailyChallenge) {
dailyChallenge.style.cursor = 'pointer';
dailyChallenge.addEventListener('click', (e) => {
// Don't trigger if clicking toggle button (it has its own handler)
if (e.target.id === 'daily-challenge-toggle' || e.target.closest('#daily-challenge-toggle')) return;
e.stopPropagation();
toggleDailyChallenge();
});
}
const companionContainer = document.getElementById('companion-health-container');
if (companionContainer) {
companionContainer.style.cursor = 'pointer';
companionContainer.addEventListener('click', (e) => {
// Don't trigger if clicking memorial button
if (e.target.classList.contains('companion-memorial-btn') || e.target.closest('.companion-memorial-btn')) return;
e.stopPropagation();
if (typeof openEvolutionModal === 'function') {
openEvolutionModal();
}
});
}
const envWidget = document.getElementById('environment-widget');
if (envWidget) {
envWidget.style.cursor = 'pointer';
envWidget.addEventListener('click', (e) => {
// Don't trigger if clicking on child interactive elements
if (e.target.tagName === 'BUTTON' || e.target.tagName === 'SELECT') return;
e.stopPropagation();
if (typeof showEnvironmentInfo === 'function') {
showEnvironmentInfo();
}
});
}
// v7.1: Ensure AI behavior panel and select work
const aiPanel = document.getElementById('ai-behavior-panel');
if (aiPanel) {
aiPanel.style.pointerEvents = 'auto';
}
const aiSelect = document.getElementById('ai-behavior-select');
if (aiSelect) {
// Ensure select is fully interactive
aiSelect.style.pointerEvents = 'auto';
aiSelect.style.cursor = 'pointer';
aiSelect.style.position = 'relative';
aiSelect.style.zIndex = '200';
aiSelect.style.webkitAppearance = 'menulist';
aiSelect.style.appearance = 'menulist';
// Add change listener as backup
aiSelect.addEventListener('change', (e) => {
e.stopPropagation();
console.log('AI Behavior changed to:', e.target.value);
if (typeof setAIBehavior === 'function') {
setAIBehavior(e.target.value);
}
});
// Prevent parent click handlers from interfering
aiSelect.addEventListener('click', (e) => {
e.stopPropagation();
});
aiSelect.addEventListener('mousedown', (e) => {
e.stopPropagation();
});
aiSelect.addEventListener('touchstart', (e) => {
e.stopPropagation();
}, { passive: true });
}
console.log('v7.1: Right panel stack initialized with click handlers');
// v7.2: Additional robust event delegation as backup
// This ensures clicks work even if individual listeners fail
stack.addEventListener('pointerdown', function(e) {
const target = e.target;
// Skip native form elements
if (['SELECT', 'OPTION', 'INPUT', 'BUTTON'].includes(target.tagName)) return;
const panel = target.closest('#daily-challenge, #companion-health-container, #environment-widget');
if (panel) {
panel.dataset.pointerdownTime = Date.now();
}
}, true);
stack.addEventListener('pointerup', function(e) {
const target = e.target;
// Skip native form elements
if (['SELECT', 'OPTION', 'INPUT', 'BUTTON'].includes(target.tagName)) return;
if (target.closest('.daily-toggle-btn, .companion-memorial-btn')) return;
const panel = target.closest('#daily-challenge, #companion-health-container, #environment-widget');
if (!panel) return;
// Check if this was a quick tap (not a drag)
const downTime = parseInt(panel.dataset.pointerdownTime || '0');
if (Date.now() - downTime > 500) return; // Too long, probably a drag
e.preventDefault();
e.stopPropagation();
if (panel.id === 'daily-challenge' && !target.closest('#ai-behavior-panel')) {
console.log('v7.2 Backup: Daily Challenge triggered');
typeof toggleDailyChallenge === 'function' && toggleDailyChallenge();
} else if (panel.id === 'companion-health-container') {
console.log('v7.2 Backup: Companion panel triggered');
typeof openEvolutionModal === 'function' && openEvolutionModal();
} else if (panel.id === 'environment-widget') {
console.log('v7.2 Backup: Environment widget triggered');
typeof showEnvironmentInfo === 'function' && showEnvironmentInfo();
}
}, true);
console.log('v7.2: Added backup pointer event handlers');
}
// --- GALAXY MODE ---
function initGalaxy() {
setMode('galaxy'); // v8.27: Use setMode() for state validation
// v6.77: Show planet navigator in galaxy mode
if (typeof PlanetNavigator !== 'undefined') {
// Small delay to let civilizations array populate
setTimeout(() => PlanetNavigator.checkVisibility(), 500);
}
// v12.10: Update ambient music for galaxy mode (cosmic, expansive)
if (typeof SpaceMusic !== 'undefined') {
SpaceMusic.setMode('galaxy');
SpaceMusic.setCombatState(false); // No combat in galaxy view
SpaceMusic.playLaunch(); // Musical accent for departing planet
}
// v12.13: Save structures and hide builder mode when leaving planet
if (typeof BuilderMode !== 'undefined') {
BuilderMode.saveStructures();
BuilderMode.hideToggleButton();
BuilderMode.clearAllBlocks(); // Clean up meshes from scene
}
// v12.14: Clean up BookFactory when leaving factory world
if (typeof BookFactory !== 'undefined') {
BookFactory.cleanup();
}
if (worldState) worldState.isFactory = false;
// v6.65: Hide companion health in galaxy mode
const companionHealth = document.getElementById('companion-health-container');
if (companionHealth) companionHealth.classList.add('hidden');
// v6.65: Clean up creep lane system when leaving world
if (typeof cleanupCreepSystem === 'function') {
cleanupCreepSystem();
}
// v6.66: Clean up base building system when leaving world
if (typeof cleanupBaseBuildingSystem === 'function') {
cleanupBaseBuildingSystem();
}
// v4.3: Stop ambient audio when leaving planet
AudioSystem.stopAmbient();
// v4.4: Stop environmental particles
if (envParticles) envParticles.stop();
// v6.33: Hide low HP vignette in galaxy mode (not applicable)
const lowHpVignette = document.getElementById('low-hp-vignette');
if (lowHpVignette) {
lowHpVignette.classList.remove('active', 'critical');
}
// v7.3: Use proper scene disposal to prevent GPU memory leaks (8-Strategy Consensus)
SceneDisposal.clearScene(scene);
scene.fog = new THREE.FogExp2(0x000510, 0.0002);
scene.background = new THREE.Color(0x000510);
scene.add(new THREE.AmbientLight(0x444444));
let sun = new THREE.PointLight(0xffffff, 1.5, 4000);
scene.add(sun);
// Starfield (optimized with BufferGeometry)
const starGeo = new THREE.BufferGeometry();
const starPos = [];
const starColors = [];
for(let i=0; i<8000; i++) {
const r = 2000 * Math.cbrt(Math.random());
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2*Math.random()-1);
starPos.push(r*Math.sin(phi)*Math.cos(theta), r*Math.sin(phi)*Math.sin(theta), r*Math.cos(phi));
const c = new THREE.Color().setHSL(Math.random() * 0.2 + 0.55, 0.2, 0.8 + Math.random() * 0.2);
starColors.push(c.r, c.g, c.b);
}
starGeo.setAttribute('position', new THREE.Float32BufferAttribute(starPos, 3));
starGeo.setAttribute('color', new THREE.Float32BufferAttribute(starColors, 3));
scene.add(new THREE.Points(starGeo, new THREE.PointsMaterial({ size: 2, vertexColors: true })));
// v4.1: Nebula clouds for atmosphere
createNebulae();
// Civilizations - use multiplayer seed for deterministic generation across clients
const rng = new SeededRNG(multiplayerState.worldSeed);
civilizations = [];
galaxyGroup = new THREE.Group();
console.log('Generating galaxy with seed:', multiplayerState.worldSeed);
// v6.29: Use global physics parameters (controlled by tutorial sliders)
const G_SCALED = physicsParams.G;
const BLACKHOLE_MASS = physicsParams.M;
for(let i=0; i !BIOMES[key].isFactory);
// v7.28: Additional entropy: cycle through biome base with random offset
const baseIdx = i % naturalBiomes.length;
const offset = Math.floor(biomeRng.next() * naturalBiomes.length);
biomeKey = naturalBiomes[(baseIdx + offset) % naturalBiomes.length];
}
// v6.92: Check if planet was previously destroyed or escaped
const wasDestroyed = gameData.destroyedPlanets?.includes(i) || false;
const wasEscaped = gameData.escapedPlanets?.includes(i) || false;
// v7.3: Added defensive check for undefined biomes
const biomeData = BIOMES[biomeKey] || BIOMES.Terra;
const civ = {
id: i, x, y, z, color,
name: `System-${rng.int(100,999)}`,
biome: biomeKey,
biomeName: biomeData.name,
pop: rng.int(1, 100),
visited: gameData.visitedPlanets.includes(i),
// v6.27: Orbital parameters
orbital: {
radius: orbitalRadius,
angle: initialAngle,
angularVelocity: angularVelocity,
inclination: orbitalInclination,
eccentricity: eccentricity,
destroyed: wasDestroyed, // v6.92: Restore destroyed state
escaped: wasEscaped // v6.92: Restore escaped state
}
};
civilizations.push(civ);
const sysGroup = new THREE.Group();
sysGroup.position.set(x,y,z);
// v6.92: Hide destroyed/escaped planets on load
if (wasDestroyed || wasEscaped) {
sysGroup.visible = false;
}
// v6.94: Textured planet sphere (visible when zoomed in)
const planetSeed = rng.int(1000, 99999);
const planet = new THREE.Mesh(
new THREE.SphereGeometry(6, 32, 32),
PlanetTextures.createPlanetMaterial(biomeKey, planetSeed)
);
planet.name = 'texturedPlanet';
sysGroup.add(planet);
// v6.94: Planet atmosphere layer (biome-colored)
// v7.3: Reuse biomeData from above for consistency
const atmosphere = new THREE.Mesh(
new THREE.SphereGeometry(7.5, 32, 32),
new THREE.MeshBasicMaterial({ color: biomeData.sky, transparent: true, opacity: 0.15, side: THREE.BackSide })
);
atmosphere.name = 'atmosphere';
sysGroup.add(atmosphere);
// Star glow (outer aura) - slightly transparent to let texture show
const star = new THREE.Mesh(
new THREE.SphereGeometry(9, 16, 16),
new THREE.MeshBasicMaterial({color: color, transparent: true, opacity: 0.4})
);
star.name = 'starGlow';
sysGroup.add(star);
const glow = new THREE.Mesh(
new THREE.SphereGeometry(16, 16, 16),
new THREE.MeshBasicMaterial({color: color, transparent: true, opacity: 0.15})
);
glow.name = 'outerGlow';
sysGroup.add(glow);
// Mark visited planets
if (civ.visited) {
const ring = new THREE.Mesh(
new THREE.RingGeometry(18, 20, 16),
new THREE.MeshBasicMaterial({ color: 0x00ff00, side: THREE.DoubleSide, transparent: true, opacity: 0.5 })
);
ring.rotation.x = Math.PI / 2;
sysGroup.add(ring);
}
sysGroup.userData = { type: 'civ', data: civ };
galaxyGroup.add(sysGroup);
}
scene.add(galaxyGroup);
selectionRing = new THREE.Mesh(
new THREE.RingGeometry(12, 14, 32),
new THREE.MeshBasicMaterial({color: 0x00ffff, side: THREE.DoubleSide})
);
selectionRing.rotation.x = Math.PI/2;
selectionRing.visible = false;
scene.add(selectionRing);
camera.position.set(0, 1000, 1500);
camera.lookAt(0,0,0);
document.getElementById('galaxy-controls').style.display = 'flex';
document.getElementById('world-controls').style.display = 'none';
// v6.99: Hide navigation buttons (now in RTS panel toggles)
document.getElementById('nav-galaxy').style.display = 'none';
document.getElementById('nav-surfaces').style.display = 'none';
document.querySelector('.rts-divider').style.display = 'none';
document.getElementById('rpg-ui').style.display = 'none';
document.getElementById('player-health-bar').style.display = 'none';
document.getElementById('minimap-wrapper').style.display = 'none';
document.getElementById('ability-bar').style.display = 'none';
document.getElementById('player-dota-bars-ui').style.display = 'none'; // v6.69: Hide Dota-style HP/Mana bars
document.getElementById('environment-widget').style.display = 'none'; // v6.70: Hide unified environment widget
document.getElementById('ship-status').style.display = 'none'; // v5.13: Hide ship UI
document.getElementById('style-meter').style.display = 'none'; // v6.9: Hide style meter
document.getElementById('ai-behavior-panel').style.display = 'none'; // v6.81: Hide AI behavior panel
// v6.92: Show actual active civilizations count (excluding destroyed/escaped)
const activeCivCount = civilizations.filter(c => !c.orbital?.destroyed && !c.orbital?.escaped).length;
document.getElementById('civ-count').innerText = activeCivCount;
updatePlaytimeDisplay();
// v6.19: Create 3D title text for galaxy view
create3DTitleText();
// v6.32: Create gravitational lensing effect around black hole
if (gravitationalLensingEnabled) {
createGravitationalLensing();
}
// v6.32: Reset collision counter and planet rider on galaxy init
collisionCount = 0;
planetRiderEnabled = false;
riderTargetCiv = null;
// v6.52: Render Legacy Constellations in galaxy view
if (typeof legacyConstellations !== 'undefined') {
legacyConstellations.init();
legacyConstellations.checkUnlocks(); // Check for any new unlocks
legacyConstellations.renderToScene(scene);
}
// v6.35: Show settings toggle button for galaxy mode
updateSettingsToggleVisibility();
}
// v6.27: ORBITAL MECHANICS - Update all star system positions
let orbitalPathMesh = null; // For visualizing selected orbit
let hoveredCivForOrbit = null; // Track currently hovered civ to avoid recreating path every frame
// v6.29: INTERACTIVE PHYSICS VARIABLES - controlled by tutorial sliders
let physicsParams = {
G: 50000, // Gravitational constant
M: 1000, // Black hole mass
timeScale: 0.5, // Simulation speed
maxEccentricity: 0.3 // Max eccentricity for orbits
};
// v6.29: Physics tutorial panel fade state
let physicsTutorialTimeout = null;
let physicsTutorialVisible = false;
// v6.30: Escape trails for dramatic effect
let escapeTrails = [];
const MAX_ESCAPE_TRAILS = 200;
function updateOrbitalPositions(dt) {
// v6.29: Use global physicsParams for interactive control
const timeScale = physicsParams.timeScale;
const G = physicsParams.G;
const M = physicsParams.M;
for (let i = 0; i < civilizations.length; i++) {
const civ = civilizations[i];
const orbital = civ.orbital;
if (!orbital) continue;
// v6.30: Handle ESCAPED planets - they fly off in straight lines
if (orbital.escaped) {
// Apply velocity (with slight deceleration from distant gravity)
const currentR = Math.sqrt(civ.x * civ.x + civ.y * civ.y + civ.z * civ.z);
// Very weak gravity at distance (inverse square)
const gravAccel = (G * M) / (currentR * currentR + 1000);
const dirX = -civ.x / (currentR + 0.001);
const dirY = -civ.y / (currentR + 0.001);
const dirZ = -civ.z / (currentR + 0.001);
// Update velocity with gravity pull
orbital.vx += dirX * gravAccel * dt * timeScale * 0.00001;
orbital.vy += dirY * gravAccel * dt * timeScale * 0.00001;
orbital.vz += dirZ * gravAccel * dt * timeScale * 0.00001;
// Move planet
civ.x += orbital.vx * dt * timeScale;
civ.y += orbital.vy * dt * timeScale;
civ.z += orbital.vz * dt * timeScale;
// Add trail particle
if (escapeTrails.length < MAX_ESCAPE_TRAILS && Math.random() < 0.3) {
addEscapeTrail(civ.x, civ.y, civ.z, civ.color);
}
// Check if planet can be recaptured (slowed down enough)
const speed = Math.sqrt(orbital.vx * orbital.vx + orbital.vy * orbital.vy + orbital.vz * orbital.vz);
const escapeVel = Math.sqrt(2 * G * M / currentR);
if (speed < escapeVel * 0.7 && currentR < 2000) {
// Recapture into orbit!
orbital.escaped = false;
orbital.radius = currentR;
orbital.angle = Math.atan2(civ.z, civ.x);
orbital.angularVelocity = Math.sqrt(G * M / Math.pow(currentR, 3));
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Planet ${civ.name} recaptured into orbit!`);
}
// Update 3D position
const sysGroup = galaxyGroup.children[i];
if (sysGroup) {
sysGroup.position.set(civ.x, civ.y, civ.z);
// Add spin to escaped planets
sysGroup.rotation.y += 0.05 * timeScale;
}
continue;
}
// Normal orbital motion
// First, calculate current velocity for escape checking
const e = orbital.eccentricity;
const a = orbital.radius;
const theta = orbital.angle;
// Current distance
const r = a * (1 - e * e) / (1 + e * Math.cos(theta));
// Linear velocity magnitude: v = r * ω for circular, modified for elliptical
const linearVel = r * orbital.angularVelocity;
// Store velocity components (tangent to orbit)
// Velocity is perpendicular to radius vector
const tangentAngle = theta + Math.PI / 2;
orbital.vx = linearVel * Math.cos(tangentAngle);
orbital.vz = linearVel * Math.sin(tangentAngle) * Math.cos(orbital.inclination);
orbital.vy = linearVel * Math.sin(tangentAngle) * Math.sin(orbital.inclination);
// Update orbital angle based on angular velocity
orbital.angle += orbital.angularVelocity * dt * timeScale;
// Keep angle in [0, 2π]
if (orbital.angle > Math.PI * 2) orbital.angle -= Math.PI * 2;
// Calculate new position using orbital elements
const newTheta = orbital.angle;
const newR = a * (1 - e * e) / (1 + e * Math.cos(newTheta));
// Position in orbital plane
const xOrbit = newR * Math.cos(newTheta);
const zOrbit = newR * Math.sin(newTheta);
// Apply orbital inclination
const inclination = orbital.inclination;
const x = xOrbit;
const y = zOrbit * Math.sin(inclination);
const z = zOrbit * Math.cos(inclination);
// Update civilization position
civ.x = x;
civ.y = y;
civ.z = z;
// Update the 3D group position
const sysGroup = galaxyGroup.children[i];
if (sysGroup) {
sysGroup.position.set(x, y, z);
// v6.94: Rotate textured planet for realism
const texturedPlanet = sysGroup.getObjectByName('texturedPlanet');
if (texturedPlanet) {
texturedPlanet.rotation.y += 0.003 * timeScale;
}
}
}
// Update escape trails
updateEscapeTrails(dt);
}
// v6.30: Add glowing trail particle for escaped planets
function addEscapeTrail(x, y, z, color) {
const geometry = new THREE.SphereGeometry(3, 8, 8);
const material = new THREE.MeshBasicMaterial({
color: color || 0xffaa00,
transparent: true,
opacity: 0.8
});
const trail = new THREE.Mesh(geometry, material);
trail.position.set(x, y, z);
trail.userData.life = 1.0;
trail.userData.decay = 0.02;
scene.add(trail);
escapeTrails.push(trail);
}
// Update and fade escape trails
function updateEscapeTrails(dt) {
for (let i = escapeTrails.length - 1; i >= 0; i--) {
const trail = escapeTrails[i];
trail.userData.life -= trail.userData.decay;
trail.material.opacity = trail.userData.life * 0.8;
trail.scale.setScalar(trail.userData.life);
if (trail.userData.life <= 0) {
scene.remove(trail);
trail.geometry.dispose();
trail.material.dispose();
escapeTrails.splice(i, 1);
}
}
}
// v6.27: Create orbital path visualization for selected/hovered star
function showOrbitalPath(civ) {
// Remove existing path
hideOrbitalPath();
if (!civ || !civ.orbital) return;
const orbital = civ.orbital;
const segments = 128; // Resolution of the ellipse
const points = [];
// Generate points along the full orbit
for (let i = 0; i <= segments; i++) {
const theta = (i / segments) * Math.PI * 2;
// Elliptical orbit calculation
const e = orbital.eccentricity;
const a = orbital.radius;
const r = a * (1 - e * e) / (1 + e * Math.cos(theta));
const xOrbit = r * Math.cos(theta);
const zOrbit = r * Math.sin(theta);
// Apply inclination
const inclination = orbital.inclination;
const x = xOrbit;
const y = zOrbit * Math.sin(inclination);
const z = zOrbit * Math.cos(inclination);
points.push(new THREE.Vector3(x, y, z));
}
// Create the orbital path line
const geometry = new THREE.BufferGeometry().setFromPoints(points);
const material = new THREE.LineBasicMaterial({
color: civ.color || 0x00ffff,
transparent: true,
opacity: 0.6,
linewidth: 2
});
orbitalPathMesh = new THREE.Line(geometry, material);
orbitalPathMesh.userData.vectors = [];
scene.add(orbitalPathMesh);
// v6.31: Add force and velocity vectors for educational visualization
const r = Math.sqrt(civ.x * civ.x + civ.y * civ.y + civ.z * civ.z);
if (r > 10 && !orbital.escaped) {
const G = physicsParams.G;
const M = physicsParams.M;
// Gravitational force vector (RED - toward center)
const forceMag = Math.min((G * M) / (r * r) * 0.3, 150);
const forceDir = new THREE.Vector3(-civ.x, -civ.y, -civ.z).normalize();
const forceEnd = new THREE.Vector3(
civ.x + forceDir.x * forceMag,
civ.y + forceDir.y * forceMag,
civ.z + forceDir.z * forceMag
);
const forceGeo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(civ.x, civ.y, civ.z), forceEnd
]);
const forceMat = new THREE.LineBasicMaterial({ color: 0xff4444, linewidth: 3 });
const forceLine = new THREE.Line(forceGeo, forceMat);
scene.add(forceLine);
orbitalPathMesh.userData.vectors.push(forceLine);
// Force arrow head
const arrowGeo = new THREE.ConeGeometry(8, 20, 8);
const arrowMat = new THREE.MeshBasicMaterial({ color: 0xff4444 });
const arrow = new THREE.Mesh(arrowGeo, arrowMat);
arrow.position.copy(forceEnd);
arrow.lookAt(new THREE.Vector3(0, 0, 0));
arrow.rotateX(Math.PI / 2);
scene.add(arrow);
orbitalPathMesh.userData.vectors.push(arrow);
// Velocity vector (GREEN - tangent to orbit)
const vx = orbital.vx || 0;
const vy = orbital.vy || 0;
const vz = orbital.vz || 0;
const velMag = Math.sqrt(vx * vx + vy * vy + vz * vz);
if (velMag > 0.01) {
const velScale = Math.min(velMag * 80, 150);
const velDir = new THREE.Vector3(vx, vy, vz).normalize();
const velEnd = new THREE.Vector3(
civ.x + velDir.x * velScale,
civ.y + velDir.y * velScale,
civ.z + velDir.z * velScale
);
const velGeo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(civ.x, civ.y, civ.z), velEnd
]);
const velMat = new THREE.LineBasicMaterial({ color: 0x44ff44, linewidth: 3 });
const velLine = new THREE.Line(velGeo, velMat);
scene.add(velLine);
orbitalPathMesh.userData.vectors.push(velLine);
// Velocity arrow head
const vArrowGeo = new THREE.ConeGeometry(8, 20, 8);
const vArrowMat = new THREE.MeshBasicMaterial({ color: 0x44ff44 });
const vArrow = new THREE.Mesh(vArrowGeo, vArrowMat);
vArrow.position.copy(velEnd);
vArrow.lookAt(new THREE.Vector3(civ.x + velDir.x * 200, civ.y + velDir.y * 200, civ.z + velDir.z * 200));
vArrow.rotateX(-Math.PI / 2);
scene.add(vArrow);
orbitalPathMesh.userData.vectors.push(vArrow);
}
}
}
function hideOrbitalPath() {
if (orbitalPathMesh) {
// Clean up force/velocity vectors
if (orbitalPathMesh.userData.vectors) {
for (const obj of orbitalPathMesh.userData.vectors) {
scene.remove(obj);
if (obj.geometry) obj.geometry.dispose();
if (obj.material) obj.material.dispose();
}
}
scene.remove(orbitalPathMesh);
orbitalPathMesh.geometry.dispose();
orbitalPathMesh.material.dispose();
orbitalPathMesh = null;
}
}
// v6.29: PHYSICS TUTORIAL PANEL FUNCTIONS
// v6.30: Recalculate orbital velocities AND check for escape velocity!
// When G or M drops suddenly, planets may exceed escape velocity and fly off
function recalculateOrbitalVelocities() {
if (!civilizations || civilizations.length === 0) return;
const G = physicsParams.G;
const M = physicsParams.M;
let escapedCount = 0;
for (let i = 0; i < civilizations.length; i++) {
const civ = civilizations[i];
if (!civ.orbital) continue;
// Skip already escaped planets
if (civ.orbital.escaped) continue;
// Get current position and velocity
const r = Math.sqrt(civ.x * civ.x + civ.y * civ.y + civ.z * civ.z);
if (r < 1) continue; // Too close to center
// Current speed (from stored velocity components)
const vx = civ.orbital.vx || 0;
const vy = civ.orbital.vy || 0;
const vz = civ.orbital.vz || 0;
const currentSpeed = Math.sqrt(vx * vx + vy * vy + vz * vz);
// Calculate NEW escape velocity with updated G and M
// v_escape = √(2GM/r)
const escapeVelocity = Math.sqrt(2 * G * M / r);
// v6.31: Store velocity ratio for warning indicator
civ.orbital.velocityRatio = currentSpeed / escapeVelocity;
// If current speed exceeds escape velocity, LAUNCH INTO SPACE!
if (currentSpeed > escapeVelocity && currentSpeed > 0.1) {
civ.orbital.escaped = true;
// Boost velocity slightly for dramatic effect
const boost = 1.2;
civ.orbital.vx = vx * boost;
civ.orbital.vy = vy * boost;
civ.orbital.vz = vz * boost;
escapedCount++;
// v6.92: Persist escaped planet
if (gameData.escapedPlanets && !gameData.escapedPlanets.includes(civ.id)) {
gameData.escapedPlanets.push(civ.id);
saveGameData();
}
// v6.31: Create shockwave effect!
createEscapeShockwave(civ);
playEscapeSound();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🚀 ${civ.name} reached escape velocity! (${currentSpeed.toFixed(1)} > ${escapeVelocity.toFixed(1)})`);
} else {
// Update orbital velocity to new equilibrium
civ.orbital.angularVelocity = Math.sqrt(G * M / Math.pow(civ.orbital.radius, 3));
}
}
// Dramatic notification if planets escaped
if (escapedCount > 0) {
const msg = escapedCount === 1
? '🚀 A planet has escaped the galaxy!'
: `🚀 ${escapedCount} planets have escaped the galaxy!`;
console.log(msg);
}
// Update escape counter UI
updateEscapeCounterUI();
updateEscapeWarning();
}
// v6.31: Shockwave visual effect when planet escapes
function createEscapeShockwave(civ) {
const geometry = new THREE.RingGeometry(20, 25, 32);
const material = new THREE.MeshBasicMaterial({
color: civ.color || 0xff6600,
transparent: true,
opacity: 0.9,
side: THREE.DoubleSide
});
const shockwave = new THREE.Mesh(geometry, material);
shockwave.position.set(civ.x, civ.y, civ.z);
shockwave.lookAt(camera.position);
scene.add(shockwave);
// Animate expansion and fade
const startTime = Date.now();
const duration = 600;
function animateShockwave() {
const elapsed = Date.now() - startTime;
const progress = Math.min(elapsed / duration, 1);
shockwave.scale.setScalar(1 + progress * 8);
shockwave.material.opacity = 0.9 * (1 - progress);
shockwave.lookAt(camera.position);
if (progress >= 1) {
scene.remove(shockwave);
shockwave.geometry.dispose();
shockwave.material.dispose();
} else {
requestAnimationFrame(animateShockwave);
}
}
animateShockwave();
}
// v6.31: Audio feedback for escape event
function playEscapeSound() {
try {
if (!AudioSystem.ctx || !AudioSystem.enabled) return;
const ctx = AudioSystem.ctx;
if (ctx.state === 'suspended') ctx.resume();
const now = ctx.currentTime;
// Ascending whoosh tone
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.connect(gain);
gain.connect(ctx.destination);
osc.frequency.setValueAtTime(200, now);
osc.frequency.exponentialRampToValueAtTime(800, now + 0.15);
osc.frequency.exponentialRampToValueAtTime(1500, now + 0.3);
gain.gain.setValueAtTime(0.08, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.3);
osc.start(now);
osc.stop(now + 0.35);
} catch (e) { /* Audio not available */ }
}
// v6.31: Warning indicator when planets approach escape velocity
function updateEscapeWarning() {
const warningEl = document.getElementById('escape-warning');
if (!warningEl || !civilizations) return;
let maxRatio = 0;
let nearEscapeCount = 0;
for (const civ of civilizations) {
if (civ.orbital && civ.orbital.velocityRatio && !civ.orbital.escaped) {
if (civ.orbital.velocityRatio > 0.7) nearEscapeCount++;
maxRatio = Math.max(maxRatio, civ.orbital.velocityRatio);
}
}
if (maxRatio > 0.7 && nearEscapeCount > 0) {
warningEl.style.display = 'block';
const pct = (maxRatio * 100).toFixed(0);
warningEl.innerHTML = `⚠️ ${nearEscapeCount} planet${nearEscapeCount > 1 ? 's' : ''} at ${pct}% escape velocity!`;
warningEl.style.color = maxRatio > 0.95 ? '#ff4444' : '#ffaa44';
warningEl.style.borderColor = maxRatio > 0.95 ? 'rgba(255,68,68,0.5)' : 'rgba(255,170,68,0.4)';
} else {
warningEl.style.display = 'none';
}
}
// v6.31: Physics preset scenarios for educational demos
const physicsPresets = {
'stable': { G: 50000, M: 1000, timeScale: 0.5, maxEcc: 0.1 },
'fast': { G: 120000, M: 2500, timeScale: 1.2, maxEcc: 0.2 },
'elliptical': { G: 40000, M: 800, timeScale: 0.4, maxEcc: 0.7 },
'chaos': { G: 15000, M: 400, timeScale: 2.0, maxEcc: 0.5 }
};
function applyPhysicsPreset(presetName) {
const preset = physicsPresets[presetName];
if (!preset) return;
// Animate slider transitions for visual effect
const gSlider = document.getElementById('physics-g');
const massSlider = document.getElementById('physics-mass');
const timeSlider = document.getElementById('physics-time');
const eccSlider = document.getElementById('physics-ecc');
if (gSlider) { gSlider.value = preset.G; gSlider.dispatchEvent(new Event('input')); }
if (massSlider) { massSlider.value = preset.M; massSlider.dispatchEvent(new Event('input')); }
if (timeSlider) { timeSlider.value = preset.timeScale; timeSlider.dispatchEvent(new Event('input')); }
if (eccSlider) { eccSlider.value = preset.maxEcc; eccSlider.dispatchEvent(new Event('input')); }
// Flash the preset button
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Applied physics preset: ${presetName}`);
}
// v6.30: Update the escaped planets counter in the UI
function updateEscapeCounterUI() {
const counter = document.getElementById('escape-counter');
const countEl = document.getElementById('escape-count');
if (!counter || !countEl || !civilizations) return;
const escapedPlanets = civilizations.filter(c => c.orbital && c.orbital.escaped).length;
if (escapedPlanets > 0) {
counter.style.display = 'block';
countEl.textContent = escapedPlanets;
// Pulse animation on new escape
countEl.style.transform = 'scale(1.3)';
setTimeout(() => countEl.style.transform = 'scale(1)', 200);
} else {
counter.style.display = 'none';
}
}
// Update eccentricity for all orbits
function updateOrbitalEccentricities(maxEcc) {
if (!civilizations || civilizations.length === 0) return;
// Scale existing eccentricities proportionally
const oldMax = physicsParams.maxEccentricity;
physicsParams.maxEccentricity = maxEcc;
for (let i = 0; i < civilizations.length; i++) {
const civ = civilizations[i];
if (!civ.orbital) continue;
// Scale eccentricity proportionally to new max
if (oldMax > 0) {
const ratio = civ.orbital.eccentricity / oldMax;
civ.orbital.eccentricity = ratio * maxEcc;
} else {
civ.orbital.eccentricity = Math.random() * maxEcc;
}
}
}
// v6.35: Settings panel is now toggle-based for cinematic view
let settingsPanelOpen = false;
// Toggle settings panel visibility
function toggleSettingsPanel() {
settingsPanelOpen = !settingsPanelOpen;
const panel = document.getElementById('physics-tutorial');
const btn = document.getElementById('settings-toggle-btn');
if (!panel) return;
if (settingsPanelOpen) {
panel.classList.add('visible');
if (btn) {
btn.classList.add('active');
// v7.43: Sync aria-expanded state for accessibility (Cycle 22 UX/Accessibility)
btn.setAttribute('aria-expanded', 'true');
}
physicsTutorialVisible = true;
} else {
panel.classList.remove('visible');
if (btn) {
btn.classList.remove('active');
// v7.43: Sync aria-expanded state for accessibility (Cycle 22 UX/Accessibility)
btn.setAttribute('aria-expanded', 'false');
}
physicsTutorialVisible = false;
}
}
// Show the physics tutorial panel (now just opens it)
function showPhysicsTutorial() {
// v6.35: No longer auto-shows - user must click toggle button
// This function is kept for compatibility but does nothing by default
// Only show if explicitly requested via toggle
}
// Hide the physics tutorial panel
function hidePhysicsTutorial() {
const panel = document.getElementById('physics-tutorial');
const btn = document.getElementById('settings-toggle-btn');
if (!panel) return;
panel.classList.remove('visible');
if (btn) btn.classList.remove('active');
physicsTutorialVisible = false;
settingsPanelOpen = false;
}
// Update toggle button visibility based on mode
function updateSettingsToggleVisibility() {
const btn = document.getElementById('settings-toggle-btn');
if (!btn) return;
if (mode === 'galaxy') {
btn.style.display = 'flex';
} else {
btn.style.display = 'none';
hidePhysicsTutorial();
}
}
// Initialize physics tutorial sliders
function initPhysicsTutorial() {
const gSlider = document.getElementById('physics-g');
const massSlider = document.getElementById('physics-mass');
const timeSlider = document.getElementById('physics-time');
const eccSlider = document.getElementById('physics-ecc');
const gValue = document.getElementById('physics-g-value');
const massValue = document.getElementById('physics-mass-value');
const timeValue = document.getElementById('physics-time-value');
const eccValue = document.getElementById('physics-ecc-value');
const gBubble = document.getElementById('physics-g-bubble');
const massBubble = document.getElementById('physics-mass-bubble');
const timeBubble = document.getElementById('physics-time-bubble');
const eccBubble = document.getElementById('physics-ecc-bubble');
// Helper to position bubble over slider thumb
function updateBubblePosition(slider, bubble) {
const min = parseFloat(slider.min);
const max = parseFloat(slider.max);
const val = parseFloat(slider.value);
const percent = (val - min) / (max - min);
// Account for thumb width (22px) and slider padding
const sliderWidth = slider.offsetWidth - 22;
const position = 11 + (percent * sliderWidth);
bubble.style.left = position + 'px';
}
if (gSlider && gBubble) {
const updateG = () => {
physicsParams.G = parseFloat(gSlider.value);
const formatted = physicsParams.G.toLocaleString();
gValue.textContent = formatted;
gBubble.textContent = formatted;
updateBubblePosition(gSlider, gBubble);
recalculateOrbitalVelocities();
showPhysicsTutorial();
};
gSlider.addEventListener('input', updateG);
// Initialize position
updateBubblePosition(gSlider, gBubble);
}
if (massSlider && massBubble) {
const updateMass = () => {
physicsParams.M = parseFloat(massSlider.value);
const formatted = physicsParams.M.toLocaleString();
massValue.textContent = formatted;
massBubble.textContent = formatted;
updateBubblePosition(massSlider, massBubble);
recalculateOrbitalVelocities();
showPhysicsTutorial();
};
massSlider.addEventListener('input', updateMass);
updateBubblePosition(massSlider, massBubble);
}
if (timeSlider && timeBubble) {
const updateTime = () => {
physicsParams.timeScale = parseFloat(timeSlider.value);
const formatted = physicsParams.timeScale.toFixed(2) + 'x';
timeValue.textContent = formatted;
timeBubble.textContent = formatted;
updateBubblePosition(timeSlider, timeBubble);
showPhysicsTutorial();
};
timeSlider.addEventListener('input', updateTime);
updateBubblePosition(timeSlider, timeBubble);
}
if (eccSlider && eccBubble) {
const updateEcc = () => {
const newEcc = parseFloat(eccSlider.value);
const formatted = newEcc.toFixed(2);
eccValue.textContent = formatted;
eccBubble.textContent = formatted;
updateBubblePosition(eccSlider, eccBubble);
updateOrbitalEccentricities(newEcc);
showPhysicsTutorial();
};
eccSlider.addEventListener('input', updateEcc);
updateBubblePosition(eccSlider, eccBubble);
}
// Mouse movement shows the panel (only in galaxy mode)
document.addEventListener('mousemove', () => {
if (mode === 'galaxy') {
showPhysicsTutorial();
}
});
// Touch events for mobile
document.addEventListener('touchstart', () => {
if (mode === 'galaxy') {
showPhysicsTutorial();
}
});
// Keep panel visible while interacting with it
const panel = document.getElementById('physics-tutorial');
if (panel) {
panel.addEventListener('mouseenter', () => {
if (physicsTutorialTimeout) {
clearTimeout(physicsTutorialTimeout);
physicsTutorialTimeout = null;
}
});
panel.addEventListener('mouseleave', () => {
showPhysicsTutorial(); // Restart hide timer
});
}
}
// ===========================================
// v6.32: MIND-BLOWING FEATURES (8 Strategy Agents Consensus)
// ===========================================
// --- GRAVITATIONAL LENSING ---
let gravitationalLensingEnabled = true;
let lensingMesh = null;
let lensingRings = [];
function createGravitationalLensing() {
if (lensingMesh) return;
// Create concentric distortion rings around the black hole
// This creates a visual "warping" effect showing spacetime curvature
const numRings = 8;
const baseRadius = 80;
for (let i = 0; i < numRings; i++) {
const radius = baseRadius + (i * 30);
const ringGeometry = new THREE.RingGeometry(radius - 5, radius + 5, 64);
const ringMaterial = new THREE.MeshBasicMaterial({
color: new THREE.Color().setHSL(0.7 - (i * 0.05), 0.8, 0.5 + (i * 0.03)),
transparent: true,
opacity: 0.15 - (i * 0.012),
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending
});
const ring = new THREE.Mesh(ringGeometry, ringMaterial);
ring.rotation.x = Math.PI / 2;
ring.userData.baseRotation = Math.random() * Math.PI * 2;
ring.userData.rotationSpeed = 0.0003 * (1 + i * 0.2);
ring.userData.pulsePhase = Math.random() * Math.PI * 2;
lensingRings.push(ring);
scene.add(ring);
}
// Central event horizon glow
const eventHorizonGeo = new THREE.SphereGeometry(40, 32, 32);
const eventHorizonMat = new THREE.MeshBasicMaterial({
color: 0x110022,
transparent: true,
opacity: 0.9
});
lensingMesh = new THREE.Mesh(eventHorizonGeo, eventHorizonMat);
scene.add(lensingMesh);
// Accretion disk
const diskGeo = new THREE.RingGeometry(50, 120, 64);
const diskMat = new THREE.MeshBasicMaterial({
color: 0xff6600,
transparent: true,
opacity: 0.4,
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending
});
const accretionDisk = new THREE.Mesh(diskGeo, diskMat);
accretionDisk.rotation.x = Math.PI / 2.5;
accretionDisk.userData.isAccretion = true;
lensingRings.push(accretionDisk);
scene.add(accretionDisk);
// Photon sphere ring (where light orbits the black hole)
const photonSphereGeo = new THREE.TorusGeometry(60, 2, 8, 64);
const photonSphereMat = new THREE.MeshBasicMaterial({
color: 0xffff88,
transparent: true,
opacity: 0.6,
blending: THREE.AdditiveBlending
});
const photonSphere = new THREE.Mesh(photonSphereGeo, photonSphereMat);
photonSphere.rotation.x = Math.PI / 2;
photonSphere.userData.isPhotonSphere = true;
lensingRings.push(photonSphere);
scene.add(photonSphere);
console.log('Gravitational lensing effect created (v6.32)');
}
function updateGravitationalLensing(time) {
if (!gravitationalLensingEnabled || lensingRings.length === 0) return;
lensingRings.forEach((ring, i) => {
if (ring.userData.isAccretion) {
// Accretion disk rotates
ring.rotation.z += 0.002;
} else if (ring.userData.isPhotonSphere) {
// Photon sphere pulses
const pulse = 0.4 + Math.sin(time * 0.003) * 0.2;
ring.material.opacity = pulse;
ring.rotation.z += 0.005;
} else {
// Lensing rings warp and pulse
ring.rotation.z = ring.userData.baseRotation + time * ring.userData.rotationSpeed;
const pulse = 0.1 + Math.sin(time * 0.002 + ring.userData.pulsePhase) * 0.05;
ring.material.opacity = pulse;
// Slight scale breathing
const breathe = 1 + Math.sin(time * 0.001 + i) * 0.02;
ring.scale.setScalar(breathe);
}
});
// Event horizon subtle pulse
if (lensingMesh) {
const horizonPulse = 1 + Math.sin(time * 0.002) * 0.05;
lensingMesh.scale.setScalar(horizonPulse);
}
}
function removeGravitationalLensing() {
lensingRings.forEach(ring => {
scene.remove(ring);
ring.geometry.dispose();
ring.material.dispose();
});
lensingRings = [];
if (lensingMesh) {
scene.remove(lensingMesh);
lensingMesh.geometry.dispose();
lensingMesh.material.dispose();
lensingMesh = null;
}
}
function toggleGravitationalLensing() {
gravitationalLensingEnabled = !gravitationalLensingEnabled;
const btn = document.getElementById('lensing-btn');
if (btn) {
btn.textContent = gravitationalLensingEnabled ? 'ON' : 'OFF';
btn.style.background = gravitationalLensingEnabled ? 'rgba(128,0,255,0.3)' : 'rgba(50,50,50,0.3)';
}
if (gravitationalLensingEnabled && mode === 'galaxy') {
createGravitationalLensing();
} else {
removeGravitationalLensing();
}
}
// --- PLANET COLLISIONS ---
let planetCollisionsEnabled = true;
let collisionCount = 0;
const COLLISION_DISTANCE = 40; // How close planets need to be to collide
function checkPlanetCollisions() {
if (!planetCollisionsEnabled || !civilizations || civilizations.length < 2) return;
for (let i = 0; i < civilizations.length; i++) {
const civA = civilizations[i];
if (!civA || civA.orbital?.destroyed) continue;
for (let j = i + 1; j < civilizations.length; j++) {
const civB = civilizations[j];
if (!civB || civB.orbital?.destroyed) continue;
// Calculate distance between planets
const dx = civA.x - civB.x;
const dy = civA.y - civB.y;
const dz = civA.z - civB.z;
const distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
if (distance < COLLISION_DISTANCE) {
// COLLISION!
createPlanetCollision(civA, civB);
}
}
}
}
function createPlanetCollision(civA, civB) {
// Midpoint of collision
const collisionX = (civA.x + civB.x) / 2;
const collisionY = (civA.y + civB.y) / 2;
const collisionZ = (civA.z + civB.z) / 2;
// Mark both as destroyed
if (civA.orbital) civA.orbital.destroyed = true;
if (civB.orbital) civB.orbital.destroyed = true;
// v6.92: Persist destroyed planets
if (gameData.destroyedPlanets) {
if (!gameData.destroyedPlanets.includes(civA.id)) gameData.destroyedPlanets.push(civA.id);
if (!gameData.destroyedPlanets.includes(civB.id)) gameData.destroyedPlanets.push(civB.id);
saveGameData();
}
// Hide the planet meshes
const groupA = galaxyGroup.children[civA.id];
const groupB = galaxyGroup.children[civB.id];
if (groupA) groupA.visible = false;
if (groupB) groupB.visible = false;
// Create SUPERNOVA explosion!
createSupernovaExplosion(collisionX, collisionY, collisionZ, civA.color, civB.color);
// Play dramatic collision sound
playCollisionSound();
// Screen shake
triggerCollisionScreenShake();
// Update counter
collisionCount++;
updateCollisionCounter();
// Notify
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`COLLISION! ${civA.name} and ${civB.name} have merged in a cataclysmic event!`);
}
function createSupernovaExplosion(x, y, z, colorA, colorB) {
// Create multiple explosion waves
const waves = 5;
for (let w = 0; w < waves; w++) {
setTimeout(() => {
// Expanding shockwave ring
const shockwaveGeo = new THREE.RingGeometry(10, 20, 32);
const shockwaveMat = new THREE.MeshBasicMaterial({
color: w % 2 === 0 ? (colorA || 0xff4400) : (colorB || 0xffaa00),
transparent: true,
opacity: 1,
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending
});
const shockwave = new THREE.Mesh(shockwaveGeo, shockwaveMat);
shockwave.position.set(x, y, z);
shockwave.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI);
scene.add(shockwave);
// Animate expansion
let scale = 1;
const expandShockwave = () => {
scale += 0.3;
shockwave.scale.setScalar(scale);
shockwave.material.opacity -= 0.02;
if (shockwave.material.opacity > 0) {
requestAnimationFrame(expandShockwave);
} else {
scene.remove(shockwave);
shockwave.geometry.dispose();
shockwave.material.dispose();
}
};
expandShockwave();
}, w * 100);
}
// Particle burst
const particleCount = 50;
for (let i = 0; i < particleCount; i++) {
const particleGeo = new THREE.SphereGeometry(3 + Math.random() * 5, 6, 6);
const particleMat = new THREE.MeshBasicMaterial({
color: new THREE.Color().setHSL(0.05 + Math.random() * 0.1, 1, 0.5 + Math.random() * 0.3),
transparent: true,
opacity: 1
});
const particle = new THREE.Mesh(particleGeo, particleMat);
particle.position.set(x, y, z);
// Random velocity
const speed = 2 + Math.random() * 5;
const theta = Math.random() * Math.PI * 2;
const phi = Math.random() * Math.PI;
particle.userData.vx = Math.sin(phi) * Math.cos(theta) * speed;
particle.userData.vy = Math.sin(phi) * Math.sin(theta) * speed;
particle.userData.vz = Math.cos(phi) * speed;
particle.userData.life = 1;
scene.add(particle);
// Animate particle
const animateParticle = () => {
particle.position.x += particle.userData.vx;
particle.position.y += particle.userData.vy;
particle.position.z += particle.userData.vz;
particle.userData.vx *= 0.98;
particle.userData.vy *= 0.98;
particle.userData.vz *= 0.98;
particle.userData.life -= 0.015;
particle.material.opacity = particle.userData.life;
particle.scale.setScalar(particle.userData.life);
if (particle.userData.life > 0) {
requestAnimationFrame(animateParticle);
} else {
scene.remove(particle);
particle.geometry.dispose();
particle.material.dispose();
}
};
animateParticle();
}
// Bright flash
const flashGeo = new THREE.SphereGeometry(100, 16, 16);
const flashMat = new THREE.MeshBasicMaterial({
color: 0xffffff,
transparent: true,
opacity: 1,
blending: THREE.AdditiveBlending
});
const flash = new THREE.Mesh(flashGeo, flashMat);
flash.position.set(x, y, z);
scene.add(flash);
let flashOpacity = 1;
const fadeFlash = () => {
flashOpacity -= 0.05;
flash.material.opacity = flashOpacity;
flash.scale.setScalar(1 + (1 - flashOpacity) * 2);
if (flashOpacity > 0) {
requestAnimationFrame(fadeFlash);
} else {
scene.remove(flash);
flash.geometry.dispose();
flash.material.dispose();
}
};
fadeFlash();
}
function playCollisionSound() {
try {
if (!AudioSystem.ctx || !AudioSystem.enabled) return;
const ctx = AudioSystem.ctx;
if (ctx.state === 'suspended') ctx.resume();
const now = ctx.currentTime;
// Deep boom
const boom = ctx.createOscillator();
const boomGain = ctx.createGain();
boom.type = 'sine';
boom.frequency.setValueAtTime(60, now);
boom.frequency.exponentialRampToValueAtTime(20, now + 0.5);
boomGain.gain.setValueAtTime(0.8, now);
boomGain.gain.exponentialRampToValueAtTime(0.01, now + 1);
boom.connect(boomGain);
boomGain.connect(ctx.destination);
boom.start(now);
boom.stop(now + 1);
// High crackle
const crackle = ctx.createOscillator();
const crackleGain = ctx.createGain();
crackle.type = 'sawtooth';
crackle.frequency.setValueAtTime(2000, now);
crackle.frequency.exponentialRampToValueAtTime(100, now + 0.3);
crackleGain.gain.setValueAtTime(0.3, now);
crackleGain.gain.exponentialRampToValueAtTime(0.01, now + 0.3);
crackle.connect(crackleGain);
crackleGain.connect(ctx.destination);
crackle.start(now);
crackle.stop(now + 0.3);
// Noise burst
const bufferSize = ctx.sampleRate * 0.5;
const buffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data[i] = (Math.random() * 2 - 1) * Math.exp(-i / (ctx.sampleRate * 0.1));
}
const noise = ctx.createBufferSource();
const noiseGain = ctx.createGain();
noise.buffer = buffer;
noiseGain.gain.setValueAtTime(0.4, now);
noiseGain.gain.exponentialRampToValueAtTime(0.01, now + 0.5);
noise.connect(noiseGain);
noiseGain.connect(ctx.destination);
noise.start(now);
} catch (e) {
console.log('Audio not supported');
}
}
function triggerCollisionScreenShake() {
const container = document.getElementById('container');
if (!container) return;
let shakeIntensity = 15;
let shakeDuration = 500;
const startTime = performance.now();
const shake = () => {
const elapsed = performance.now() - startTime;
if (elapsed < shakeDuration) {
const decay = 1 - (elapsed / shakeDuration);
const offsetX = (Math.random() - 0.5) * shakeIntensity * decay;
const offsetY = (Math.random() - 0.5) * shakeIntensity * decay;
container.style.transform = `translate(${offsetX}px, ${offsetY}px)`;
requestAnimationFrame(shake);
} else {
container.style.transform = '';
}
};
shake();
}
function updateCollisionCounter() {
const counter = document.getElementById('collision-counter');
const countEl = document.getElementById('collision-count');
if (!counter || !countEl) return;
if (collisionCount > 0) {
counter.style.display = 'block';
countEl.textContent = collisionCount;
}
}
function togglePlanetCollisions() {
planetCollisionsEnabled = !planetCollisionsEnabled;
const btn = document.getElementById('collisions-btn');
if (btn) {
btn.textContent = planetCollisionsEnabled ? 'ON' : 'OFF';
btn.style.background = planetCollisionsEnabled ? 'rgba(255,100,0,0.3)' : 'rgba(50,50,50,0.3)';
}
}
// ===========================================
// v6.40: 4D TESSERACT WALK-THROUGH
// Enter the black hole to experience impossible geometry
// ===========================================
// Tesseract state
let tesseractMode = false;
let tesseractScene = null;
let tesseractCamera = null;
let tesseractGroup = null;
let tesseractRooms = [];
let tesseractPortals = [];
let currentRoom = 0;
let nearbyPortal = null;
// 4D rotation angles (radians)
let tesseractRotations = {
xy: 0, xz: 0, xw: 0,
yz: 0, yw: 0, zw: 0
};
// First person movement
let fpMoveSpeed = 0.15;
let fpLookSpeed = 0.002;
let fpPosition = new THREE.Vector3(0, 1.7, 0);
let fpYaw = 0;
let fpPitch = 0;
let fpVelocity = new THREE.Vector3();
let fpKeys = { w: false, a: false, s: false, d: false };
let pointerLocked = false;
// v7.84: Pre-allocated vectors for tesseract movement (avoids 3-5 allocations per frame)
const _fpForward = new THREE.Vector3();
const _fpRight = new THREE.Vector3();
const _fpUpAxis = new THREE.Vector3(0, 1, 0);
const _fpTempMove = new THREE.Vector3();
// 4D Tesseract vertices (16 vertices of a 4D hypercube)
function generateTesseractVertices(size = 10) {
const vertices4D = [];
for (let w = -1; w <= 1; w += 2) {
for (let z = -1; z <= 1; z += 2) {
for (let y = -1; y <= 1; y += 2) {
for (let x = -1; x <= 1; x += 2) {
vertices4D.push([x * size, y * size, z * size, w * size]);
}
}
}
}
return vertices4D;
}
// 4D rotation matrices
function rotate4D(vertex, rotations) {
let [x, y, z, w] = vertex;
// XY rotation
if (rotations.xy !== 0) {
const cos = Math.cos(rotations.xy);
const sin = Math.sin(rotations.xy);
[x, y] = [x * cos - y * sin, x * sin + y * cos];
}
// XZ rotation
if (rotations.xz !== 0) {
const cos = Math.cos(rotations.xz);
const sin = Math.sin(rotations.xz);
[x, z] = [x * cos - z * sin, x * sin + z * cos];
}
// XW rotation (4D specific!)
if (rotations.xw !== 0) {
const cos = Math.cos(rotations.xw);
const sin = Math.sin(rotations.xw);
[x, w] = [x * cos - w * sin, x * sin + w * cos];
}
// YZ rotation
if (rotations.yz !== 0) {
const cos = Math.cos(rotations.yz);
const sin = Math.sin(rotations.yz);
[y, z] = [y * cos - z * sin, y * sin + z * cos];
}
// YW rotation (4D specific!)
if (rotations.yw !== 0) {
const cos = Math.cos(rotations.yw);
const sin = Math.sin(rotations.yw);
[y, w] = [y * cos - w * sin, y * sin + w * cos];
}
// ZW rotation (4D specific!)
if (rotations.zw !== 0) {
const cos = Math.cos(rotations.zw);
const sin = Math.sin(rotations.zw);
[z, w] = [z * cos - w * sin, z * sin + w * cos];
}
return [x, y, z, w];
}
// Project 4D to 3D (stereographic projection)
function project4Dto3D(vertex4D, distance = 30) {
const [x, y, z, w] = vertex4D;
// Stereographic projection from 4D to 3D
const factor = distance / (distance - w);
return new THREE.Vector3(x * factor, y * factor, z * factor);
}
// Tesseract edge definitions (32 edges connecting 16 vertices)
function getTesseractEdges() {
const edges = [];
// Connect vertices that differ by exactly one coordinate
for (let i = 0; i < 16; i++) {
for (let j = i + 1; j < 16; j++) {
// Count differing bits
let diff = i ^ j;
// If exactly one bit differs, these vertices are connected
if (diff === 1 || diff === 2 || diff === 4 || diff === 8) {
edges.push([i, j]);
}
}
}
return edges;
}
// ROOM DEFINITIONS - each room is bigger on the inside
const TESSERACT_ROOMS = [
{
name: "The Outer Shell",
desc: "The boundary between 3D and 4D. Reality seems... normal here.",
color: 0xff00ff,
scale: 1,
walls: 'normal'
},
{
name: "The Expanding Hall",
desc: "This corridor extends impossibly far. The walls recede as you approach.",
color: 0x00ffff,
scale: 3,
walls: 'receding'
},
{
name: "The Infinite Library",
desc: "Shelves stretch in directions that shouldn't exist. Books written in 4D.",
color: 0xffff00,
scale: 5,
walls: 'fractal'
},
{
name: "The Folded Garden",
desc: "Space curves back on itself. You can see yourself from behind.",
color: 0x00ff00,
scale: 2,
walls: 'curved'
},
{
name: "The Paradox Chamber",
desc: "Every door leads to the same room, yet each room is different.",
color: 0xff6600,
scale: 4,
walls: 'paradox'
},
{
name: "The W-Axis Void",
desc: "Pure 4th dimensional space. Your mind struggles to comprehend.",
color: 0x8800ff,
scale: 10,
walls: 'void'
},
{
name: "The Tesseract Core",
desc: "The heart of the hypercube. All 8 cells converge here.",
color: 0xffffff,
scale: 8,
walls: 'core'
},
{
name: "The Klein Bottle Room",
desc: "Inside is outside. The walls have no boundary.",
color: 0xff0088,
scale: 2.5,
walls: 'klein'
}
];
// v6.82: 4D INTUITION ENGINE - Vertex Trail System
let vertexTrails = new Map(); // vertex index -> trail positions
let vertexTrailGroup = null;
let vertexTrailsEnabled = true;
const MAX_TRAIL_LENGTH = 20;
let previousWSum = 0; // For inside-out detection
// Ana/Kata coloring function
function getAnaKataColor(wValue, maxW = 15) {
const normalized = wValue / maxW; // -1 to 1
if (normalized > 0.1) {
// +W (Ana) - Cyan to White
const intensity = normalized;
return new THREE.Color(
1 - intensity * 0.5,
1,
1
);
} else if (normalized < -0.1) {
// -W (Kata) - Magenta to White
const intensity = -normalized;
return new THREE.Color(
1,
1 - intensity * 0.5,
1
);
} else {
// Near W=0 - White
return new THREE.Color(1, 1, 1);
}
}
// Update vertex trails
function updateVertexTrails(projectedVertices) {
if (!vertexTrailsEnabled || !projectedVertices) return;
projectedVertices.forEach((pos, i) => {
if (!vertexTrails.has(i)) {
vertexTrails.set(i, []);
}
const trail = vertexTrails.get(i);
trail.push(pos.clone());
if (trail.length > MAX_TRAIL_LENGTH) {
trail.shift();
}
});
}
// Render vertex trails as fading lines
function renderVertexTrails() {
if (vertexTrailGroup) {
scene.remove(vertexTrailGroup);
}
if (!vertexTrailsEnabled || vertexTrails.size === 0) return;
vertexTrailGroup = new THREE.Group();
vertexTrails.forEach((trail, vertexIdx) => {
if (trail.length < 2) return;
for (let i = 1; i < trail.length; i++) {
const opacity = (i / trail.length) * 0.4;
const material = new THREE.LineBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: opacity
});
const geometry = new THREE.BufferGeometry().setFromPoints([
trail[i - 1],
trail[i]
]);
const line = new THREE.Line(geometry, material);
vertexTrailGroup.add(line);
}
});
scene.add(vertexTrailGroup);
}
// Check for inside-out transition
function checkInsideOut(rotatedVertices) {
let currentWSum = 0;
rotatedVertices.forEach(v => {
currentWSum += v[3];
});
// If sign changes significantly, we've inverted
if (previousWSum !== 0 && Math.sign(currentWSum) !== Math.sign(previousWSum) && Math.abs(currentWSum - previousWSum) > 50) {
showInsideOutIndicator();
}
previousWSum = currentWSum;
}
function showInsideOutIndicator() {
const indicator = document.getElementById('inside-out-indicator');
if (indicator) {
indicator.classList.remove('active');
void indicator.offsetWidth; // Force reflow
indicator.classList.add('active');
setTimeout(() => indicator.classList.remove('active'), 800);
}
}
// Show/hide Ana-Kata legend
function showAnaKataLegend() {
const legend = document.getElementById('ana-kata-legend');
if (legend) legend.classList.add('active');
}
function hideAnaKataLegend() {
const legend = document.getElementById('ana-kata-legend');
if (legend) legend.classList.remove('active');
}
// Create the tesseract visualization
function createTesseract() {
if (tesseractGroup) {
scene.remove(tesseractGroup);
tesseractGroup = null;
}
tesseractGroup = new THREE.Group();
// Get 4D vertices and apply rotations
const vertices4D = generateTesseractVertices(15);
const rotatedVertices = vertices4D.map(v => rotate4D(v, tesseractRotations));
const projectedVertices = rotatedVertices.map(v => project4Dto3D(v));
// Draw edges
const edges = getTesseractEdges();
const edgeMaterial = new THREE.LineBasicMaterial({
color: 0xff00ff,
transparent: true,
opacity: 0.8,
linewidth: 2
});
edges.forEach(([i, j]) => {
const geometry = new THREE.BufferGeometry().setFromPoints([
projectedVertices[i],
projectedVertices[j]
]);
const line = new THREE.Line(geometry, edgeMaterial.clone());
// v6.82: Ana/Kata coloring - cyan for +W, magenta for -W
const avgW = (rotatedVertices[i][3] + rotatedVertices[j][3]) / 2;
line.material.color.copy(getAnaKataColor(avgW, 15));
line.material.opacity = 0.6 + Math.abs(avgW) / 30 * 0.3;
tesseractGroup.add(line);
});
// Draw vertices as glowing spheres
const vertexMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.9
});
projectedVertices.forEach((pos, i) => {
const wValue = rotatedVertices[i][3];
// v6.82: Size based on W-coordinate (closer to our 3D slice = larger)
const size = 0.5 - Math.abs(wValue) / 30 * 0.3;
const sphere = new THREE.Mesh(
new THREE.SphereGeometry(Math.max(0.2, size), 12, 12),
vertexMaterial.clone()
);
sphere.position.copy(pos);
// v6.82: Ana/Kata coloring
sphere.material.color.copy(getAnaKataColor(wValue, 15));
tesseractGroup.add(sphere);
});
// v6.82: Update vertex trails and check for inside-out
updateVertexTrails(projectedVertices);
renderVertexTrails();
checkInsideOut(rotatedVertices);
scene.add(tesseractGroup);
return tesseractGroup;
}
// Create impossible room geometry
function createImpossibleRoom(roomIndex) {
const room = TESSERACT_ROOMS[roomIndex];
const roomGroup = new THREE.Group();
roomGroup.userData.roomIndex = roomIndex;
// Room dimensions (bigger on inside based on scale)
const baseSize = 10;
const roomSize = baseSize * room.scale;
// Floor with impossible pattern
const floorGeo = new THREE.PlaneGeometry(roomSize, roomSize, 32, 32);
const floorMat = new THREE.MeshStandardMaterial({
color: room.color,
transparent: true,
opacity: 0.3,
side: THREE.DoubleSide,
wireframe: room.walls === 'void'
});
// Warp the floor geometry for impossible effect
const positions = floorGeo.attributes.position.array;
for (let i = 0; i < positions.length; i += 3) {
const x = positions[i];
const y = positions[i + 1];
const dist = Math.sqrt(x * x + y * y);
// Create impossible depth perception
if (room.walls === 'receding') {
positions[i + 2] = Math.sin(dist * 0.2) * (room.scale - 1);
} else if (room.walls === 'curved') {
positions[i + 2] = Math.sin(x * 0.1) * Math.cos(y * 0.1) * 5;
} else if (room.walls === 'paradox') {
positions[i + 2] = (Math.sin(x * 0.5) + Math.cos(y * 0.5)) * 2;
}
}
floorGeo.computeVertexNormals();
const floor = new THREE.Mesh(floorGeo, floorMat);
floor.rotation.x = -Math.PI / 2;
floor.position.y = 0;
roomGroup.add(floor);
// Create walls that recede into impossible distances
const wallHeight = 8 * room.scale;
const wallMat = new THREE.MeshStandardMaterial({
color: room.color,
transparent: true,
opacity: 0.15,
side: THREE.DoubleSide
});
// Four walls
const wallPositions = [
{ x: 0, z: -roomSize / 2, rotY: 0 },
{ x: 0, z: roomSize / 2, rotY: Math.PI },
{ x: -roomSize / 2, z: 0, rotY: Math.PI / 2 },
{ x: roomSize / 2, z: 0, rotY: -Math.PI / 2 }
];
wallPositions.forEach((wp, idx) => {
const wallGeo = new THREE.PlaneGeometry(roomSize, wallHeight, 16, 16);
// Warp walls for impossible geometry
const wallPos = wallGeo.attributes.position.array;
for (let i = 0; i < wallPos.length; i += 3) {
if (room.walls === 'receding') {
wallPos[i + 2] = Math.abs(wallPos[i]) * 0.3;
} else if (room.walls === 'klein') {
wallPos[i + 2] = Math.sin(wallPos[i] * 0.3 + wallPos[i + 1] * 0.2) * 3;
}
}
wallGeo.computeVertexNormals();
const wall = new THREE.Mesh(wallGeo, wallMat.clone());
wall.position.set(wp.x, wallHeight / 2, wp.z);
wall.rotation.y = wp.rotY;
roomGroup.add(wall);
// Add portal at center of each wall
const portal = createPortal(idx, room.color);
portal.position.set(wp.x, 1.5, wp.z);
portal.rotation.y = wp.rotY;
portal.userData.wallIndex = idx;
portal.userData.sourceRoom = roomIndex;
portal.userData.targetRoom = (roomIndex + idx + 1) % TESSERACT_ROOMS.length;
roomGroup.add(portal);
tesseractPortals.push(portal);
});
// Ceiling with recursive pattern
const ceiling = floor.clone();
ceiling.position.y = wallHeight;
ceiling.rotation.x = Math.PI / 2;
roomGroup.add(ceiling);
// Add glowing grid lines
const gridHelper = new THREE.GridHelper(roomSize, Math.floor(roomSize / 2), room.color, room.color);
gridHelper.material.transparent = true;
gridHelper.material.opacity = 0.2;
gridHelper.position.y = 0.01;
roomGroup.add(gridHelper);
// Add ambient light with room color
const roomLight = new THREE.PointLight(room.color, 1.5, roomSize * 2);
roomLight.position.set(0, wallHeight / 2, 0);
roomGroup.add(roomLight);
return roomGroup;
}
// Create portal door
function createPortal(index, color) {
const portalGroup = new THREE.Group();
portalGroup.userData.isPortal = true;
portalGroup.userData.portalIndex = index;
// Portal frame
const frameGeo = new THREE.TorusGeometry(2, 0.2, 8, 32);
const frameMat = new THREE.MeshStandardMaterial({
color: color,
emissive: color,
emissiveIntensity: 0.5
});
const frame = new THREE.Mesh(frameGeo, frameMat);
frame.rotation.y = Math.PI / 2;
portalGroup.add(frame);
// Portal surface (shimmering effect)
const surfaceGeo = new THREE.CircleGeometry(1.8, 32);
const surfaceMat = new THREE.MeshBasicMaterial({
color: 0x000000,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide
});
const surface = new THREE.Mesh(surfaceGeo, surfaceMat);
surface.rotation.y = Math.PI / 2;
surface.userData.portalSurface = true;
portalGroup.add(surface);
// Swirling effect
const swirlGeo = new THREE.RingGeometry(0.5, 1.7, 32);
const swirlMat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide
});
const swirl = new THREE.Mesh(swirlGeo, swirlMat);
swirl.rotation.y = Math.PI / 2;
swirl.userData.isSwirl = true;
portalGroup.add(swirl);
return portalGroup;
}
// Enter tesseract mode from black hole
function showBlackHoleEntryPrompt() {
const modal = document.getElementById('black-hole-entry');
if (modal) modal.classList.add('active');
}
function cancelBlackHoleEntry() {
const modal = document.getElementById('black-hole-entry');
if (modal) modal.classList.remove('active');
}
function enterTesseract() {
const modal = document.getElementById('black-hole-entry');
if (modal) modal.classList.remove('active');
// Show dimension shift effect
const overlay = document.getElementById('dimension-shift');
if (overlay) {
overlay.classList.add('active');
setTimeout(() => overlay.classList.remove('active'), 2000);
}
// Delay entering tesseract for effect
setTimeout(() => {
initTesseractMode();
}, 800);
}
function initTesseractMode() {
tesseractMode = true;
setMode('tesseract'); // v8.27: Use setMode() for state validation
// v12.10: Update ambient music for tesseract (ethereal, otherworldly)
if (typeof SpaceMusic !== 'undefined') {
SpaceMusic.setMode('tesseract');
SpaceMusic.playDiscovery(); // Musical accent for dimensional shift
}
// Hide galaxy UI
document.getElementById('galaxy-controls').style.display = 'none';
const physicsPanel = document.getElementById('physics-tutorial');
if (physicsPanel) physicsPanel.classList.remove('visible');
const settingsBtn = document.getElementById('settings-toggle-btn');
if (settingsBtn) settingsBtn.style.display = 'none';
// Show tesseract UI
document.getElementById('tesseract-hud').classList.add('active');
document.getElementById('tesseract-controls').classList.add('active');
document.getElementById('tesseract-room').classList.add('active');
document.getElementById('tesseract-hint').classList.add('active');
// v6.60: Show 4D Guide UI
showTesseractGuideUI();
// v6.60: Start immersive tutorial for first-time visitors
setTimeout(() => {
if (!hasCompletedTutorial()) {
startImmersiveTutorial();
}
}, 2500); // Delay to let the scene settle
// Clear galaxy scene
while (scene.children.length > 0) scene.remove(scene.children[0]);
// Setup tesseract scene
scene.background = new THREE.Color(0x050010);
scene.fog = new THREE.FogExp2(0x100020, 0.01);
// Ambient light
const ambient = new THREE.AmbientLight(0x332255, 0.5);
scene.add(ambient);
// Create the 4D tesseract wireframe
createTesseract();
// Create first room
currentRoom = 0;
tesseractPortals = [];
tesseractRooms = [];
const roomGroup = createImpossibleRoom(currentRoom);
roomGroup.position.set(0, 0, 0);
scene.add(roomGroup);
tesseractRooms.push(roomGroup);
// Update room display
updateRoomDisplay();
// Setup first-person camera
fpPosition.set(0, 1.7, 0);
fpYaw = 0;
fpPitch = 0;
camera.position.copy(fpPosition);
camera.rotation.order = 'YXZ';
// Request pointer lock for mouse look
renderer.domElement.addEventListener('click', requestPointerLock);
document.addEventListener('pointerlockchange', onPointerLockChange);
document.addEventListener('mousemove', onTesseractMouseMove);
// Keyboard controls for movement
document.addEventListener('keydown', onTesseractKeyDown);
document.addEventListener('keyup', onTesseractKeyUp);
// Start animation
startAutoRotation();
}
// v8.28: Added ResourceManager cleanup for proper Three.js disposal
function exitTesseract() {
tesseractMode = false;
// Show dimension shift effect
const overlay = document.getElementById('dimension-shift');
if (overlay) {
overlay.querySelector('.dimension-shift-text').textContent = 'RETURNING TO NORMAL SPACE...';
overlay.classList.add('active');
setTimeout(() => {
overlay.classList.remove('active');
overlay.querySelector('.dimension-shift-text').textContent = 'SHIFTING DIMENSIONS...';
}, 2000);
}
// Hide tesseract UI
document.getElementById('tesseract-hud').classList.remove('active');
document.getElementById('tesseract-controls').classList.remove('active');
document.getElementById('tesseract-room').classList.remove('active');
document.getElementById('tesseract-hint').classList.remove('active');
document.getElementById('portal-prompt').classList.remove('active');
// v6.60: Hide 4D Guide UI
hideTesseractGuideUI();
// Clean up events
renderer.domElement.removeEventListener('click', requestPointerLock);
document.removeEventListener('pointerlockchange', onPointerLockChange);
document.removeEventListener('mousemove', onTesseractMouseMove);
document.removeEventListener('keydown', onTesseractKeyDown);
document.removeEventListener('keyup', onTesseractKeyUp);
// Exit pointer lock
if (document.pointerLockElement) {
document.exitPointerLock();
}
// v8.28: Clear tesseract-related timers
if (typeof TimerRegistry !== 'undefined') {
TimerRegistry.clearInterval('tesseract-autorotate');
TimerRegistry.clearInterval('tesseract-update');
}
// Clean up scene with proper disposal
tesseractRooms.forEach(room => {
// v8.28: Use ResourceManager for proper disposal
if (typeof ResourceManager !== 'undefined') {
ResourceManager.disposeObject3D(room);
}
scene.remove(room);
});
tesseractRooms = [];
tesseractPortals = [];
if (tesseractGroup) {
scene.remove(tesseractGroup);
tesseractGroup = null;
}
// Return to galaxy
setTimeout(() => {
initGalaxy();
}, 1000);
}
function requestPointerLock() {
if (tesseractMode && !pointerLocked) {
renderer.domElement.requestPointerLock();
}
}
function onPointerLockChange() {
pointerLocked = document.pointerLockElement === renderer.domElement;
}
function onTesseractMouseMove(e) {
if (!tesseractMode || !pointerLocked) return;
fpYaw -= e.movementX * fpLookSpeed;
fpPitch -= e.movementY * fpLookSpeed;
// Clamp pitch
fpPitch = Math.max(-Math.PI / 2 + 0.1, Math.min(Math.PI / 2 - 0.1, fpPitch));
}
function onTesseractKeyDown(e) {
if (!tesseractMode) return;
// v7.2: Skip if typing in input fields (chat, etc.)
const activeElement = document.activeElement;
if (activeElement && (activeElement.tagName === 'INPUT' || activeElement.tagName === 'TEXTAREA' || activeElement.isContentEditable)) {
return;
}
switch (e.key.toLowerCase()) {
case 'w': fpKeys.w = true; break;
case 'a': fpKeys.a = true; break;
case 's': fpKeys.s = true; break;
case 'd': fpKeys.d = true; break;
case ' ':
e.preventDefault();
if (nearbyPortal) {
enterPortal(nearbyPortal);
}
break;
case 'escape':
if (document.pointerLockElement) {
document.exitPointerLock();
} else {
exitTesseract();
}
break;
}
}
function onTesseractKeyUp(e) {
if (!tesseractMode) return;
switch (e.key.toLowerCase()) {
case 'w': fpKeys.w = false; break;
case 'a': fpKeys.a = false; break;
case 's': fpKeys.s = false; break;
case 'd': fpKeys.d = false; break;
}
}
function updateTesseractRotation() {
// Read slider values
tesseractRotations.xy = parseFloat(document.getElementById('rot-xy').value) * Math.PI / 180;
tesseractRotations.xz = parseFloat(document.getElementById('rot-xz').value) * Math.PI / 180;
tesseractRotations.xw = parseFloat(document.getElementById('rot-xw').value) * Math.PI / 180;
tesseractRotations.yz = parseFloat(document.getElementById('rot-yz').value) * Math.PI / 180;
tesseractRotations.yw = parseFloat(document.getElementById('rot-yw').value) * Math.PI / 180;
tesseractRotations.zw = parseFloat(document.getElementById('rot-zw').value) * Math.PI / 180;
// Update display values
document.getElementById('rot-xy-val').textContent = Math.round(tesseractRotations.xy * 180 / Math.PI) + '°';
document.getElementById('rot-xz-val').textContent = Math.round(tesseractRotations.xz * 180 / Math.PI) + '°';
document.getElementById('rot-xw-val').textContent = Math.round(tesseractRotations.xw * 180 / Math.PI) + '°';
document.getElementById('rot-yz-val').textContent = Math.round(tesseractRotations.yz * 180 / Math.PI) + '°';
document.getElementById('rot-yw-val').textContent = Math.round(tesseractRotations.yw * 180 / Math.PI) + '°';
document.getElementById('rot-zw-val').textContent = Math.round(tesseractRotations.zw * 180 / Math.PI) + '°';
// Recreate tesseract with new rotations
if (tesseractMode) {
createTesseract();
}
// v6.60: Check tutorial challenge progress
checkChallengeProgress();
}
// Auto-rotation for ambient effect
let autoRotationEnabled = true;
function startAutoRotation() {
autoRotationEnabled = true;
}
function updateAutoRotation(time) {
if (!tesseractMode || !autoRotationEnabled) return;
// Gentle automatic rotation in W-axis dimensions
const baseSpeed = 0.0002;
tesseractRotations.xw += baseSpeed * 0.7;
tesseractRotations.yw += baseSpeed * 0.5;
tesseractRotations.zw += baseSpeed * 0.3;
// Update sliders to match
document.getElementById('rot-xw').value = (tesseractRotations.xw * 180 / Math.PI) % 360;
document.getElementById('rot-yw').value = (tesseractRotations.yw * 180 / Math.PI) % 360;
document.getElementById('rot-zw').value = (tesseractRotations.zw * 180 / Math.PI) % 360;
// Update displays
document.getElementById('rot-xw-val').textContent = Math.round(tesseractRotations.xw * 180 / Math.PI) % 360 + '°';
document.getElementById('rot-yw-val').textContent = Math.round(tesseractRotations.yw * 180 / Math.PI) % 360 + '°';
document.getElementById('rot-zw-val').textContent = Math.round(tesseractRotations.zw * 180 / Math.PI) % 360 + '°';
// Recreate tesseract with new rotations
createTesseract();
// v6.60: Update W-coordinate indicator
updateWCoordinateIndicator();
}
function updateRoomDisplay() {
const room = TESSERACT_ROOMS[currentRoom];
document.getElementById('room-name').textContent = room.name;
document.getElementById('room-desc').textContent = room.desc;
}
function enterPortal(portal) {
const targetRoom = portal.userData.targetRoom;
// v6.60: Notify tutorial system
onPortalEnteredDuringTutorial();
// Show dimension shift effect
const overlay = document.getElementById('dimension-shift');
if (overlay) {
overlay.querySelector('.dimension-shift-text').textContent = `ENTERING ${TESSERACT_ROOMS[targetRoom].name.toUpperCase()}...`;
overlay.classList.add('active');
setTimeout(() => overlay.classList.remove('active'), 1500);
}
// Switch rooms after brief delay
setTimeout(() => {
// Remove old room
tesseractRooms.forEach(room => scene.remove(room));
tesseractRooms = [];
tesseractPortals = [];
// Create new room
currentRoom = targetRoom;
const newRoom = createImpossibleRoom(currentRoom);
scene.add(newRoom);
tesseractRooms.push(newRoom);
// Reset player position
fpPosition.set(0, 1.7, 0);
fpYaw = 0;
// Update display
updateRoomDisplay();
nearbyPortal = null;
document.getElementById('portal-prompt').classList.remove('active');
}, 500);
}
function updateTesseractMovement() {
if (!tesseractMode) return;
// v7.84: Use pre-allocated vectors instead of creating 3-5 new Vector3 per frame
// Get movement direction
_fpForward.set(0, 0, -1);
_fpRight.set(1, 0, 0);
_fpForward.applyAxisAngle(_fpUpAxis, fpYaw);
_fpRight.applyAxisAngle(_fpUpAxis, fpYaw);
// Apply movement using temp vector to avoid clone() calls
if (fpKeys.w) {
_fpTempMove.copy(_fpForward).multiplyScalar(fpMoveSpeed);
fpPosition.add(_fpTempMove);
}
if (fpKeys.s) {
_fpTempMove.copy(_fpForward).multiplyScalar(-fpMoveSpeed);
fpPosition.add(_fpTempMove);
}
if (fpKeys.a) {
_fpTempMove.copy(_fpRight).multiplyScalar(-fpMoveSpeed);
fpPosition.add(_fpTempMove);
}
if (fpKeys.d) {
_fpTempMove.copy(_fpRight).multiplyScalar(fpMoveSpeed);
fpPosition.add(_fpTempMove);
}
// Update camera
camera.position.copy(fpPosition);
camera.rotation.set(fpPitch, fpYaw, 0, 'YXZ');
// v7.99: Check for nearby portals using distanceToSquared (avoids sqrt per portal)
nearbyPortal = null;
let closestDistSq = 9; // 3 * 3 = Portal activation distance squared
const _portalWorldPos = GlobalVec3Pool.temp(); // Reuse pooled vector
for (let i = 0; i < tesseractPortals.length; i++) {
const portal = tesseractPortals[i];
portal.getWorldPosition(_portalWorldPos);
const distSq = fpPosition.distanceToSquared(_portalWorldPos);
if (distSq < closestDistSq) {
closestDistSq = distSq;
nearbyPortal = portal;
}
}
// Show/hide portal prompt
const prompt = document.getElementById('portal-prompt');
if (nearbyPortal) {
prompt.classList.add('active');
prompt.textContent = `Press SPACE to enter ${TESSERACT_ROOMS[nearbyPortal.userData.targetRoom].name}`;
// v6.60: Check tutorial challenge (approach portal)
checkChallengeProgress();
} else {
prompt.classList.remove('active');
}
// Animate portals
tesseractPortals.forEach(portal => {
portal.children.forEach(child => {
if (child.userData.isSwirl) {
child.rotation.z += 0.02;
}
});
});
}
// ===========================================
// v6.60: THROUGH THE TESSERACT - 4D Higher Dimensional Guide
// IMMERSIVE TUTORIAL SYSTEM - The world teaches you
// ===========================================
// Guide panel state (reference panel - not the main tutorial)
let guideOpen = false;
// IMMERSIVE TUTORIAL STATE
let immersiveTutorialActive = false;
let immersiveTutorialStage = 0;
let tutorialFirstTime = true; // Check localStorage for returning visitors
let narratorTimeout = null;
let tutorialDemoActive = false;
let waitingForPlayerAction = false;
let playerCompletedAction = false;
// Check if player has completed tutorial before
function hasCompletedTutorial() {
try {
return localStorage.getItem('leviathan_tesseract_tutorial') === 'completed';
} catch (e) {
return false;
}
}
function markTutorialCompleted() {
try {
localStorage.setItem('leviathan_tesseract_tutorial', 'completed');
} catch (e) {}
}
// IMMERSIVE TUTORIAL STAGES
// Each stage has: narration, optional demo, optional player challenge
const IMMERSIVE_STAGES = [
{
id: 'awakening',
stageName: 'THE CROSSING',
narration: [
"You have crossed the event horizon.",
"Space and time twist around you...",
"Welcome to the fourth dimension ."
],
demo: null,
challenge: null,
delay: 2000
},
// v6.82: 4D Intuition Engine - Pattern Recognition Stage
{
id: 'the_pattern',
stageName: 'THE PATTERN',
narration: [
"Before you can see the tesseract, you must understand the pattern .",
"Point to line: 1 → 2 vertices.",
"Line to square: 2 → 4 vertices.",
"Square to cube: 4 → 8 vertices.",
"Each dimension doubles . Now... cube to tesseract?"
],
demo: null,
challenge: null,
delay: 4500
},
{
id: 'first_sight',
stageName: 'FIRST SIGHT',
narration: [
"Before you floats a tesseract — a four-dimensional hypercube.",
"What you see is its shadow in 3D space.",
"Count the vertices. There are sixteen . Eight more than a cube.",
"Some are hidden. They exist in a direction you cannot point."
],
demo: null,
challenge: null,
delay: 3500
},
{
id: 'familiar_rotation',
stageName: 'THE FAMILIAR',
narration: [
"First, something you know.",
"Watch as space rotates in the XY plane ...",
"This is ordinary 3D rotation. Comfortable. Safe."
],
demo: { type: 'rotation', plane: 'xy', duration: 2500 },
challenge: null,
delay: 1500
},
{
id: 'impossible_rotation',
stageName: 'THE IMPOSSIBLE',
narration: [
"Now... something that should not exist.",
"Watch the XW plane .",
"This rotates space through the fourth dimension ."
],
demo: { type: 'rotation', plane: 'xw', duration: 3500 },
challenge: null,
delay: 1500,
postNarration: [
"Did you see? Vertices didn't just move — they vanished .",
"They rotated through you. Into a direction that doesn't exist here.",
"Your eyes cannot follow. Your brain cannot parse. This is correct. "
]
},
{
id: 'your_turn',
stageName: 'YOUR TURN',
narration: [
"Now you try.",
"Find the XW slider on the right.",
"Move it. Feel what happens."
],
demo: null,
challenge: { type: 'rotate_xw', successThreshold: 30 },
delay: 500
},
{
id: 'w_axis_reveal',
stageName: 'THE W-AXIS',
narration: [
"You have touched the fourth direction.",
"It is called W .",
"Ana — movement in the +W direction. Think of it as... hyper-up.",
"Kata — movement in -W. Hyper-down.",
"The tesseract extends equally in all four directions. You are inside one of its eight cubic cells ."
],
demo: { type: 'show_w_axis' },
challenge: null,
delay: 2000
},
{
id: 'portal_approach',
stageName: 'THE PORTAL',
narration: [
"See the portals in the walls?",
"Walk toward one. Use WASD to move.",
"When you step through... you will move in the W direction .",
"You will walk forward — but travel hyperward ."
],
demo: null,
challenge: { type: 'approach_portal' },
delay: 1000
},
{
id: 'portal_crossing',
stageName: 'THROUGH',
narration: [
"Press SPACE to step through.",
"Feel the geometry shift around you.",
"You are now in a different cell. The same tesseract. A different slice of 4D."
],
demo: null,
challenge: { type: 'enter_portal' },
delay: 500
},
{
id: 'understanding',
stageName: 'THE TRUTH',
narration: [
"Eight rooms. Eight cubes. One hypercube.",
"Each room connects to the others through faces that overlap in 4D but not in 3D.",
"Your mind was not built for this. No human mind was. ",
"But you experienced it. And that is the first step.",
"The tesseract is now yours to explore."
],
demo: null,
challenge: null,
delay: 2500
},
{
id: 'freedom',
stageName: 'FREEDOM',
narration: [
"The guide falls silent. ",
"Walk the impossible halls. Rotate the unimaginable planes.",
"And when you are ready... ESC returns you to 3D space."
],
demo: null,
challenge: null,
delay: 2000,
final: true
}
];
// Toggle 4D Guide panel
function toggleTesseractGuide() {
guideOpen = !guideOpen;
const panel = document.getElementById('tesseract-guide-panel');
const toggle = document.getElementById('tesseract-guide-toggle');
if (guideOpen) {
panel.classList.add('active');
toggle.style.left = '360px';
// v7.43: Sync aria-expanded state for accessibility (Cycle 22 UX/Accessibility)
if (toggle) toggle.setAttribute('aria-expanded', 'true');
} else {
panel.classList.remove('active');
toggle.style.left = '20px';
// v7.43: Sync aria-expanded state for accessibility (Cycle 22 UX/Accessibility)
if (toggle) toggle.setAttribute('aria-expanded', 'false');
}
}
// Switch between guide tabs
function switchGuideTab(tabName) {
// Update tab buttons
document.querySelectorAll('.guide-tab').forEach(tab => {
tab.classList.remove('active');
if (tab.textContent.toLowerCase().includes(tabName.toLowerCase().substring(0, 4))) {
tab.classList.add('active');
}
});
// Update tab content
document.querySelectorAll('.guide-tab-content').forEach(content => {
content.classList.remove('active');
});
const targetContent = document.getElementById('guide-' + tabName);
if (targetContent) {
targetContent.classList.add('active');
}
}
// Focus on a specific rotation plane (demo rotation)
function focusRotation(plane) {
if (!tesseractMode) return;
// Reset all rotations
tesseractRotations = { xy: 0, xz: 0, xw: 0, yz: 0, yw: 0, zw: 0 };
// Animate the selected rotation plane
const targetValue = Math.PI / 2;
const duration = 1000;
const startTime = Date.now();
function animateRotation() {
const elapsed = Date.now() - startTime;
const progress = Math.min(elapsed / duration, 1);
const eased = 1 - Math.pow(1 - progress, 3); // Ease out cubic
tesseractRotations[plane] = eased * targetValue;
// Update slider
const slider = document.getElementById('rot-' + plane);
if (slider) {
slider.value = (tesseractRotations[plane] * 180 / Math.PI);
}
// Update display
const display = document.getElementById('rot-' + plane + '-val');
if (display) {
display.textContent = Math.round(tesseractRotations[plane] * 180 / Math.PI) + '°';
}
createTesseract();
if (progress < 1) {
requestAnimationFrame(animateRotation);
}
}
animateRotation();
}
// ===========================================
// IMMERSIVE TUTORIAL ENGINE
// ===========================================
// Start the immersive tutorial
function startImmersiveTutorial() {
immersiveTutorialActive = true;
immersiveTutorialStage = 0;
waitingForPlayerAction = false;
playerCompletedAction = false;
// Disable auto-rotation during tutorial
autoRotationEnabled = false;
// Show skip button and stage indicator
document.getElementById('tutorial-skip').classList.add('active');
// Begin first stage
runTutorialStage(0);
}
// Run a specific tutorial stage
function runTutorialStage(stageIndex) {
if (stageIndex >= IMMERSIVE_STAGES.length) {
endImmersiveTutorial();
return;
}
const stage = IMMERSIVE_STAGES[stageIndex];
immersiveTutorialStage = stageIndex;
// Update stage indicator
const stageEl = document.getElementById('tutorial-stage');
stageEl.textContent = stage.stageName;
stageEl.classList.add('active');
// Run narration sequence
runNarrationSequence(stage.narration, () => {
// After narration, run demo if present
if (stage.demo) {
runTutorialDemo(stage.demo, () => {
// After demo, run post-narration if present
if (stage.postNarration) {
runNarrationSequence(stage.postNarration, () => {
handleStageChallenge(stage);
});
} else {
handleStageChallenge(stage);
}
});
} else {
handleStageChallenge(stage);
}
});
}
// Handle stage challenge or advance
function handleStageChallenge(stage) {
if (stage.challenge) {
setupChallenge(stage.challenge);
} else if (stage.final) {
// Final stage - end tutorial
setTimeout(() => {
endImmersiveTutorial();
}, stage.delay || 2000);
} else {
// No challenge, advance after delay
setTimeout(() => {
advanceToNextStage();
}, stage.delay || 2000);
}
}
// Run narration sequence (array of lines, typed one by one)
function runNarrationSequence(lines, onComplete) {
const narrator = document.getElementById('tesseract-narrator');
const textEl = document.getElementById('narrator-text');
narrator.classList.add('active');
let lineIndex = 0;
function showNextLine() {
if (lineIndex >= lines.length) {
// All lines shown, wait then hide and call complete
setTimeout(() => {
narrator.classList.remove('active');
if (onComplete) onComplete();
}, 1500);
return;
}
const line = lines[lineIndex];
typeNarratorText(textEl, line, () => {
lineIndex++;
// Pause between lines
narratorTimeout = setTimeout(showNextLine, 2500);
});
}
showNextLine();
}
// Type text character by character (preserves HTML tags)
function typeNarratorText(element, html, onComplete) {
// Parse HTML and type visible characters
element.innerHTML = '';
let charIndex = 0;
let inTag = false;
let currentText = '';
function typeNext() {
if (charIndex >= html.length) {
element.innerHTML = html;
if (onComplete) setTimeout(onComplete, 800);
return;
}
const char = html[charIndex];
if (char === '<') {
inTag = true;
}
currentText += char;
if (char === '>') {
inTag = false;
}
element.innerHTML = currentText;
charIndex++;
// Type faster through tags, slower through text
const delay = inTag ? 0 : (char === '.' || char === ',' || char === '—') ? 100 : 35;
narratorTimeout = setTimeout(typeNext, delay);
}
typeNext();
}
// Run a tutorial demonstration
function runTutorialDemo(demo, onComplete) {
tutorialDemoActive = true;
if (demo.type === 'rotation') {
// Animate a rotation plane
const plane = demo.plane;
const duration = demo.duration || 2000;
const startTime = Date.now();
const startValue = tesseractRotations[plane];
const targetValue = startValue + Math.PI;
// Show vertex trail hint for 4D rotations
if (plane.includes('w')) {
document.getElementById('vertex-trail-hint').classList.add('active');
}
function animateDemo() {
const elapsed = Date.now() - startTime;
const progress = Math.min(elapsed / duration, 1);
const eased = progress < 0.5
? 2 * progress * progress
: 1 - Math.pow(-2 * progress + 2, 2) / 2; // Ease in-out
tesseractRotations[plane] = startValue + eased * Math.PI;
// Update slider
const slider = document.getElementById('rot-' + plane);
if (slider) {
slider.value = (tesseractRotations[plane] * 180 / Math.PI) % 360;
}
// Update display
const display = document.getElementById('rot-' + plane + '-val');
if (display) {
display.textContent = Math.round(tesseractRotations[plane] * 180 / Math.PI) % 360 + '°';
}
createTesseract();
if (progress < 1) {
requestAnimationFrame(animateDemo);
} else {
// Demo complete
document.getElementById('vertex-trail-hint').classList.remove('active');
tutorialDemoActive = false;
if (onComplete) setTimeout(onComplete, 500);
}
}
animateDemo();
} else if (demo.type === 'show_w_axis') {
// Show the W-axis visualization
document.getElementById('w-axis-hint').classList.add('active');
setTimeout(() => {
tutorialDemoActive = false;
if (onComplete) onComplete();
}, 3000);
}
}
// Setup an interactive challenge
function setupChallenge(challenge) {
waitingForPlayerAction = true;
playerCompletedAction = false;
const promptEl = document.getElementById('tutorial-prompt');
const promptText = document.getElementById('tutorial-prompt-text');
const promptHint = document.getElementById('tutorial-prompt-hint');
if (challenge.type === 'rotate_xw') {
promptText.textContent = 'Rotate the XW plane';
promptHint.innerHTML = 'Use the XW slider on the right panel';
promptEl.classList.add('active');
// Store initial XW value to detect change
challenge.initialValue = tesseractRotations.xw;
} else if (challenge.type === 'approach_portal') {
promptText.textContent = 'Walk toward a portal';
promptHint.innerHTML = 'Use W A S D to move. Click to enable mouse look.';
promptEl.classList.add('active');
} else if (challenge.type === 'enter_portal') {
promptText.textContent = 'Enter the portal';
promptHint.innerHTML = 'Press SPACE when near a portal';
promptEl.classList.add('active');
}
}
// Check if player completed current challenge
function checkChallengeProgress() {
if (!waitingForPlayerAction || !immersiveTutorialActive) return;
const stage = IMMERSIVE_STAGES[immersiveTutorialStage];
if (!stage || !stage.challenge) return;
const challenge = stage.challenge;
if (challenge.type === 'rotate_xw') {
// Check if XW rotation changed significantly
const currentXW = tesseractRotations.xw * 180 / Math.PI;
const initialXW = (challenge.initialValue || 0) * 180 / Math.PI;
if (Math.abs(currentXW - initialXW) >= (challenge.successThreshold || 30)) {
challengeCompleted();
}
} else if (challenge.type === 'approach_portal') {
// Check if near a portal
if (nearbyPortal) {
challengeCompleted();
}
} else if (challenge.type === 'enter_portal') {
// This is triggered by enterPortal function
// We just wait here
}
}
// Called when a challenge is completed
function challengeCompleted() {
if (!waitingForPlayerAction) return;
waitingForPlayerAction = false;
playerCompletedAction = true;
// Hide prompt
document.getElementById('tutorial-prompt').classList.remove('active');
// Show success feedback
const successEl = document.getElementById('tutorial-success');
successEl.classList.add('active');
setTimeout(() => {
successEl.classList.remove('active');
}, 800);
// Advance to next stage
setTimeout(() => {
advanceToNextStage();
}, 1200);
}
// Advance to next tutorial stage
function advanceToNextStage() {
immersiveTutorialStage++;
// Hide current stage indicator briefly
document.getElementById('tutorial-stage').classList.remove('active');
document.getElementById('w-axis-hint').classList.remove('active');
setTimeout(() => {
runTutorialStage(immersiveTutorialStage);
}, 500);
}
// Skip or end the immersive tutorial
function skipImmersiveTutorial() {
endImmersiveTutorial();
}
// End the immersive tutorial
function endImmersiveTutorial() {
immersiveTutorialActive = false;
waitingForPlayerAction = false;
// Clear any pending narration
if (narratorTimeout) {
clearTimeout(narratorTimeout);
}
// Hide all tutorial UI
document.getElementById('tesseract-narrator').classList.remove('active');
document.getElementById('tutorial-stage').classList.remove('active');
document.getElementById('tutorial-prompt').classList.remove('active');
document.getElementById('tutorial-skip').classList.remove('active');
document.getElementById('w-axis-hint').classList.remove('active');
document.getElementById('vertex-trail-hint').classList.remove('active');
// Re-enable auto rotation
autoRotationEnabled = true;
// Mark tutorial as completed
markTutorialCompleted();
console.log('4D Tutorial completed');
}
// Hook: called when player enters a portal during tutorial
function onPortalEnteredDuringTutorial() {
if (!immersiveTutorialActive) return;
const stage = IMMERSIVE_STAGES[immersiveTutorialStage];
if (stage && stage.challenge && stage.challenge.type === 'enter_portal') {
// Don't call challengeCompleted immediately - let the dimension shift happen first
setTimeout(() => {
challengeCompleted();
}, 1500);
}
}
// ===========================================
// v6.82: 4D INTUITION ENGINE
// Teaching 4D through eureka moments and pattern recognition
// ===========================================
// Eureka moment tracking
const EUREKA_ACHIEVEMENTS = {
pattern_derived: { unlocked: false, title: 'DIMENSIONAL THINKER', message: 'You see the pattern. Each dimension doubles the vertices.' },
xw_intuited: { unlocked: false, title: 'HYPERNAUGHT', message: 'You reached for what cannot be reached.' },
all_rooms_visited: { unlocked: false, title: 'TESSERACT WALKER', message: 'Eight cubes. One hypercube. You walked them all.' },
shadow_understood: { unlocked: false, title: '4D SCULPTOR', message: 'You shaped the shadow by moving the source.' }
};
let visitedRooms = new Set();
let eurekaPopupTimeout = null;
// Trigger a eureka moment
function triggerEureka(eurekaId) {
const eureka = EUREKA_ACHIEVEMENTS[eurekaId];
if (!eureka || eureka.unlocked) return;
eureka.unlocked = true;
// Flash effect
const flash = document.getElementById('eureka-flash');
if (flash) {
flash.classList.add('active');
setTimeout(() => flash.classList.remove('active'), 1500);
}
// Show popup
const popup = document.getElementById('eureka-popup');
const titleEl = document.getElementById('eureka-title');
const msgEl = document.getElementById('eureka-message');
const achEl = document.getElementById('eureka-achievement');
if (popup && titleEl && msgEl && achEl) {
titleEl.textContent = 'EUREKA';
msgEl.textContent = eureka.message;
achEl.textContent = eureka.title;
popup.classList.add('active');
if (eurekaPopupTimeout) clearTimeout(eurekaPopupTimeout);
eurekaPopupTimeout = setTimeout(() => {
popup.classList.remove('active');
}, 5000);
}
// Save to localStorage
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 3)
const saved = SafeJSON.fromLocalStorage('leviathan_eurekas', {});
saved[eurekaId] = true;
localStorage.setItem('leviathan_eurekas', JSON.stringify(saved));
console.log('Eureka unlocked:', eurekaId);
}
// Load saved eureka progress
// v8.0: Now using SafeJSON utility (8-Strategy Consensus Cycle 1)
function loadEurekaProgress() {
const saved = SafeJSON.fromLocalStorage('leviathan_eurekas', {});
Object.keys(saved).forEach(id => {
if (EUREKA_ACHIEVEMENTS[id]) {
EUREKA_ACHIEVEMENTS[id].unlocked = saved[id];
}
});
}
// Check room visit progress
function checkRoomVisitProgress(roomIndex) {
visitedRooms.add(roomIndex);
if (visitedRooms.size >= 8) {
triggerEureka('all_rooms_visited');
}
}
// ===========================================
// DIMENSIONAL LADDER MINIGAME
// ===========================================
let ladderActive = false;
let ladderStep = 0;
function showDimensionalLadder() {
ladderActive = true;
ladderStep = 0;
const ladder = document.getElementById('dimensional-ladder');
if (ladder) {
ladder.classList.add('active');
animateLadderStep(0);
}
}
function hideDimensionalLadder() {
ladderActive = false;
const ladder = document.getElementById('dimensional-ladder');
if (ladder) ladder.classList.remove('active');
}
function animateLadderStep(step) {
const steps = document.querySelectorAll('.ladder-step');
steps.forEach((el, i) => {
el.classList.remove('active', 'completed');
if (i < step) el.classList.add('completed');
if (i === step) el.classList.add('active');
});
if (step < 4) {
ladderStep = step;
setTimeout(() => {
if (ladderActive && step < 3) {
animateLadderStep(step + 1);
} else if (step === 3) {
// Show prediction UI
document.getElementById('ladder-prediction').style.display = 'block';
}
}, 1500);
}
}
function checkDimensionalPrediction() {
const verticesInput = document.getElementById('predict-vertices');
const edgesInput = document.getElementById('predict-edges');
const vertices = parseInt(verticesInput.value);
const edges = parseInt(edgesInput.value);
// Correct answers: 16 vertices, 32 edges
if (vertices === 16 && edges === 32) {
// Success!
triggerEureka('pattern_derived');
document.getElementById('ladder-4d-stats').innerHTML = '16 vertices, 32 edges';
document.querySelectorAll('.ladder-step')[4].classList.add('active');
setTimeout(() => {
hideDimensionalLadder();
}, 2000);
} else {
// Give a hint
if (vertices !== 16) {
verticesInput.style.borderColor = '#ff4444';
verticesInput.placeholder = 'Pattern: 1→2→4→8→?';
}
if (edges !== 32) {
edgesInput.style.borderColor = '#ff4444';
edgesInput.placeholder = 'Pattern: 0→1→4→12→?';
}
setTimeout(() => {
verticesInput.style.borderColor = '';
edgesInput.style.borderColor = '';
}, 2000);
}
}
// ===========================================
// FLATLAND PROLOGUE
// ===========================================
let flatlandActive = false;
let flatlandCtx = null;
let flatlandPhase = 0;
let flatlandAnimationFrame = null;
let sphereY = -100; // Sphere position (Y is depth in 2D)
function showFlatland() {
flatlandActive = true;
flatlandPhase = 0;
const overlay = document.getElementById('flatland-overlay');
if (overlay) overlay.classList.add('active');
const canvas = document.getElementById('flatland-canvas');
if (canvas) {
flatlandCtx = canvas.getContext('2d');
canvas.width = canvas.offsetWidth;
canvas.height = canvas.offsetHeight;
animateFlatland();
narrateFlatland();
}
}
function hideFlatland() {
flatlandActive = false;
const overlay = document.getElementById('flatland-overlay');
if (overlay) overlay.classList.remove('active');
if (flatlandAnimationFrame) {
cancelAnimationFrame(flatlandAnimationFrame);
}
}
function animateFlatland() {
if (!flatlandActive || !flatlandCtx) return;
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
flatlandAnimationFrame = requestAnimationFrame(animateFlatland);
return;
}
const canvas = flatlandCtx.canvas;
const ctx = flatlandCtx;
const w = canvas.width;
const h = canvas.height;
ctx.fillStyle = '#0d0520';
ctx.fillRect(0, 0, w, h);
// Draw 2D grid (the "flatland")
ctx.strokeStyle = 'rgba(0, 255, 255, 0.1)';
ctx.lineWidth = 1;
for (let x = 0; x < w; x += 30) {
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, h);
ctx.stroke();
}
// Draw a 3D sphere passing through 2D plane
// From a Flatlander's perspective, they see a circle that grows and shrinks
const sphereRadius = 80;
const sphereSpeed = 0.5;
sphereY += sphereSpeed;
// Calculate the intersection circle radius
const distFromCenter = Math.abs(sphereY - h/2);
if (distFromCenter < sphereRadius) {
const circleRadius = Math.sqrt(sphereRadius * sphereRadius - distFromCenter * distFromCenter);
// Draw the intersection circle
ctx.beginPath();
ctx.arc(w/2, h/2, circleRadius, 0, Math.PI * 2);
ctx.strokeStyle = '#00ffff';
ctx.lineWidth = 3;
ctx.stroke();
// Glow effect
ctx.beginPath();
ctx.arc(w/2, h/2, circleRadius, 0, Math.PI * 2);
ctx.strokeStyle = 'rgba(0, 255, 255, 0.3)';
ctx.lineWidth = 10;
ctx.stroke();
}
// Reset sphere position
if (sphereY > h + sphereRadius) {
sphereY = -sphereRadius;
flatlandPhase++;
if (flatlandPhase >= 3) {
setTimeout(hideFlatland, 1000);
return;
}
}
// Draw the Flatlander (a triangle)
ctx.fillStyle = '#ffaa00';
ctx.beginPath();
ctx.moveTo(w/2 - 100, h/2 + 50);
ctx.lineTo(w/2 - 80, h/2 + 30);
ctx.lineTo(w/2 - 100, h/2 + 10);
ctx.closePath();
ctx.fill();
flatlandAnimationFrame = requestAnimationFrame(animateFlatland);
}
function narrateFlatland() {
const narrator = document.getElementById('flatland-narrator');
if (!narrator) return;
const narrations = [
"You are a Flatlander - a being of only two dimensions.",
"A sphere from the 3D world passes through your plane...",
"To you, it appears as a circle that grows from nothing , then shrinks back to nothing.",
"The sphere existed the whole time. You just couldn't see it.",
"This is how you will experience the tesseract."
];
let idx = 0;
function showNext() {
if (!flatlandActive || idx >= narrations.length) return;
narrator.innerHTML = narrations[idx];
idx++;
setTimeout(showNext, 4000);
}
showNext();
}
// Initialize Ana-Kata legend visibility when entering tesseract
const originalInitTesseractMode = typeof initTesseractMode === 'function' ? initTesseractMode : null;
if (originalInitTesseractMode) {
initTesseractMode = function() {
originalInitTesseractMode();
showAnaKataLegend();
loadEurekaProgress();
};
}
// Hook room changes for eureka tracking
const originalEnterPortal = typeof enterPortal === 'function' ? enterPortal : null;
if (originalEnterPortal) {
const wrappedEnterPortal = function(portal) {
originalEnterPortal(portal);
if (portal && portal.userData && portal.userData.targetRoom !== undefined) {
setTimeout(() => checkRoomVisitProgress(portal.userData.targetRoom), 600);
}
};
enterPortal = wrappedEnterPortal;
}
// Legacy function for guide panel button
function startGuidedTour() {
// Close guide panel
if (guideOpen) {
toggleTesseractGuide();
}
// Start immersive tutorial
startImmersiveTutorial();
}
// Legacy functions for old tour overlay (now unused but kept for compatibility)
function skipTour() {
document.getElementById('tesseract-tour-overlay').classList.remove('active');
}
function nextTourStep() {
// Redirect to immersive system
skipTour();
startImmersiveTutorial();
}
// Open glossary modal
function openTesseractGlossary() {
document.getElementById('tesseract-glossary').classList.add('active');
}
// Close glossary modal
function closeTesseractGlossary() {
document.getElementById('tesseract-glossary').classList.remove('active');
}
// Update W-coordinate indicator
function updateWCoordinateIndicator() {
if (!tesseractMode) return;
// Calculate average W position based on current rotation state
const avgW = (
Math.sin(tesseractRotations.xw) +
Math.sin(tesseractRotations.yw) +
Math.sin(tesseractRotations.zw)
) / 3;
// Normalize to -1 to 1 range
const normalizedW = Math.max(-1, Math.min(1, avgW));
// Update visual marker position (invert for visual representation)
const marker = document.getElementById('w-indicator-marker');
if (marker) {
const position = 10 + (1 - normalizedW) * 50; // 10% to 90% range
marker.style.top = position + '%';
}
// Update value display
const valueDisplay = document.getElementById('w-indicator-value');
if (valueDisplay) {
valueDisplay.textContent = normalizedW.toFixed(2);
}
}
// Show tesseract guide UI elements when entering tesseract mode
function showTesseractGuideUI() {
document.getElementById('tesseract-guide-toggle').classList.add('active');
document.getElementById('w-coordinate-indicator').classList.add('active');
}
// Hide tesseract guide UI elements when exiting tesseract mode
function hideTesseractGuideUI() {
document.getElementById('tesseract-guide-toggle').classList.remove('active');
document.getElementById('tesseract-guide-panel').classList.remove('active');
document.getElementById('w-coordinate-indicator').classList.remove('active');
document.getElementById('tesseract-tour-overlay').classList.remove('active');
document.getElementById('tesseract-glossary').classList.remove('active');
guideOpen = false;
tourActive = false;
}
// ===========================================
// END v6.60: THROUGH THE TESSERACT
// ===========================================
// Check if camera is approaching black hole (for entry trigger)
function checkBlackHoleProximity() {
if (mode !== 'galaxy' || tesseractMode) return;
const cameraDistToCenter = camera.position.length();
// If very close to black hole center
if (cameraDistToCenter < 150) {
showBlackHoleEntryPrompt();
}
}
// --- PLANET RIDER CAMERA ---
let planetRiderEnabled = false;
let riderTargetCiv = null;
let originalCameraPosition = null;
let originalCameraLookAt = null;
function togglePlanetRiderCam() {
planetRiderEnabled = !planetRiderEnabled;
const btn = document.getElementById('rider-cam-btn');
if (planetRiderEnabled) {
// Find a random non-escaped, non-destroyed planet to ride
const eligiblePlanets = civilizations.filter(c =>
c && c.orbital && !c.orbital.escaped && !c.orbital.destroyed
);
if (eligiblePlanets.length === 0) {
planetRiderEnabled = false;
if (btn) btn.textContent = 'NO PLANETS';
setTimeout(() => { if (btn) btn.textContent = 'OFF'; }, 1500);
return;
}
// Pick a random planet or use the active one
riderTargetCiv = activeCiv && !activeCiv.orbital?.escaped && !activeCiv.orbital?.destroyed
? activeCiv
: eligiblePlanets[Math.floor(Math.random() * eligiblePlanets.length)];
// Store original camera state
originalCameraPosition = camera.position.clone();
if (btn) {
btn.textContent = 'RIDING';
btn.style.background = 'rgba(0,200,100,0.4)';
btn.style.color = '#00ff88';
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Planet Rider Camera: Now following ${riderTargetCiv.name}`);
} else {
// Return to original view
if (originalCameraPosition) {
camera.position.copy(originalCameraPosition);
}
riderTargetCiv = null;
if (btn) {
btn.textContent = 'OFF';
btn.style.background = 'rgba(0,100,255,0.3)';
btn.style.color = '#00ccff';
}
}
}
function updatePlanetRiderCamera() {
if (!planetRiderEnabled || !riderTargetCiv) return;
// If the planet got destroyed or escaped, find a new one
if (riderTargetCiv.orbital?.escaped || riderTargetCiv.orbital?.destroyed) {
const eligiblePlanets = civilizations.filter(c =>
c && c.orbital && !c.orbital.escaped && !c.orbital.destroyed
);
if (eligiblePlanets.length === 0) {
togglePlanetRiderCam(); // Turn off if no planets left
return;
}
riderTargetCiv = eligiblePlanets[Math.floor(Math.random() * eligiblePlanets.length)];
}
// Position camera slightly behind and above the planet, looking toward the black hole
// v7.98: Use GlobalVec3Pool instead of clone() allocations
const planetPos = GlobalVec3Pool.temp().set(riderTargetCiv.x, riderTargetCiv.y, riderTargetCiv.z);
// Direction from black hole to planet
const dirFromCenter = GlobalVec3Pool.tempAt(1).copy(planetPos).normalize();
// Camera offset: behind the planet (opposite direction from center) and slightly above
const cameraOffset = GlobalVec3Pool.tempAt(2).copy(dirFromCenter).multiplyScalar(80);
cameraOffset.y += 40;
// Smooth camera follow
const targetCamPos = GlobalVec3Pool.tempAt(3).copy(planetPos).add(cameraOffset);
camera.position.lerp(targetCamPos, 0.05);
// Look at the black hole center (creating dramatic "approaching doom" view)
camera.lookAt(0, 0, 0);
}
// ===========================================
// END v6.32 FEATURES
// ===========================================
// ===========================================
// v6.33: PLANET APPROACH CINEMATIC & AUTO-HIDE SETTINGS
// ===========================================
// Auto-hide settings state
let autoHideSettingsEnabled = true;
let settingsManuallyHidden = false;
function toggleAutoHideSettings() {
autoHideSettingsEnabled = !autoHideSettingsEnabled;
const btn = document.getElementById('autohide-btn');
if (btn) {
btn.textContent = autoHideSettingsEnabled ? 'ON' : 'OFF';
btn.style.background = autoHideSettingsEnabled ? 'rgba(100,100,100,0.3)' : 'rgba(50,50,50,0.3)';
btn.style.color = autoHideSettingsEnabled ? '#aaa' : '#666';
}
// If turning off auto-hide, show the panel
if (!autoHideSettingsEnabled) {
showPhysicsTutorial();
}
}
// Planet approach state
let planetApproachState = {
active: false,
targetCiv: null,
phase: 'idle', // idle, approaching, orbiting, ready
orbitAngle: 0,
orbitRadius: 150,
approachProgress: 0,
startCameraPos: null,
animationFrame: null
};
function startPlanetApproach(civ) {
if (!civ) return;
// v6.64: Check if planet has been destroyed (collision/black hole)
if (civ.orbital?.destroyed) {
showNotification(`${civ.name} has been destroyed! Cannot land.`, 'error');
AudioSystem.error();
return;
}
// v6.77: Update selected planet tracking and navigator
if (typeof civilizations !== 'undefined') {
const idx = civilizations.indexOf(civ);
if (idx >= 0) {
selectedCivIndex = idx;
selectedCiv = civ;
if (typeof PlanetNavigator !== 'undefined') {
PlanetNavigator.update();
}
}
}
// v6.32: Trigger hyperspace jump first (8-agent consensus)
triggerHyperspaceJump(1800, () => {
// At midpoint of jump, start the approach sequence
_beginPlanetApproach(civ);
});
}
// v6.32: Internal function that handles the actual approach (separated for hyperspace integration)
function _beginPlanetApproach(civ) {
// v6.64: Check if planet was destroyed during hyperspace jump
if (!civ || civ.orbital?.destroyed) {
showNotification(`${civ?.name || 'Target planet'} has been destroyed! Aborting approach.`, 'error');
AudioSystem.error();
return;
}
// Store target
planetApproachState.active = true;
planetApproachState.targetCiv = civ;
planetApproachState.phase = 'approaching';
planetApproachState.approachProgress = 0;
planetApproachState.orbitAngle = 0;
planetApproachState.startCameraPos = camera.position.clone();
// v10.31: Show unified approach screen
if (typeof UnifiedApproach !== 'undefined') {
// Add visit count to civ for display
civ.visitCount = gameData.planetVisitCounts?.[civ.id] || 0;
UnifiedApproach.show(civ);
}
// v6.77: Show planet navigator during approach for quick switching (hidden by unified)
if (typeof PlanetNavigator !== 'undefined') {
PlanetNavigator.show();
}
// v6.65: Hide companion health during planet approach
const companionHealth = document.getElementById('companion-health-container');
if (companionHealth) companionHealth.classList.add('hidden');
// Hide physics tutorial
if (autoHideSettingsEnabled) {
hidePhysicsTutorial();
settingsManuallyHidden = true;
}
// Show legacy overlay (letterbox bars only)
const overlay = document.getElementById('planet-approach-overlay');
if (overlay) {
overlay.style.display = 'block';
// Animate letterbox bars
setTimeout(() => {
document.getElementById('letterbox-top').style.height = '8%';
document.getElementById('letterbox-bottom').style.height = '8%';
}, 100);
}
// Play approach sound
playApproachSound();
// Start animation
animatePlanetApproach();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Starting planet approach to ${civ.name}`);
}
function animatePlanetApproach() {
if (!planetApproachState.active) return;
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
planetApproachState.animationFrame = requestAnimationFrame(animatePlanetApproach);
return;
}
const civ = planetApproachState.targetCiv;
if (!civ) {
endPlanetApproach();
return;
}
// v6.64: Real-time check if planet was destroyed while approaching/orbiting
if (civ.orbital?.destroyed) {
showNotification(`${civ.name} has been destroyed! Aborting approach.`, 'error');
AudioSystem.error();
endPlanetApproach();
return;
}
// Get current planet position (it's orbiting!)
const planetPos = new THREE.Vector3(civ.x, civ.y, civ.z);
if (planetApproachState.phase === 'approaching') {
// Phase 1: Fly toward the planet
planetApproachState.approachProgress += 0.008;
if (planetApproachState.approachProgress >= 1) {
planetApproachState.phase = 'orbiting';
planetApproachState.approachProgress = 1;
}
// Camera position: lerp from start to orbit position
const orbitPos = getOrbitCameraPosition(planetPos, planetApproachState.orbitAngle);
const t = easeInOutCubic(planetApproachState.approachProgress);
camera.position.lerpVectors(planetApproachState.startCameraPos, orbitPos, t);
camera.lookAt(planetPos);
// Update HUD
const distance = Math.round(camera.position.distanceTo(planetPos) * 10);
const velocity = Math.round((1 - planetApproachState.approachProgress) * 50 + 5);
const eta = Math.round((1 - planetApproachState.approachProgress) * 8);
document.getElementById('approach-distance').textContent = distance.toLocaleString();
document.getElementById('approach-velocity').textContent = velocity;
document.getElementById('approach-eta').textContent = eta;
// v10.31: Update unified approach stats
if (typeof UnifiedApproach !== 'undefined' && UnifiedApproach.active) {
UnifiedApproach.updateStats(distance, velocity, eta);
}
} else if (planetApproachState.phase === 'orbiting') {
// Phase 2: Orbit around the planet
planetApproachState.orbitAngle += 0.008;
const orbitPos = getOrbitCameraPosition(planetPos, planetApproachState.orbitAngle);
camera.position.lerp(orbitPos, 0.1);
camera.lookAt(planetPos);
// Update HUD with stable values
const orbitDistance = Math.round(planetApproachState.orbitRadius * 10);
document.getElementById('approach-distance').textContent = orbitDistance.toLocaleString();
document.getElementById('approach-velocity').textContent = '12';
document.getElementById('approach-eta').textContent = 'STABLE';
// v10.31: Update unified approach stats
if (typeof UnifiedApproach !== 'undefined' && UnifiedApproach.active) {
UnifiedApproach.updateStats(orbitDistance, 12, 'STABLE');
}
// Show landing prompt after half orbit
if (planetApproachState.orbitAngle > Math.PI * 0.5) {
planetApproachState.phase = 'ready';
document.getElementById('approach-land-prompt').style.opacity = '1';
}
} else if (planetApproachState.phase === 'ready') {
// Phase 3: Continue orbiting, waiting for landing
planetApproachState.orbitAngle += 0.005;
const orbitPos = getOrbitCameraPosition(planetPos, planetApproachState.orbitAngle);
camera.position.lerp(orbitPos, 0.05);
camera.lookAt(planetPos);
}
planetApproachState.animationFrame = requestAnimationFrame(animatePlanetApproach);
}
function getOrbitCameraPosition(planetPos, angle) {
const radius = planetApproachState.orbitRadius;
const height = 60;
const x = planetPos.x + Math.cos(angle) * radius;
const y = planetPos.y + height + Math.sin(angle * 0.5) * 20;
const z = planetPos.z + Math.sin(angle) * radius;
return new THREE.Vector3(x, y, z);
}
function easeInOutCubic(t) {
return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
}
function completePlanetApproach() {
if (!planetApproachState.active) return;
const civ = planetApproachState.targetCiv;
// v6.64: Check if planet was destroyed while orbiting
if (!civ || civ.orbital?.destroyed) {
showNotification(`${civ?.name || 'Target planet'} has been destroyed! Cannot land.`, 'error');
AudioSystem.error();
endPlanetApproach();
return;
}
endPlanetApproach();
// Start the actual landing sequence
if (civ) {
startLandingGame(civ);
}
}
function skipPlanetApproach() {
if (!planetApproachState.active) return;
const civ = planetApproachState.targetCiv;
// v6.64: Check if planet was destroyed while orbiting
if (!civ || civ.orbital?.destroyed) {
showNotification(`${civ?.name || 'Target planet'} has been destroyed! Cannot land.`, 'error');
AudioSystem.error();
endPlanetApproach();
return;
}
endPlanetApproach();
// Skip directly to landing
if (civ) {
startLandingGame(civ);
}
}
function endPlanetApproach() {
planetApproachState.active = false;
planetApproachState.phase = 'idle';
if (planetApproachState.animationFrame) {
cancelAnimationFrame(planetApproachState.animationFrame);
planetApproachState.animationFrame = null;
}
// v10.31: Hide unified approach screen
if (typeof UnifiedApproach !== 'undefined') {
UnifiedApproach.hide();
}
// Hide overlay
const overlay = document.getElementById('planet-approach-overlay');
if (overlay) {
// Animate out
document.getElementById('letterbox-top').style.height = '0';
document.getElementById('letterbox-bottom').style.height = '0';
const approachHud = document.getElementById('approach-hud');
if (approachHud) approachHud.style.opacity = '0';
const landPrompt = document.getElementById('approach-land-prompt');
if (landPrompt) landPrompt.style.opacity = '0';
const skipBtn = document.getElementById('approach-skip');
if (skipBtn) skipBtn.style.opacity = '0';
// v7.4: Hide visit info
const visitInfo = document.getElementById('approach-visit-info');
if (visitInfo) visitInfo.style.display = 'none';
setTimeout(() => {
overlay.style.display = 'none';
}, 800);
}
// Restore settings panel visibility if needed
if (autoHideSettingsEnabled && settingsManuallyHidden) {
settingsManuallyHidden = false;
}
}
function playApproachSound() {
try {
if (!AudioSystem.ctx || !AudioSystem.enabled) return;
const ctx = AudioSystem.ctx;
if (ctx.state === 'suspended') ctx.resume();
const now = ctx.currentTime;
// Whoosh/descent sound
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(400, now);
osc.frequency.exponentialRampToValueAtTime(100, now + 2);
gain.gain.setValueAtTime(0.15, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 2);
osc.connect(gain);
gain.connect(ctx.destination);
osc.start(now);
osc.stop(now + 2);
// Engine hum
const hum = ctx.createOscillator();
const humGain = ctx.createGain();
hum.type = 'triangle';
hum.frequency.setValueAtTime(80, now);
humGain.gain.setValueAtTime(0.08, now);
humGain.gain.exponentialRampToValueAtTime(0.02, now + 3);
hum.connect(humGain);
humGain.connect(ctx.destination);
hum.start(now);
hum.stop(now + 3);
} catch (e) {
console.log('Audio not supported');
}
}
// Handle ESC key to skip approach
document.addEventListener('keydown', (e) => {
if (e.key === 'Escape' && planetApproachState.active) {
skipPlanetApproach();
}
});
// ===========================================
// END v6.33 FEATURES
// ===========================================
// --- WORLD MODE ---
function initWorld(civ, skipPropsForMultiplayer = false) {
activeCiv = civ;
mode = 'world';
// v6.77: Hide planet navigator when entering world mode
if (typeof PlanetNavigator !== 'undefined') {
PlanetNavigator.hide();
}
// v12.10: Update ambient music for world mode with biome tinting
if (typeof SpaceMusic !== 'undefined') {
SpaceMusic.setMode('world');
SpaceMusic.setBiome(civ.biome || 'Terra');
SpaceMusic.playLanding(); // Musical accent for arrival
}
// v12.13: Show builder mode button and load any saved structures
if (typeof BuilderMode !== 'undefined') {
BuilderMode.showToggleButton();
// Delay loading to ensure scene is set up
setTimeout(() => BuilderMode.loadStructures(), 100);
}
// v9.8: Capture first visit status BEFORE adding to visitedPlanets
const isFirstTimeVisit = !gameData.visitedPlanets.includes(civ.id);
// v6.65: Show companion health in world mode
const companionHealth = document.getElementById('companion-health-container');
if (companionHealth) companionHealth.classList.remove('hidden');
updateCompanionHealthUI();
// v6.19: Remove 3D title when entering world
remove3DTitle();
// For multiplayer joiners, skip prop generation - props will be synced from host
const isMultiplayerJoiner = skipPropsForMultiplayer || (multiplayerState.enabled && !multiplayerState.isHost);
// Mark as visited
if (!gameData.visitedPlanets.includes(civ.id)) {
gameData.visitedPlanets.push(civ.id);
showNotification(`First visit to ${civ.name}!`);
// v4.1: Check achievements after planet discovery
checkAchievements();
updateDailyChallengeProgress();
// v6.9: Try to discover lore on exploration (Agent consensus - Secrets)
if (typeof tryDiscoverLore === 'function') {
tryDiscoverLore('explore');
}
// v12.10: Play discovery accent for first planet visit
if (typeof SpaceMusic !== 'undefined' && SpaceMusic.isPlaying) {
setTimeout(() => SpaceMusic.playDiscovery(), 500);
}
}
// v7.4: Track visit count for this planet
if (!gameData.planetVisitCounts) gameData.planetVisitCounts = {};
gameData.planetVisitCounts[civ.id] = (gameData.planetVisitCounts[civ.id] || 0) + 1;
saveGameData();
// v7.30: Track exploration for Omniscient Observer
if (typeof OmniscientObserver !== 'undefined') {
const isNewPlanet = gameData.planetVisitCounts[civ.id] === 1;
OmniscientObserver.observeAction('move', { biome: civ.biome, planet: civ.name });
if (isNewPlanet) {
OmniscientObserver.observeAction('explore_new', { planet: civ.name, biome: civ.biome });
OmniscientObserver.recordSignificantMoment(`Discovered ${civ.name} (${civ.biome})`, 4);
}
}
// v4.9: Track biome in codex
trackBiomeVisit(civ.biome.toLowerCase());
// v7.3: Use proper scene disposal to prevent GPU memory leaks (8-Strategy Consensus)
SceneDisposal.clearScene(scene);
// v4.3: Reset boss spawn tracking for new world
worldMobKillCount = 0;
bossSpawned = false;
// v7.3: Added defensive check for undefined biomes
const biome = BIOMES[civ.biome] || BIOMES.Terra;
scene.background = new THREE.Color(biome.sky);
// v12.26: Improved fog - extended range for better depth (8-Agent Consensus)
// Using linear fog with extended far distance for atmospheric depth
scene.fog = new THREE.Fog(biome.sky, 30, 180);
// v12.14: FACTORY BIOME - Build Book Factory virtual twin instead of normal terrain
if (biome.isFactory && typeof BookFactory !== 'undefined') {
// Set up factory-specific scene
scene.background = new THREE.Color(0x1a2030);
scene.fog = new THREE.Fog(0x1a2030, 30, 80);
// Add ambient and directional light
const factoryAmbient = new THREE.AmbientLight(0x666688, 0.6);
scene.add(factoryAmbient);
const factorySun = new THREE.DirectionalLight(0xffffff, 0.8);
factorySun.position.set(20, 30, 10);
factorySun.castShadow = true;
scene.add(factorySun);
// Build the factory environment
BookFactory.buildFactory(scene);
// Create a simple player spawn point
worldState.player = {
position: new THREE.Vector3(0, 5, 15),
rotation: new THREE.Euler(0, Math.PI, 0),
mesh: null
};
// Position camera to overview the factory
camera.position.set(0, 12, 25);
camera.lookAt(0, 2, 0);
// Start the factory simulation
BookFactory.start();
// Mark that this is a factory world
worldState.isFactory = true;
showNotification('🏭 Welcome to the Book Factory - Observe autonomous manufacturing', 'info');
console.log('🏭 Factory world initialized');
return; // Skip normal terrain generation
}
worldState.isFactory = false;
// v12.26: IMPROVED LIGHTING SYSTEM (8-Agent Consensus)
// Cool blue-gray ambient instead of flat gray
worldState.ambient = new THREE.AmbientLight(0x364a5f, 0.4);
scene.add(worldState.ambient);
// v12.26: Add HemisphereLight for natural sky/ground color bounce
worldState.hemisphere = new THREE.HemisphereLight(
biome.sky, // Sky color influence from above
biome.ground, // Ground bounce color from below
0.6 // Intensity
);
scene.add(worldState.hemisphere);
// v12.26: Warm sunlight instead of pure white (more natural)
worldState.sun = new THREE.DirectionalLight(0xfff4e5, 1.2);
worldState.sun.castShadow = true;
worldState.sun.shadow.camera.left = -60;
worldState.sun.shadow.camera.right = 60;
worldState.sun.shadow.camera.top = 60;
worldState.sun.shadow.camera.bottom = -60;
// v12.27: Reduced shadow resolution for performance (1024 from 2048)
worldState.sun.shadow.mapSize.width = 1024;
worldState.sun.shadow.mapSize.height = 1024;
worldState.sun.shadow.bias = -0.0001; // Reduce shadow acne
scene.add(worldState.sun);
// v12.21: Add sun target to scene so shadow follows player
scene.add(worldState.sun.target);
const rng = new SeededRNG(civ.name);
worldState.terrain = [];
worldState.interactables = [];
worldState.fishingSpots = [];
worldState.mobs = [];
// v6.62: HIGH-RESOLUTION TERRAIN using InstancedMesh for performance
// With 300x300 = 90,000 tiles, individual meshes would be too slow
// InstancedMesh renders all tiles in ~2 draw calls (ground + water)
// v6.72: Added Minecraft-style procedural textures
const groundGeo = new THREE.BoxGeometry(CONFIG.TILE_SIZE, CONFIG.TILE_SIZE, CONFIG.TILE_SIZE);
const groundMat = MinecraftTextures.createGroundMaterial(biome, civ.biome);
const waterMat = MinecraftTextures.createWaterMaterial(biome, civ.biome);
const worldGroup = new THREE.Group();
// v6.33: Store terrain meshes for terraformer updates
worldState.terrainMeshes = [];
// v9.9: TERRAIN CUSTOMIZATION - Check world config for custom terrain settings
const worldConfig = window.ACTIVE_WORLD_CONFIG || {};
const terrainConfig = worldConfig.terrain || {};
const systemConfig = window.WORLD_SYSTEMS || {};
// Terrain customization options
const flattenAll = terrainConfig.flattenAll === true;
const heightScale = terrainConfig.heightScale !== undefined ? terrainConfig.heightScale : 1.0;
const baseHeight = terrainConfig.baseHeight !== undefined ? terrainConfig.baseHeight : 2; // Default ground level
const noWater = terrainConfig.noWater === true || systemConfig.water === false;
const invisibleTerrain = terrainConfig.invisible === true;
const customSeed = terrainConfig.seed || civ.name;
console.log('[TERRAIN] Config:', { flattenAll, heightScale, baseHeight, noWater, invisibleTerrain, customSeed });
// v6.62: Pre-calculate terrain heights and count ground/water tiles
const terrainData = [];
let groundCount = 0;
let waterCount = 0;
for(let x=0; x a + c.charCodeAt(0), 0) : customSeed;
const noiseX = (x / CONFIG.TERRAIN_SCALE) + seedOffset;
const noiseZ = (z / CONFIG.TERRAIN_SCALE) + seedOffset;
const hVal = noise(noiseX, noiseZ);
// v9.9: Apply heightScale for terrain variation control
height = Math.floor((hVal + 1) * 3 * heightScale);
height = Math.max(0, height); // Ensure non-negative
isWater = !noWater && height < 1;
// v10.0: WATER LEVEL FIX - Water tiles positioned as surface layer above terrain
// Water sits at fixed height (0.3) to appear as flooded surface, not sunken block
realY = isWater ? CONFIG.TILE_SIZE * 0.3 : height * CONFIG.TILE_SIZE/2;
}
terrainData.push({ x, z, height, realY, isWater });
worldState.terrain[x][z] = isWater ? -99 : (height * CONFIG.TILE_SIZE/2) + CONFIG.TILE_SIZE/2;
if (isWater) waterCount++;
else groundCount++;
}
}
// v6.62: Create InstancedMesh for ground tiles (much faster than individual meshes)
const groundInstanced = new THREE.InstancedMesh(groundGeo, groundMat, groundCount);
groundInstanced.receiveShadow = true;
const waterInstanced = new THREE.InstancedMesh(groundGeo, waterMat, waterCount);
waterInstanced.receiveShadow = true;
let groundIdx = 0;
let waterIdx = 0;
const tempMatrix = new THREE.Matrix4();
// v6.62: Position all terrain instances
for (const tile of terrainData) {
const worldX = (tile.x - CONFIG.WORLD_SIZE/2) * CONFIG.TILE_SIZE;
const worldZ = (tile.z - CONFIG.WORLD_SIZE/2) * CONFIG.TILE_SIZE;
tempMatrix.setPosition(worldX, tile.realY, worldZ);
if (tile.isWater) {
waterInstanced.setMatrixAt(waterIdx, tempMatrix);
waterIdx++;
} else {
groundInstanced.setMatrixAt(groundIdx, tempMatrix);
groundIdx++;
}
// Store instance index for terraforming (v6.33 compatibility)
worldState.terrainMeshes[tile.x][tile.z] = {
isWater: tile.isWater,
instanceIdx: tile.isWater ? waterIdx - 1 : groundIdx - 1,
instanced: tile.isWater ? waterInstanced : groundInstanced,
position: new THREE.Vector3(worldX, tile.realY, worldZ)
};
// SKIP PROPS for multiplayer joiners - they will be synced from host
// v9.9: Also skip props if customOnly mode (world will spawn its own objects)
const skipAllProps = isMultiplayerJoiner || systemConfig.customOnly === true;
if (!skipAllProps) {
// v6.64: Fishing spots in water (adjusted for 2x resolution: /4 = same density)
// v9.9: Skip if water is disabled
if(tile.isWater && !noWater && rng.next() > 0.9875) { // ~1.25% vs original 5%
createFishingSpot(worldX, tile.realY + 1, worldZ);
}
// v6.64: Trees/Rocks (adjusted for 2x resolution: /4 = same density)
// v6.69: Skip spawning near lane paths to keep lanes clear
// v9.9: Check system toggles for trees and rocks
const allowTrees = systemConfig.trees !== false;
const allowRocks = systemConfig.rocks !== false;
if(!tile.isWater && (allowTrees || allowRocks) && rng.next() > 0.97) { // v12.27: 3% density for performance (was 8%)
// Check if position is near a lane path (exclusion radius = 10 units)
if (typeof isNearLanePath === 'function' && isNearLanePath(worldX, worldZ, 10)) {
// Skip - don't spawn trees/rocks on lanes
} else {
// v9.9: Respect individual tree/rock toggles
let type;
if (allowTrees && allowRocks) {
type = rng.next() > 0.5 ? 'tree' : 'rock';
} else if (allowTrees) {
type = 'tree';
} else {
type = 'rock';
}
createProp(type, worldX, tile.realY + CONFIG.TILE_SIZE/2, worldZ, biome);
}
}
}
}
groundInstanced.instanceMatrix.needsUpdate = true;
waterInstanced.instanceMatrix.needsUpdate = true;
worldGroup.add(groundInstanced);
worldGroup.add(waterInstanced);
// v6.76: SMOOTH TERRAIN BLENDING - Same-level terrain smoothing
// v10.2: TWO SEPARATE MESHES - Ground plane (green) and Water depth plane (blue)
// This ensures water areas show as blue depth effect, not green terrain
if (!flattenAll && !invisibleTerrain) {
const worldUnits = CONFIG.WORLD_SIZE * CONFIG.TILE_SIZE;
const seedOffset = typeof customSeed === 'string' ?
customSeed.split('').reduce((a, c) => a + c.charCodeAt(0), 0) : customSeed;
// === SMOOTH TERRAIN with VERTEX COLORS (green on land, BLUE in water) ===
// v10.4: Single plane with vertex colors - blue in water, green on land
const groundSmoothGeo = new THREE.PlaneGeometry(worldUnits, worldUnits, 100, 100);
const baseColor = biome.ground || 0x33aa33;
const groundColor = new THREE.Color(baseColor).multiplyScalar(0.65);
const waterColor = new THREE.Color(0x2288dd); // Blue water color
const groundSmoothMat = new THREE.MeshStandardMaterial({
vertexColors: true, // v10.4: Use vertex colors!
roughness: 0.7,
metalness: 0.1,
flatShading: false,
polygonOffset: true,
polygonOffsetFactor: 2,
polygonOffsetUnits: 2
});
const groundVerts = groundSmoothGeo.attributes.position.array;
const vertCount = groundVerts.length / 3;
const colors = new Float32Array(vertCount * 3);
for (let i = 0; i < groundVerts.length; i += 3) {
const vx = groundVerts[i];
const vz = groundVerts[i + 1];
const noiseX = ((vx + worldUnits/2) / CONFIG.TILE_SIZE / CONFIG.TERRAIN_SCALE) + seedOffset;
const noiseZ = ((vz + worldUnits/2) / CONFIG.TILE_SIZE / CONFIG.TERRAIN_SCALE) + seedOffset;
const hVal = noise(noiseX, noiseZ);
const blockHeight = Math.floor((hVal + 1) * 3 * heightScale);
const isWaterRegion = !noWater && blockHeight < 1;
// Set height
groundVerts[i + 2] = (hVal + 1) * 3 * heightScale * CONFIG.TILE_SIZE * 0.5;
// v10.4: Set COLOR - BLUE in water, GREEN on land
const vertIdx = i; // Same index for color array
if (isWaterRegion) {
colors[vertIdx] = waterColor.r;
colors[vertIdx + 1] = waterColor.g;
colors[vertIdx + 2] = waterColor.b;
} else {
colors[vertIdx] = groundColor.r;
colors[vertIdx + 1] = groundColor.g;
colors[vertIdx + 2] = groundColor.b;
}
}
// v10.4: Apply vertex colors
groundSmoothGeo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
groundSmoothGeo.computeVertexNormals();
const groundSmooth = new THREE.Mesh(groundSmoothGeo, groundSmoothMat);
groundSmooth.rotation.x = -Math.PI / 2;
groundSmooth.position.y = 0;
groundSmooth.receiveShadow = true;
groundSmooth.name = 'smoothTerrain';
worldGroup.add(groundSmooth);
worldState.smoothTerrain = groundSmooth;
console.log('[TERRAIN] v10.4: Smooth terrain with vertex colors (blue water, green land)');
}
// v12.26: GRASS/GROUNDCOVER INSTANCED MESH SYSTEM (8-Agent Consensus)
// Adds dense grass blades using InstancedMesh for performance
// v12.27: PERFORMANCE FIX - Reduced densities and added hard cap (8-Agent Perf Consensus)
if (!invisibleTerrain && systemConfig.grass !== false) {
// Biome-specific grass density - REDUCED for performance
const grassDensities = {
terra: 0.08, // 8% - was 25%, reduced for performance
desert: 0.02, // 2% - was 5%, sparse scrub
ice: 0.01, // 1% - was 2%, rare hardy grass
alien: 0.05, // 5% - was 15%, alien vegetation
volcanic: 0.01 // 1% - was 3%, heat-resistant plants
};
const biomeName = (biome.name || 'terra').toLowerCase();
const grassDensity = grassDensities[biomeName] || 0.05;
// v12.27: HARD CAP on grass count for performance
const MAX_GRASS_COUNT = 3000;
// Count non-water tiles for grass allocation
// v12.26: Use SeededRNG with dedicated grass seed (8-Agent Consensus Fix)
const grassRng = new SeededRNG(customSeed + '_grass');
let grassCount = 0;
for (let i = 0; i < terrainData.length; i++) {
if (!terrainData[i].isWater && grassRng.next() < grassDensity) {
grassCount++;
}
}
// v12.27: Enforce grass cap
grassCount = Math.min(grassCount, MAX_GRASS_COUNT);
// Reset grass RNG with same seed for consistent placement
const grassPlacementRng = new SeededRNG(customSeed + '_grass');
if (grassCount > 0) {
// Create grass blade geometry - simple triangle/cone shape
const grassGeo = new THREE.ConeGeometry(0.08, 0.4, 4);
grassGeo.translate(0, 0.2, 0); // Origin at base
// Biome-specific grass colors
const grassColors = {
terra: 0x4a8f3a, // Rich green
desert: 0x8b7355, // Brown/tan
ice: 0x88aacc, // Frosty blue-gray
alien: 0x7744aa, // Purple alien
volcanic: 0x554433 // Dark charred
};
const grassColor = grassColors[biomeName] || 0x4a8f3a;
// v12.27: Use MeshLambertMaterial for better performance (8-Agent Perf Consensus)
const grassMat = new THREE.MeshLambertMaterial({
color: grassColor,
side: THREE.FrontSide // v12.27: Single-sided for performance
});
const grassInstanced = new THREE.InstancedMesh(grassGeo, grassMat, grassCount);
grassInstanced.castShadow = false; // Too many small shadows
grassInstanced.receiveShadow = false; // v12.27: Disabled for performance
grassInstanced.frustumCulled = true;
const grassMatrix = new THREE.Matrix4();
const grassScale = new THREE.Vector3();
let grassIdx = 0;
for (const tile of terrainData) {
if (tile.isWater) continue;
if (grassPlacementRng.next() >= grassDensity) continue;
if (grassIdx >= grassCount) break;
const worldX = (tile.x - CONFIG.WORLD_SIZE/2) * CONFIG.TILE_SIZE;
const worldZ = (tile.z - CONFIG.WORLD_SIZE/2) * CONFIG.TILE_SIZE;
// Random offset within tile
const offsetX = (grassPlacementRng.next() - 0.5) * CONFIG.TILE_SIZE * 0.8;
const offsetZ = (grassPlacementRng.next() - 0.5) * CONFIG.TILE_SIZE * 0.8;
// Random rotation and scale variation
const rotation = grassPlacementRng.next() * Math.PI * 2;
const scaleVar = 0.6 + grassPlacementRng.next() * 0.8; // 0.6 to 1.4 scale
grassScale.set(scaleVar, scaleVar * (0.8 + grassPlacementRng.next() * 0.4), scaleVar);
grassMatrix.makeRotationY(rotation);
grassMatrix.scale(grassScale);
grassMatrix.setPosition(
worldX + offsetX,
tile.realY + CONFIG.TILE_SIZE/2,
worldZ + offsetZ
);
grassInstanced.setMatrixAt(grassIdx, grassMatrix);
grassIdx++;
}
grassInstanced.instanceMatrix.needsUpdate = true;
worldGroup.add(grassInstanced);
worldState.grassInstanced = grassInstanced;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[TERRAIN] v12.26: Grass groundcover added (${grassIdx} blades, ${Math.round(grassDensity * 100)}% density)`);
}
}
// v12.26: FIREFLIES & AMBIENT PARTICLES SYSTEM (8-Agent Consensus)
// Creates magical floating particles that follow player, biome-specific colors
if (systemConfig.fireflies !== false) {
const fireflyCount = 50; // Moderate count for performance
const fireflyColors = {
terra: 0xffffaa, // Warm golden fireflies
desert: 0xffaa66, // Orange desert dust
ice: 0xaaddff, // Cold blue ice sparkles
alien: 0xaa44ff, // Purple alien spores
volcanic: 0xff4400 // Red ember particles
};
const biomeName = (biome.name || 'terra').toLowerCase();
const fireflyColor = fireflyColors[biomeName] || 0xffffaa;
// Create firefly geometry (small points)
const fireflyGeo = new THREE.BufferGeometry();
const positions = new Float32Array(fireflyCount * 3);
const velocities = new Float32Array(fireflyCount * 3);
const phases = new Float32Array(fireflyCount);
for (let i = 0; i < fireflyCount; i++) {
// Start positions randomly distributed around origin
positions[i * 3] = (Math.random() - 0.5) * 30;
positions[i * 3 + 1] = Math.random() * 5 + 1;
positions[i * 3 + 2] = (Math.random() - 0.5) * 30;
// Random velocities
velocities[i * 3] = (Math.random() - 0.5) * 0.5;
velocities[i * 3 + 1] = (Math.random() - 0.5) * 0.2;
velocities[i * 3 + 2] = (Math.random() - 0.5) * 0.5;
// Random phase for twinkling
phases[i] = Math.random() * Math.PI * 2;
}
fireflyGeo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const fireflyMat = new THREE.PointsMaterial({
color: fireflyColor,
size: 0.3,
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending,
depthWrite: false
});
const fireflies = new THREE.Points(fireflyGeo, fireflyMat);
fireflies.frustumCulled = false;
scene.add(fireflies);
// Store for animation update
worldState.fireflies = {
mesh: fireflies,
velocities: velocities,
phases: phases,
baseColor: new THREE.Color(fireflyColor)
};
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[TERRAIN] v12.26: Ambient fireflies added (${fireflyCount} particles, ${biomeName} biome)`);
}
// v12.26: BIOME-SPECIFIC SMALL PROPS (8-Agent Consensus)
// v12.27: DISABLED FOR PERFORMANCE - Creates individual meshes instead of instanced
// This system creates ~1,200 individual draw calls which kills frame rate
// TODO: Rewrite to use InstancedMesh like grass system
if (false && !invisibleTerrain && systemConfig.smallProps !== false) {
const biomeName = (biome.name || 'terra').toLowerCase();
// Define biome-specific prop types
const biomeProps = {
terra: [
{ name: 'flower', color: 0xff6699, height: 0.3, radius: 0.08 },
{ name: 'flower', color: 0xffff66, height: 0.25, radius: 0.07 },
{ name: 'mushroom', color: 0xcc8855, height: 0.2, radius: 0.1 }
],
desert: [
{ name: 'cactusFlower', color: 0xff4477, height: 0.15, radius: 0.06 },
{ name: 'tumbleweed', color: 0x998866, height: 0.25, radius: 0.15 }
],
ice: [
{ name: 'iceCrystal', color: 0xaaddff, height: 0.35, radius: 0.08 },
{ name: 'frozenFlower', color: 0xddddff, height: 0.2, radius: 0.06 }
],
alien: [
{ name: 'alienPod', color: 0x9944ff, height: 0.3, radius: 0.12 },
{ name: 'glowMushroom', color: 0x44ff88, height: 0.25, radius: 0.1 },
{ name: 'tentacle', color: 0xff44aa, height: 0.4, radius: 0.05 }
],
volcanic: [
{ name: 'obsidianShard', color: 0x222222, height: 0.35, radius: 0.06 },
{ name: 'emberFlower', color: 0xff4400, height: 0.2, radius: 0.08 }
]
};
const propTypes = biomeProps[biomeName] || biomeProps.terra;
const smallPropDensity = 0.03; // 3% of tiles
// Count eligible tiles
// v12.26: Use SeededRNG with dedicated smallprops seed (8-Agent Consensus Fix)
let propCount = 0;
const propRng = new SeededRNG(customSeed + '_smallprops');
for (const tile of terrainData) {
if (!tile.isWater && propRng.next() < smallPropDensity) {
propCount++;
}
}
if (propCount > 0) {
// Create combined geometry for all small props (performance)
const smallPropsGroup = new THREE.Group();
smallPropsGroup.name = 'smallPropsGroup';
// Reset RNG for consistent placement (8-Agent Consensus Fix)
const placementRng = new SeededRNG(customSeed + '_smallprops');
for (const tile of terrainData) {
if (tile.isWater) continue;
if (placementRng.next() >= smallPropDensity) continue;
const worldX = (tile.x - CONFIG.WORLD_SIZE/2) * CONFIG.TILE_SIZE;
const worldZ = (tile.z - CONFIG.WORLD_SIZE/2) * CONFIG.TILE_SIZE;
// Random offset within tile
const offsetX = (placementRng.next() - 0.5) * CONFIG.TILE_SIZE * 0.7;
const offsetZ = (placementRng.next() - 0.5) * CONFIG.TILE_SIZE * 0.7;
// Pick random prop type for this biome
const propType = propTypes[Math.floor(placementRng.next() * propTypes.length)];
const scaleVar = 0.7 + placementRng.next() * 0.6;
// Create simple mesh for this prop
let propGeo;
if (propType.name.includes('flower') || propType.name.includes('Flower')) {
// Flower: cone stem + sphere top
propGeo = new THREE.ConeGeometry(propType.radius * 0.3, propType.height * 0.7, 6);
} else if (propType.name.includes('mushroom') || propType.name.includes('Mushroom')) {
// Mushroom: cylinder + half sphere
propGeo = new THREE.CylinderGeometry(propType.radius, propType.radius * 0.5, propType.height, 8);
} else if (propType.name.includes('crystal') || propType.name.includes('Crystal') || propType.name.includes('Shard')) {
// Crystal: octahedron
propGeo = new THREE.OctahedronGeometry(propType.radius);
} else if (propType.name.includes('Pod') || propType.name.includes('tumbleweed')) {
// Pod/ball: sphere
propGeo = new THREE.SphereGeometry(propType.radius, 8, 6);
} else {
// Default: cone
propGeo = new THREE.ConeGeometry(propType.radius, propType.height, 6);
}
const propMat = new THREE.MeshStandardMaterial({
color: propType.color,
roughness: 0.8,
metalness: 0.1,
emissive: propType.name.includes('glow') || propType.name.includes('ember') ? propType.color : 0x000000,
emissiveIntensity: propType.name.includes('glow') || propType.name.includes('ember') ? 0.3 : 0
});
const propMesh = new THREE.Mesh(propGeo, propMat);
propMesh.position.set(
worldX + offsetX,
tile.realY + CONFIG.TILE_SIZE/2 + propType.height * scaleVar * 0.5,
worldZ + offsetZ
);
propMesh.scale.setScalar(scaleVar);
propMesh.rotation.y = placementRng.next() * Math.PI * 2;
propMesh.castShadow = false;
propMesh.receiveShadow = true;
smallPropsGroup.add(propMesh);
}
worldGroup.add(smallPropsGroup);
worldState.smallPropsGroup = smallPropsGroup;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[TERRAIN] v12.26: Small props added (${smallPropsGroup.children.length} items, ${biomeName} biome)`);
}
}
// Store references for terraforming updates
worldState.groundInstanced = groundInstanced;
worldState.waterInstanced = waterInstanced;
scene.add(worldGroup);
// Log for debugging multiplayer sync
if (isMultiplayerJoiner) {
console.log('Multiplayer joiner: Terrain generated, waiting for props sync from host');
}
// v6.62: Function to update terrain mesh positions after terraforming (InstancedMesh version)
const _updateMatrix = new THREE.Matrix4();
worldState.updateTerrainMeshes = function(centerX, centerZ, radius) {
if (!worldState.terrainMeshes || !worldState.groundInstanced) return;
let needsGroundUpdate = false;
let needsWaterUpdate = false;
for (let dx = -radius; dx <= radius; dx++) {
for (let dz = -radius; dz <= radius; dz++) {
const tx = centerX + dx;
const tz = centerZ + dz;
if (tx >= 0 && tx < CONFIG.WORLD_SIZE && tz >= 0 && tz < CONFIG.WORLD_SIZE) {
const tileData = worldState.terrainMeshes[tx]?.[tz];
const terrainHeight = worldState.terrain[tx]?.[tz];
if (tileData && terrainHeight !== undefined && terrainHeight > 0) {
// Update the instance matrix position
const targetY = terrainHeight - CONFIG.TILE_SIZE / 2;
_updateMatrix.setPosition(tileData.position.x, targetY, tileData.position.z);
tileData.position.y = targetY;
if (tileData.isWater) {
worldState.waterInstanced.setMatrixAt(tileData.instanceIdx, _updateMatrix);
needsWaterUpdate = true;
} else {
worldState.groundInstanced.setMatrixAt(tileData.instanceIdx, _updateMatrix);
needsGroundUpdate = true;
}
}
}
}
}
// Only flag updates if changes were made
if (needsGroundUpdate) worldState.groundInstanced.instanceMatrix.needsUpdate = true;
if (needsWaterUpdate) worldState.waterInstanced.instanceMatrix.needsUpdate = true;
};
// v5.15: ANIMATED FRIENDLY EXPLORER ROBOT - Full skeletal animation system
const playerGroup = new THREE.Group();
// Materials - soft, friendly colors
// v6.53: Added emissive for visibility in dark biomes (Xeno night)
const bodyMat = new THREE.MeshStandardMaterial({
color: 0xe8e8f0, // Soft white/light gray
metalness: 0.4,
roughness: 0.6,
emissive: 0x4488aa, // Soft cyan glow for visibility
emissiveIntensity: 0.15
});
const accentMat = new THREE.MeshStandardMaterial({
color: 0x4a9fff, // Friendly blue
metalness: 0.5,
roughness: 0.4,
emissive: 0x2266aa, // v6.53: Blue glow for dark visibility
emissiveIntensity: 0.2
});
const faceMat = new THREE.MeshStandardMaterial({
color: 0x2a2a3a, // Dark face plate
metalness: 0.3,
roughness: 0.5
});
// === HIERARCHICAL BONE STRUCTURE FOR ANIMATION ===
// Body core (pivot for whole body bob)
const bodyCore = new THREE.Group();
bodyCore.position.y = 0.75;
playerGroup.add(bodyCore);
// === TORSO attached to body core ===
const torsoGeo = new THREE.CylinderGeometry(0.35, 0.4, 0.6, 16);
const torso = new THREE.Mesh(torsoGeo, bodyMat);
torso.position.y = 0.4;
torso.castShadow = true;
bodyCore.add(torso);
// Hip section
const hipGeo = new THREE.CylinderGeometry(0.4, 0.35, 0.3, 16);
const hip = new THREE.Mesh(hipGeo, bodyMat);
hip.position.y = 0;
hip.castShadow = true;
bodyCore.add(hip);
// Chest accent panel
const chestGeo = new THREE.BoxGeometry(0.3, 0.25, 0.08);
const chest = new THREE.Mesh(chestGeo, accentMat);
chest.position.set(0, 0.45, 0.35);
bodyCore.add(chest);
// Chest light/heart (status indicator)
const heartGeo = new THREE.SphereGeometry(0.08, 12, 12);
const heartMat = new THREE.MeshBasicMaterial({ color: 0x00ff88 });
const heart = new THREE.Mesh(heartGeo, heartMat);
heart.position.set(0, 0.45, 0.4);
bodyCore.add(heart);
playerGroup.userData.statusStrip = heart;
// Backpack
const backpackGeo = new THREE.BoxGeometry(0.3, 0.35, 0.15);
const backpack = new THREE.Mesh(backpackGeo, accentMat);
backpack.position.set(0, 0.35, -0.35);
backpack.castShadow = true;
bodyCore.add(backpack);
// === HEAD GROUP (pivots for look/nod animations) ===
const headGroup = new THREE.Group();
headGroup.position.set(0, 0.95, 0); // Neck position relative to body core
bodyCore.add(headGroup);
// Main head sphere
const headGeo = new THREE.SphereGeometry(0.45, 24, 24);
const head = new THREE.Mesh(headGeo, bodyMat);
head.position.y = 0;
head.scale.set(1, 0.9, 0.95);
head.castShadow = true;
headGroup.add(head);
// Face plate
const faceGeo = new THREE.SphereGeometry(0.42, 24, 12, 0, Math.PI, 0, Math.PI * 0.6);
const face = new THREE.Mesh(faceGeo, faceMat);
face.position.set(0, -0.02, 0.08);
face.rotation.x = -0.3;
headGroup.add(face);
// Friendly eyes
const eyeGeo = new THREE.SphereGeometry(0.12, 16, 16);
const eyeMat = new THREE.MeshStandardMaterial({
color: 0x00ddff,
emissive: 0x00ddff,
emissiveIntensity: 0.9
});
const leftEye = new THREE.Mesh(eyeGeo, eyeMat);
leftEye.position.set(-0.15, 0.02, 0.35);
headGroup.add(leftEye);
const rightEye = new THREE.Mesh(eyeGeo, eyeMat);
rightEye.position.set(0.15, 0.02, 0.35);
headGroup.add(rightEye);
playerGroup.userData.robotEye = rightEye;
playerGroup.userData.leftEye = leftEye;
// Eye pupils
const pupilGeo = new THREE.SphereGeometry(0.05, 12, 12);
const pupilMat = new THREE.MeshBasicMaterial({ color: 0x000022 });
const leftPupil = new THREE.Mesh(pupilGeo, pupilMat);
leftPupil.position.set(-0.15, 0.02, 0.44);
headGroup.add(leftPupil);
const rightPupil = new THREE.Mesh(pupilGeo, pupilMat);
rightPupil.position.set(0.15, 0.02, 0.44);
headGroup.add(rightPupil);
playerGroup.userData.leftPupil = leftPupil;
playerGroup.userData.rightPupil = rightPupil;
// Eyebrow accent lights
const browGeo = new THREE.BoxGeometry(0.08, 0.02, 0.02);
const browMat = new THREE.MeshBasicMaterial({ color: 0x00ffaa });
const leftBrow = new THREE.Mesh(browGeo, browMat);
leftBrow.position.set(-0.15, 0.18, 0.32);
leftBrow.rotation.z = 0.2;
headGroup.add(leftBrow);
const rightBrow = new THREE.Mesh(browGeo, browMat);
rightBrow.position.set(0.15, 0.18, 0.32);
rightBrow.rotation.z = -0.2;
headGroup.add(rightBrow);
playerGroup.userData.leftBrow = leftBrow;
playerGroup.userData.rightBrow = rightBrow;
// Antenna
const antennaGeo = new THREE.CylinderGeometry(0.02, 0.02, 0.25, 8);
const antenna = new THREE.Mesh(antennaGeo, accentMat);
antenna.position.set(0, 0.5, -0.1);
headGroup.add(antenna);
playerGroup.userData.antenna = antenna;
// Antenna ball
const antBallGeo = new THREE.SphereGeometry(0.06, 12, 12);
const antBallMat = new THREE.MeshBasicMaterial({ color: 0x00ff88 });
const antBall = new THREE.Mesh(antBallGeo, antBallMat);
antBall.position.set(0, 0.65, -0.1);
headGroup.add(antBall);
playerGroup.userData.antennaLight = antBall;
// === ARM GROUPS (hierarchical for proper joint rotation) ===
const armData = { left: {}, right: {} };
[-1, 1].forEach(side => {
const sideName = side === -1 ? 'left' : 'right';
// Upper arm group (pivots at shoulder)
const upperArmGroup = new THREE.Group();
upperArmGroup.position.set(side * 0.48, 0.55, 0); // Shoulder position
bodyCore.add(upperArmGroup);
// Shoulder ball
const shoulderGeo = new THREE.SphereGeometry(0.12, 12, 12);
const shoulder = new THREE.Mesh(shoulderGeo, accentMat);
shoulder.position.set(0, 0, 0);
upperArmGroup.add(shoulder);
// Upper arm
const upperArmGeo = new THREE.CylinderGeometry(0.08, 0.08, 0.35, 12);
const upperArm = new THREE.Mesh(upperArmGeo, bodyMat);
upperArm.position.set(0, -0.2, 0);
upperArm.castShadow = true;
upperArmGroup.add(upperArm);
// Lower arm group (pivots at elbow)
const lowerArmGroup = new THREE.Group();
lowerArmGroup.position.set(0, -0.4, 0); // Elbow position relative to upper arm
upperArmGroup.add(lowerArmGroup);
// Elbow joint
const elbowGeo = new THREE.SphereGeometry(0.08, 10, 10);
const elbow = new THREE.Mesh(elbowGeo, accentMat);
elbow.position.set(0, 0, 0);
lowerArmGroup.add(elbow);
// Lower arm
const lowerArmGeo = new THREE.CylinderGeometry(0.06, 0.07, 0.3, 12);
const lowerArm = new THREE.Mesh(lowerArmGeo, bodyMat);
lowerArm.position.set(0, -0.18, 0);
lowerArm.castShadow = true;
lowerArmGroup.add(lowerArm);
// Hand
const handGeo = new THREE.SphereGeometry(0.09, 12, 12);
const hand = new THREE.Mesh(handGeo, accentMat);
hand.position.set(0, -0.35, 0);
hand.scale.set(1, 0.8, 1.2);
lowerArmGroup.add(hand);
armData[sideName] = { upperGroup: upperArmGroup, lowerGroup: lowerArmGroup };
});
// === LEG GROUPS (hierarchical for walking animation) ===
const legData = { left: {}, right: {} };
[-1, 1].forEach(side => {
const sideName = side === -1 ? 'left' : 'right';
// Upper leg group (pivots at hip)
const upperLegGroup = new THREE.Group();
upperLegGroup.position.set(side * 0.18, -0.17, 0); // Hip joint position
bodyCore.add(upperLegGroup);
// Hip joint
const hipJointGeo = new THREE.SphereGeometry(0.1, 10, 10);
const hipJoint = new THREE.Mesh(hipJointGeo, accentMat);
hipJoint.position.set(0, 0, 0);
upperLegGroup.add(hipJoint);
// Upper leg
const upperLegGeo = new THREE.CylinderGeometry(0.1, 0.09, 0.3, 12);
const upperLeg = new THREE.Mesh(upperLegGeo, bodyMat);
upperLeg.position.set(0, -0.18, 0);
upperLeg.castShadow = true;
upperLegGroup.add(upperLeg);
// Lower leg group (pivots at knee)
const lowerLegGroup = new THREE.Group();
lowerLegGroup.position.set(0, -0.34, 0); // Knee position relative to upper leg
upperLegGroup.add(lowerLegGroup);
// Knee joint
const kneeGeo = new THREE.SphereGeometry(0.09, 10, 10);
const knee = new THREE.Mesh(kneeGeo, accentMat);
knee.position.set(0, 0, 0);
lowerLegGroup.add(knee);
// Lower leg
const lowerLegGeo = new THREE.CylinderGeometry(0.08, 0.1, 0.25, 12);
const lowerLeg = new THREE.Mesh(lowerLegGeo, bodyMat);
lowerLeg.position.set(0, -0.14, 0);
lowerLeg.castShadow = true;
lowerLegGroup.add(lowerLeg);
// Foot
const footGeo = new THREE.BoxGeometry(0.14, 0.06, 0.22);
const footMat = new THREE.MeshStandardMaterial({
color: 0x3a3a4a,
metalness: 0.5,
roughness: 0.6
});
const foot = new THREE.Mesh(footGeo, footMat);
foot.position.set(0, -0.27, 0.04);
foot.castShadow = true;
lowerLegGroup.add(foot);
legData[sideName] = { upperGroup: upperLegGroup, lowerGroup: lowerLegGroup };
});
// === ANIMATION STATE SYSTEM ===
// v6.81: Added swimming state and swimPhase
// v6.90: Added comprehensive ability casting animations
playerGroup.userData.animation = {
state: 'idle', // idle, walking, running, jumping, attacking, waving, damage, swimming, casting
prevState: 'idle',
stateTime: 0, // Time in current state
blendTime: 0, // For smooth state transitions
walkCycle: 0, // Walk cycle phase (0 to 2*PI)
blinkTimer: 0, // For random blinks
nextBlink: 2000 + Math.random() * 3000,
isBlinking: false,
lookTarget: null, // Optional look-at target
headBob: 0, // Head bob phase
breathPhase: 0, // Breathing animation phase
jumpPhase: 0, // Jump animation phase
attackPhase: 0, // Attack animation phase
wavePhase: 0, // Wave animation phase
damageFlash: 0, // Damage flash timer
idleVariation: 0, // For idle animation variations
speedMultiplier: 1, // Animation speed
swimPhase: 0, // v6.81: Swimming stroke cycle
isSwimming: false, // v6.81: Currently in water/lava
swimBob: 0, // v6.81: Vertical bob while swimming
// v6.90: Ability casting animation phases
castPhase: 0, // Current casting animation progress (0-1)
castType: null, // Type of ability being cast
castIntensity: 0, // Intensity of cast effect (for glow)
spinPhase: 0, // Whirlwind spin rotation
chargePhase: 0, // Power-up/charge animation
recoilPhase: 0, // Post-cast recoil
armExtendL: 0, // Left arm extension override
armExtendR: 0, // Right arm extension override
bodyTwist: 0, // Body twist for directional casts
castGlow: 0 // Emissive glow intensity during cast
};
// Store bone references for animation
playerGroup.userData.bones = {
bodyCore: bodyCore,
headGroup: headGroup,
leftArm: armData.left,
rightArm: armData.right,
leftLeg: legData.left,
rightLeg: legData.right
};
worldState.player = playerGroup;
// v6.68: Calculate ship landing spot (fountain/base) for player spawn
// This is the same calculation used later for createWorldShip
const shipSpawnX = (CONFIG.WORLD_SIZE / 4 - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const shipSpawnZ = (CONFIG.WORLD_SIZE / 4 - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const lxSpawn = Math.floor(CONFIG.WORLD_SIZE / 4);
const lzSpawn = Math.floor(CONFIG.WORLD_SIZE / 4);
let shipSpawnY = 10;
if (worldState.terrain[lxSpawn] && worldState.terrain[lxSpawn][lzSpawn] !== undefined) {
shipSpawnY = worldState.terrain[lxSpawn][lzSpawn] > 0 ? worldState.terrain[lxSpawn][lzSpawn] + 1 : 6;
}
// v6.18: Restore saved position if returning to same planet
// v9.8: First visits trigger cinematic landing sequence (uses isFirstTimeVisit captured at start)
const landingPosition = new THREE.Vector3(shipSpawnX, shipSpawnY, shipSpawnZ);
if (gameData.player.lastPlanetId === civ.id && gameData.player.lastPosition) {
const pos = gameData.player.lastPosition;
worldState.player.position.set(pos.x, pos.y, pos.z);
if (gameData.player.lastRotation !== null) {
worldState.player.rotation.y = gameData.player.lastRotation;
}
showNotification('Resumed from last position', 'info');
} else if (isFirstTimeVisit && typeof LandingSequence !== 'undefined') {
// v9.8: Cinematic landing sequence for first visits
worldState.player.position.set(shipSpawnX, shipSpawnY, shipSpawnZ);
worldState.player.visible = false; // Hide until emerge phase
// Landing sequence will be started after scene is fully set up
setTimeout(() => {
LandingSequence.start(landingPosition, civ.name);
}, 100);
} else {
// v6.68: Spawn player at ship/fountain location instead of (0,0,0)
worldState.player.position.set(shipSpawnX, shipSpawnY, shipSpawnZ);
showNotification('Landed at your ship!', 'info');
}
worldState.player.userData.isRobot = true;
// v12.16: BATTERY RANGE TETHER - Set landing position as exploration origin
// v7.33: REBALANCED - Much more generous, with grace zone for casual exploration
if (typeof BatteryRangeSystem !== 'undefined') {
BatteryRangeSystem.setOrigin(shipSpawnX, shipSpawnZ);
// Reset energy to full when landing (fresh start)
robotEnergy.current = robotEnergy.max;
if (typeof updateEnergyUI === 'function') updateEnergyUI();
const maxRange = Math.floor(BatteryRangeSystem.getMaxRange());
const graceRange = Math.floor(maxRange * (robotEnergy.graceZone || 0.5));
// v7.33: Friendlier message explaining the generous exploration range
showNotification(`🧭 Exploration range: ${maxRange}m (${graceRange}m free roam zone)`, 'info');
}
// v12.17: UNIFIED BATTERY - Reset HP/Power on landing (full charge)
if (typeof UnifiedBatterySystem !== 'undefined' && robotEnergy.unifiedMode) {
UnifiedBatterySystem.reset();
showNotification(`⚡ Unified Battery: ${UnifiedBatterySystem.getStructuralCapacity()} HP | ${UnifiedBatterySystem.getPowerCapacity()} PWR`, 'info');
}
// v12.18: PROCEDURAL INFINITE WORLD - Initialize chunk streaming for exploration
if (typeof ProceduralWorldSystem !== 'undefined') {
ProceduralWorldSystem.init(civ, biome);
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🌍 Procedural World initialized - Seed: ${civ.id}, Biome: ${biome.name}`);
}
// v12.20: Deploy MAKO vehicle near ship for large-scale exploration
if (typeof MakoVehicleSystem !== 'undefined') {
MakoVehicleSystem.deployVehicle(shipSpawnX, shipSpawnZ);
}
// v6.53: Add point light to local player for visibility in dark biomes
const playerLight = new THREE.PointLight(0x88ccff, 0.8, 8);
playerLight.position.y = 1.5;
worldState.player.add(playerLight);
worldState.player.userData.light = playerLight;
// Selection/highlight ring
const ring = new THREE.Mesh(
new THREE.RingGeometry(1.0, 1.2, 16),
new THREE.MeshBasicMaterial({ color: 0x00ffff, side: THREE.DoubleSide, transparent: true, opacity: 0.6 })
);
ring.rotation.x = -Math.PI/2;
ring.position.y = 0.05;
worldState.player.add(ring);
// v10.16: Water splash effect - follows player feet
// Creates the water puddle visual effect centered on player
const splashDisc = new THREE.Mesh(
new THREE.CircleGeometry(4, 32),
new THREE.MeshBasicMaterial({
color: biome.water || 0x3388ff,
transparent: true,
opacity: 0.35,
side: THREE.DoubleSide
})
);
splashDisc.rotation.x = -Math.PI / 2;
splashDisc.position.y = 0.02; // Just above ground
splashDisc.userData.isSplashEffect = true;
worldState.player.add(splashDisc);
worldState.player.userData.splashDisc = splashDisc;
scene.add(worldState.player);
// v6.68: Create Dota 2-style HP and Mana bars above player
createPlayerHealthBars(worldState.player);
// Mobs
const mobCount = 5 + Math.floor(rng.next() * 5);
for(let i=0; i 0) {
const poi = worldState.pois[worldState.pois.length - 1];
poi.userData.discovered = true;
if (poi.userData.beacon) poi.userData.beacon.material.emissiveIntensity = 0.1;
if (poi.userData.iconMesh) poi.userData.iconMesh.material.opacity = 0.3;
}
}
}
// UI
document.getElementById('galaxy-controls').style.display = 'none';
document.getElementById('world-controls').style.display = 'flex';
// v6.99: Show navigation buttons (now in RTS panel toggles)
document.getElementById('nav-galaxy').style.display = 'flex';
document.getElementById('nav-surfaces').style.display = 'flex';
document.querySelector('.rts-divider').style.display = 'block';
document.getElementById('world-name').textContent = civ.biomeName;
document.getElementById('rpg-ui').style.display = 'flex';
// v10.32: Check if unified HUD will be enabled - skip showing old UI if so
const useUnifiedHUD = typeof UnifiedHUD !== 'undefined' && UnifiedHUD.enabled;
if (!useUnifiedHUD) {
// v6.72: Only show old UI panels if unified HUD is disabled
document.getElementById('minimap-wrapper').style.display = 'block';
document.getElementById('ability-bar').style.display = 'block';
document.getElementById('player-dota-bars-ui').style.display = 'block';
document.getElementById('environment-widget').style.display = 'block';
document.getElementById('style-meter').style.display = 'block';
document.getElementById('ai-behavior-panel').style.display = 'block';
}
// v10.30: Enable unified HUD if preference is enabled
if (typeof UnifiedHUD !== 'undefined') {
UnifiedHUD.onEnterPlanet(civ.biomeName);
}
updateAbilityUI();
updateWeatherUI();
updateTimeUI(); // v6.1: Update time display
// v4.3: Start biome ambient audio
AudioSystem.startAmbient(civ.biome);
// v5.0: Spawn pet companion
initPetSystem();
updatePetMesh();
// v5.6: Initialize and spawn Copilot Companion
initCopilotCompanion();
createCopilotMesh();
// v6.65: Initialize DOTA-style creep lane system
initCreepLaneSystem();
// v9.6: Initialize RTS multi-select system with portrait panel
// v9.8: Only initialize if landing sequence is not running (it will init on complete)
if (!LandingSequence || !LandingSequence.isActive()) {
RTSSelection.init();
}
// v5.12: Initialize hypnosis effects
initHypnosisEffects();
// v5.13: Create ship and landing zone
// v9.10: Skip ship/landing zone for customOnly worlds or if ship system disabled
const shouldCreateShip = window.WORLD_SYSTEMS?.ship !== false && window.WORLD_SYSTEMS?.customOnly !== true;
if (shouldCreateShip) {
const landingSpot = new THREE.Vector3(
(CONFIG.WORLD_SIZE / 4 - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE,
10,
(CONFIG.WORLD_SIZE / 4 - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE
);
// Find ground height at landing spot
const lx = Math.floor(CONFIG.WORLD_SIZE / 4);
const lz = Math.floor(CONFIG.WORLD_SIZE / 4);
if (worldState.terrain[lx] && worldState.terrain[lx][lz] !== undefined) {
landingSpot.y = worldState.terrain[lx][lz] > 0 ? worldState.terrain[lx][lz] : 5;
}
const landingPad = createLandingZone(landingSpot);
scene.add(landingPad);
const ship = createWorldShip(landingSpot);
scene.add(ship);
SHIP_STATE.hp = SHIP_STATE.maxHp; // Reset ship HP for new world
updateShipHPUI();
document.getElementById('ship-status').style.display = 'block';
} else {
console.log('[WORLD] Skipping ship/landing zone - disabled or customOnly world');
document.getElementById('ship-status').style.display = 'none';
}
// v5.0: Initialize weather system
initWeatherSystem();
// v6.1: Initialize critical systems (emergent world events)
initCriticalSystems();
// v5.4: Initialize new systems
initPetEvolutionSystem();
initWorldEventSystem();
initAchievementShowcase();
// v6.52: Initialize new mind-blowing systems (8-agent consensus)
if (typeof temporalRewind !== 'undefined') {
temporalRewind.init();
}
if (typeof quantumWreckage !== 'undefined') {
quantumWreckage.init();
quantumWreckage.renderToScene(scene);
}
// v6.38: Render temporal echo markers for this planet
if (typeof temporalEchoSystem !== 'undefined') {
temporalEchoSystem.renderAllEchoMarkers();
}
// v7.26: Initialize and render memory scars for this planet (8-Strategy Consensus)
if (typeof MemoryScarsSystem !== 'undefined') {
MemoryScarsSystem.init();
const planetSeed = gameData.currentPlanet?.seed || civ?.seed || 'unknown';
MemoryScarsSystem.renderScarsForPlanet(planetSeed);
}
// v6.13: Initialize wave momentum system (DOTA-style creep pushing)
if (typeof initWaveSystem === 'function') {
initWaveSystem();
}
// v6.66: Initialize RCT-style base building system
if (typeof initBaseBuildingSystem === 'function') {
initBaseBuildingSystem();
}
// v6.67: Initialize lane support & fortification system
if (typeof initLaneSupportSystem === 'function') {
initLaneSupportSystem();
// Spawn initial lane towers after a short delay
setTimeout(() => {
if (typeof spawnInitialLaneTowers === 'function') {
spawnInitialLaneTowers();
}
}, 2000);
}
// v12.21: Initialize Enemy Fauna Hero (DOTA 2 opponent)
if (typeof initEnemyHero === 'function') {
setTimeout(() => {
initEnemyHero();
console.log('🐺 Enemy Fauna Hero spawned - Primal Ravager enters the arena!');
}, 4000); // Spawn after lane system is ready
}
// v9.1: Initialize neutral creep camps
if (typeof initNeutralCamps === 'function') {
// Delay initialization to ensure scene is ready
setTimeout(() => {
initNeutralCamps();
}, 3000);
}
// v12.25: Initialize Living Ecosystem and Terrain Memory
if (typeof initEcosystem === 'function') {
setTimeout(() => {
initEcosystem();
if (typeof terrainMemory !== 'undefined') {
terrainMemory.init();
}
console.log('[LIVING WORLD] Ecosystem and terrain memory initialized');
}, 4000);
}
// v6.83: Initialize NPC Memory System update loop
// v7.40: Migrated to TimerRegistry for centralized timer management (Cycle 19 Code Quality)
if (typeof NPC_MEMORY_SYSTEM !== 'undefined') {
// v7.40: Use TimerRegistry instead of raw setInterval
TimerRegistry.clearInterval('npc-memory-system');
// Update memory decay and gossip every 30 seconds (game time ~30 minutes)
TimerRegistry.setInterval('npc-memory-system', () => {
const deltaGameDays = 0.02; // ~30 min of game time per tick
// Decay memories
if (typeof updateMemoryDecay === 'function') {
updateMemoryDecay(deltaGameDays);
}
// Propagate gossip
if (typeof propagateGossip === 'function') {
propagateGossip();
}
// Save memory state periodically
if (typeof saveNPCMemories === 'function') {
saveNPCMemories();
}
}, 30000);
// Load saved memories on world entry
if (typeof loadNPCMemories === 'function') {
loadNPCMemories();
}
}
// v4.4: Start environmental particles
if (envParticles) envParticles.startBiome(civ.biome);
// v6.32: Start adaptive combat music system (8-agent consensus)
AudioSystem.startCombatMusic();
worldState.target = null;
worldState.interactTarget = null;
// v6.34: Restore dropped items from previous visits
restoreDroppedItemsForPlanet(civ.id);
// v6.97: Restore planet surface state (structures, terraformed areas)
if (typeof loadPlanetSurface === 'function') {
loadPlanetSurface(civ.id);
}
// v6.35: Hide settings toggle button in world mode
updateSettingsToggleVisibility();
updateInventoryUI();
updateSkillsUI();
updateHealthUI();
updateCraftingUI();
initMinimap();
}
// ========== L-SYSTEM PROCEDURAL FOREST GENERATOR ==========
// v6.44: Mind-blowing procedurally generated vegetation using recursive grammar
const L_SYSTEM_GRAMMARS = {
// Terra: Classic branching trees (oak-like)
Terra: {
axiom: 'X',
rules: {
'X': 'F[+X][-X]FX',
'F': 'FF'
},
iterations: 4,
angle: 25,
lengthScale: 0.7,
trunkColor: 0x553311,
leafColor: 0x228b22,
leafShape: 'sphere',
names: ['Ancient Oak', 'Whispering Willow', 'Emerald Pine', 'Forest Giant']
},
// Desert: Sparse, twisted cacti/dead trees
Desert: {
axiom: 'X',
rules: {
'X': 'F[+X]F[-X]+X',
'F': 'F'
},
iterations: 3,
angle: 35,
lengthScale: 0.65,
trunkColor: 0x8B7355,
leafColor: 0xccbb99,
leafShape: 'spike',
names: ['Sand Cactus', 'Desert Sentinel', 'Dune Spine', 'Arid Bone-Tree']
},
// Ice: Crystalline fractal growths
Ice: {
axiom: 'F',
rules: {
'F': 'F[+F]F[-F][F]'
},
iterations: 3,
angle: 60,
lengthScale: 0.5,
trunkColor: 0x88aacc,
leafColor: 0xaaddff,
leafShape: 'crystal',
names: ['Frost Crystal', 'Ice Spire', 'Frozen Prism', 'Glacial Needle']
},
// Alien: Spiraling bioluminescent tendrils
Alien: {
axiom: 'A',
rules: {
'A': 'F[++A][--A]FA',
'F': 'FGF'
},
iterations: 4,
angle: 22.5,
lengthScale: 0.72,
trunkColor: 0x8800ff,
leafColor: 0xff00ff,
leafShape: 'tendril',
glowing: true,
names: ['Void Tendril', 'Xeno Spiral', 'Psionic Bloom', 'Neural Vine']
},
// Volcanic: Charred, ember-tipped branches
Volcanic: {
axiom: 'X',
rules: {
'X': 'F[-X][+X]',
'F': 'FGF'
},
iterations: 3,
angle: 30,
lengthScale: 0.6,
trunkColor: 0x222222,
leafColor: 0xff4400,
leafShape: 'ember',
names: ['Ash Husk', 'Ember Branch', 'Charred Spine', 'Magma Root']
}
};
// L-System string generator
function generateLSystemString(grammar, iterations) {
let current = grammar.axiom;
for (let i = 0; i < iterations; i++) {
let next = '';
for (const char of current) {
next += grammar.rules[char] || char;
}
current = next;
// Limit string length for performance
if (current.length > 500) break;
}
return current;
}
// Convert L-System string to 3D mesh
// v6.73: Added layoutVariant parameter for two distinct tree silhouettes
function createLSystemTree(biomeName, seed = Math.random(), layoutVariant = 0) {
const biomeData = BIOMES[biomeName] || BIOMES.Terra;
const grammar = L_SYSTEM_GRAMMARS[biomeName] || L_SYSTEM_GRAMMARS.Terra;
// Use seed for deterministic variation
const rng = new SeededRNG(seed * 10000);
const variation = rng.next();
// v6.73: Layout variants create distinctly different tree shapes
// Layout 0: Standard (original) - balanced branching
// Layout 1: Alternate - tighter angles, taller proportions
const layoutMods = layoutVariant === 1 ? {
angleMultiplier: 0.7, // Tighter branch angles (more upright)
lengthMultiplier: 1.25, // Longer trunk segments
thicknessMultiplier: 0.85, // Slightly thinner
iterationMod: 1 // One extra iteration for more complexity
} : {
angleMultiplier: 1.0,
lengthMultiplier: 1.0,
thicknessMultiplier: 1.0,
iterationMod: 0
};
// Generate L-System string with slight variation in iterations
const iterations = grammar.iterations + (variation > 0.8 ? 1 : 0) - (variation < 0.2 ? 1 : 0) + layoutMods.iterationMod;
const lString = generateLSystemString(grammar, Math.max(1, Math.min(iterations, grammar.iterations + 2)));
const group = new THREE.Group();
// Turtle graphics state
const stack = [];
let pos = new THREE.Vector3(0, 0, 0);
let dir = new THREE.Vector3(0, 1, 0);
let right = new THREE.Vector3(1, 0, 0);
const baseLength = (0.4 + variation * 0.3) * layoutMods.lengthMultiplier;
let currentLength = baseLength;
let currentThickness = (0.15 + variation * 0.1) * layoutMods.thicknessMultiplier;
const angle = (grammar.angle + (rng.next() - 0.5) * 10) * layoutMods.angleMultiplier * Math.PI / 180;
// Materials - v6.72: Minecraft-style procedural textures
const trunkMat = MinecraftTextures.createWoodMaterial(grammar.trunkColor, seed);
const leafMat = grammar.glowing
? new THREE.MeshBasicMaterial({ color: grammar.leafColor })
: MinecraftTextures.createLeafMaterial(grammar.leafColor, seed + 1000);
// Track branch endpoints for leaves
const branchEnds = [];
let segmentCount = 0;
const maxSegments = 60; // Performance limit
// Interpret L-System string
for (const char of lString) {
if (segmentCount >= maxSegments) break;
switch (char) {
case 'F': // Draw forward
case 'G': // Draw forward (alternate)
const endPos = pos.clone().add(dir.clone().multiplyScalar(currentLength));
// Create branch segment
const branchGeo = new THREE.CylinderGeometry(
currentThickness * 0.7,
currentThickness,
currentLength,
6
);
const branch = new THREE.Mesh(branchGeo, trunkMat);
// Position and orient branch
branch.position.copy(pos).add(dir.clone().multiplyScalar(currentLength / 2));
branch.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), dir.clone().normalize());
branch.castShadow = true;
group.add(branch);
pos = endPos;
currentThickness *= 0.85;
segmentCount++;
break;
case '+': // Rotate right (yaw)
dir.applyAxisAngle(right, -angle);
break;
case '-': // Rotate left (yaw)
dir.applyAxisAngle(right, angle);
break;
case '[': // Push state (start branch)
stack.push({
pos: pos.clone(),
dir: dir.clone(),
right: right.clone(),
length: currentLength,
thickness: currentThickness
});
currentLength *= grammar.lengthScale;
break;
case ']': // Pop state (end branch) - add leaf
branchEnds.push(pos.clone());
if (stack.length > 0) {
const state = stack.pop();
pos = state.pos;
dir = state.dir;
right = state.right;
currentLength = state.length;
currentThickness = state.thickness;
}
break;
case 'X': // Growth point marker (used in rules)
case 'A': // Alternate growth marker
// These are just placeholders for rule expansion
break;
}
}
// Add terminal leaves at branch ends
branchEnds.forEach((endPos, i) => {
if (i > 20) return; // Limit leaves for performance
let leafGeo;
const leafScale = 0.3 + rng.next() * 0.4;
switch (grammar.leafShape) {
case 'crystal':
leafGeo = new THREE.OctahedronGeometry(leafScale);
break;
case 'spike':
leafGeo = new THREE.ConeGeometry(leafScale * 0.3, leafScale * 1.5, 5);
break;
case 'tendril':
leafGeo = new THREE.SphereGeometry(leafScale * 0.5, 8, 4);
break;
case 'ember':
leafGeo = new THREE.TetrahedronGeometry(leafScale * 0.6);
break;
case 'sphere':
default:
leafGeo = new THREE.SphereGeometry(leafScale, 6, 4);
}
const leaf = new THREE.Mesh(leafGeo, leafMat);
leaf.position.copy(endPos);
leaf.rotation.set(rng.next() * Math.PI, rng.next() * Math.PI, rng.next() * Math.PI);
leaf.castShadow = true;
group.add(leaf);
});
// v6.65: Removed per-tree PointLights - they caused "too many uniforms" shader errors
// The MeshBasicMaterial with bright colors already provides the glowing visual effect
// Scale the whole tree
const scale = 0.8 + rng.next() * 0.6;
group.scale.setScalar(scale);
// Pick a procedural name
const name = grammar.names[Math.floor(rng.next() * grammar.names.length)];
group.userData = {
type: 'tree',
hp: 3,
maxHp: 3,
name: name,
lSystem: true,
biomeName: biomeName
};
return group;
}
function createProp(type, x, y, z, biome) {
const group = new THREE.Group();
group.position.set(x, y, z);
if(type === 'tree') {
// v6.70: L-system dominant with occasional variety - biome-specific distribution
const biomeName = Object.keys(BIOMES).find(k => BIOMES[k] === biome) || 'Terra';
const seed = x * 1000 + z; // Deterministic seed based on position
const rng = { next: () => ((seed * 9301 + 49297) % 233280) / 233280 };
// Biome-specific distribution: L-system PRIMARY, others as accent variety
// Thresholds: [L-system, round, pine, bushy, tall] - cumulative
// E.g. [0.70, 0.80, 0.86, 0.93, 1.0] = 70% L-sys, 10% round, 6% pine, 7% bushy, 7% tall
const BIOME_TREE_DIST = {
Terra: [0.70, 0.80, 0.86, 0.93, 1.0], // 70% L-sys, balanced variety
Desert: [0.85, 0.90, 0.92, 0.95, 1.0], // 85% L-sys, sparse variety
Ice: [0.50, 0.55, 0.85, 0.92, 1.0], // 50% L-sys, 30% pine (fits snowy biome)
Volcanic: [0.80, 0.88, 0.92, 0.96, 1.0], // 80% L-sys, sparse twisted trees
Alien: [0.65, 0.75, 0.80, 0.90, 1.0], // 65% L-sys, more variety for alien world
Ocean: [0.75, 0.82, 0.87, 0.94, 1.0], // 75% L-sys, kelp-like variety
Swamp: [0.60, 0.70, 0.75, 0.90, 1.0], // 60% L-sys, more bushy mangroves
Crystal: [0.55, 0.68, 0.78, 0.88, 1.0] // 55% L-sys, more geometric variety
};
const dist = BIOME_TREE_DIST[biomeName] || BIOME_TREE_DIST.Terra;
const roll = rng.next();
let treeStyle = 0; // Default to L-system
for (let i = 0; i < dist.length; i++) {
if (roll < dist[i]) { treeStyle = i; break; }
}
// Biome-specific colors
const TREE_COLORS = {
Terra: { trunk: 0x8B4513, leaf: 0x228B22, leafAlt: 0x2E8B57 },
Desert: { trunk: 0xA0522D, leaf: 0x9ACD32, leafAlt: 0x6B8E23 },
Ice: { trunk: 0x708090, leaf: 0x87CEEB, leafAlt: 0xADD8E6 },
Volcanic: { trunk: 0x2F2F2F, leaf: 0xFF4500, leafAlt: 0xFF6347 },
Alien: { trunk: 0x8B008B, leaf: 0xFF00FF, leafAlt: 0x9400D3 },
Ocean: { trunk: 0x5F9EA0, leaf: 0x00CED1, leafAlt: 0x20B2AA },
Swamp: { trunk: 0x556B2F, leaf: 0x6B8E23, leafAlt: 0x808000 },
Crystal: { trunk: 0x4169E1, leaf: 0x00FFFF, leafAlt: 0x7FFFD4 }
};
const colors = TREE_COLORS[biomeName] || TREE_COLORS.Terra;
const scale = 0.6 + rng.next() * 0.8;
let treeName = 'Tree';
if (treeStyle === 0) {
// Style 0: L-System procedural tree (complex branching)
// v6.73: Two layout variants for variety (layout 0 or 1 based on position hash)
const layoutVariant = ((Math.floor(x * 7) + Math.floor(z * 13)) % 2);
const lTree = createLSystemTree(biomeName, seed, layoutVariant);
while (lTree.children.length > 0) {
group.add(lTree.children[0]);
}
group.userData = lTree.userData;
// v6.73: Random Y rotation for natural variety
group.rotation.y = rng.next() * Math.PI * 2;
scene.add(group);
worldState.interactables.push(group);
return; // L-system sets its own userData
}
else if (treeStyle === 1) {
// Style 1: Simple sphere-top tree (like landing zone)
// v6.72: Minecraft-style procedural textures
const trunkGeo = new THREE.CylinderGeometry(0.15 * scale, 0.25 * scale, 2 * scale, 6);
const trunkMat = MinecraftTextures.createWoodMaterial(colors.trunk, seed);
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.position.y = scale;
trunk.castShadow = true;
group.add(trunk);
const foliageGeo = new THREE.SphereGeometry(0.8 * scale, 8, 6);
const foliageMat = MinecraftTextures.createLeafMaterial(colors.leaf, seed + 100);
const foliage = new THREE.Mesh(foliageGeo, foliageMat);
foliage.position.y = 2.2 * scale;
foliage.castShadow = true;
group.add(foliage);
treeName = 'Round Tree';
}
else if (treeStyle === 2) {
// Style 2: Pine/Cone tree
// v6.72: Minecraft-style procedural textures
const trunkGeo = new THREE.CylinderGeometry(0.1 * scale, 0.2 * scale, 1.5 * scale, 6);
const trunkMat = MinecraftTextures.createWoodMaterial(colors.trunk, seed);
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.position.y = 0.75 * scale;
trunk.castShadow = true;
group.add(trunk);
// Stacked cones for pine look
for (let i = 0; i < 3; i++) {
const coneScale = 1 - i * 0.25;
const coneGeo = new THREE.ConeGeometry(0.7 * scale * coneScale, 1.2 * scale * coneScale, 8);
const coneMat = MinecraftTextures.createLeafMaterial(i % 2 === 0 ? colors.leaf : colors.leafAlt, seed + i * 50);
const cone = new THREE.Mesh(coneGeo, coneMat);
cone.position.y = (1.8 + i * 0.7) * scale;
cone.castShadow = true;
group.add(cone);
}
treeName = 'Pine Tree';
}
else if (treeStyle === 3) {
// Style 3: Multi-sphere cluster tree (bushy)
// v6.72: Minecraft-style procedural textures
const trunkGeo = new THREE.CylinderGeometry(0.12 * scale, 0.2 * scale, 1.8 * scale, 5);
const trunkMat = MinecraftTextures.createWoodMaterial(colors.trunk, seed);
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.position.y = 0.9 * scale;
trunk.castShadow = true;
group.add(trunk);
// Multiple small spheres for bushy canopy
const spherePositions = [
{ x: 0, y: 2.2, z: 0, r: 0.6 },
{ x: 0.4, y: 1.9, z: 0.3, r: 0.45 },
{ x: -0.3, y: 2.0, z: 0.4, r: 0.4 },
{ x: 0.2, y: 2.4, z: -0.3, r: 0.35 },
{ x: -0.4, y: 1.8, z: -0.2, r: 0.4 }
];
spherePositions.forEach((pos, idx) => {
const sGeo = new THREE.SphereGeometry(pos.r * scale, 6, 5);
const sMat = MinecraftTextures.createLeafMaterial(idx % 2 === 0 ? colors.leaf : colors.leafAlt, seed + idx * 30);
const sphere = new THREE.Mesh(sGeo, sMat);
sphere.position.set(pos.x * scale, pos.y * scale, pos.z * scale);
sphere.castShadow = true;
group.add(sphere);
});
treeName = 'Bushy Tree';
}
else {
// Style 4: Tall thin tree (birch/aspen style)
// v6.72: Minecraft-style procedural textures
const trunkGeo = new THREE.CylinderGeometry(0.08 * scale, 0.12 * scale, 3 * scale, 6);
const trunkMat = MinecraftTextures.createWoodMaterial(0xDDDDCC, seed); // Pale birch trunk
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.position.y = 1.5 * scale;
trunk.castShadow = true;
group.add(trunk);
// Elongated ellipsoid foliage
const foliageGeo = new THREE.SphereGeometry(0.5 * scale, 8, 6);
foliageGeo.scale(1, 1.8, 1);
const foliageMat = MinecraftTextures.createLeafMaterial(colors.leaf, seed + 200);
const foliage = new THREE.Mesh(foliageGeo, foliageMat);
foliage.position.y = 3.2 * scale;
foliage.castShadow = true;
group.add(foliage);
// Second smaller cluster
const foliage2Geo = new THREE.SphereGeometry(0.35 * scale, 6, 5);
const foliage2Mat = MinecraftTextures.createLeafMaterial(colors.leafAlt, seed + 300);
const foliage2 = new THREE.Mesh(foliage2Geo, foliage2Mat);
foliage2.position.set(0.2 * scale, 2.6 * scale, 0.1 * scale);
foliage2.castShadow = true;
group.add(foliage2);
treeName = 'Tall Tree';
}
group.userData = { type: 'tree', hp: 3, maxHp: 3, name: treeName, biomeName: biomeName };
// v6.73: Random Y rotation for non-L-System trees
group.rotation.y = rng.next() * Math.PI * 2;
} else {
// v6.69: Also add rock variety
// v6.72: Added Minecraft-style procedural rock textures
const rockStyle = Math.floor(Math.random() * 3);
let rockGeo;
if (rockStyle === 0) {
rockGeo = new THREE.DodecahedronGeometry(0.8 + Math.random() * 0.4);
} else if (rockStyle === 1) {
rockGeo = new THREE.IcosahedronGeometry(0.7 + Math.random() * 0.5);
} else {
rockGeo = new THREE.OctahedronGeometry(0.6 + Math.random() * 0.4);
}
const rock = new THREE.Mesh(
rockGeo,
MinecraftTextures.createRockMaterial(biome)
);
rock.position.y = 0.5;
rock.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI);
rock.scale.set(1 + Math.random() * 0.5, 0.6 + Math.random() * 0.8, 1 + Math.random() * 0.5);
rock.castShadow = true;
group.add(rock);
group.userData = { type: 'rock', hp: 3, maxHp: 3, name: 'Ore Vein' };
}
scene.add(group);
worldState.interactables.push(group);
}
function createFishingSpot(x, y, z) {
const group = new THREE.Group();
group.position.set(x, y, z);
// Ripple effect
const ripple = new THREE.Mesh(
new THREE.RingGeometry(0.8, 1, 16),
new THREE.MeshBasicMaterial({ color: 0x88ccff, transparent: true, opacity: 0.5, side: THREE.DoubleSide })
);
ripple.rotation.x = -Math.PI / 2;
group.add(ripple);
group.userData = { type: 'fishing', name: 'Fishing Spot', ripple };
scene.add(group);
worldState.fishingSpots.push(group);
worldState.interactables.push(group);
}
// v5.18: Create Battery Charger structure
function createBatteryCharger(x, y, z, efficiency = 100) {
if (!scene) return null;
const group = new THREE.Group();
group.position.set(x, y + 0.1, z);
// Base platform
const baseMat = new THREE.MeshStandardMaterial({
color: efficiency >= 90 ? 0x00ff88 : (efficiency >= 70 ? 0xffaa00 : 0xff4444),
metalness: 0.6,
roughness: 0.3
});
const base = new THREE.Mesh(
new THREE.CylinderGeometry(1.2, 1.4, 0.3, 8),
baseMat
);
group.add(base);
// Central charging pillar
const pillarMat = new THREE.MeshStandardMaterial({
color: 0x333344,
metalness: 0.8,
roughness: 0.2
});
const pillar = new THREE.Mesh(
new THREE.CylinderGeometry(0.3, 0.4, 2, 6),
pillarMat
);
pillar.position.y = 1.15;
group.add(pillar);
// Energy ring (glowing)
const ringMat = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.8
});
const ring = new THREE.Mesh(
new THREE.TorusGeometry(0.5, 0.08, 8, 16),
ringMat
);
ring.position.y = 1.8;
ring.rotation.x = Math.PI / 2;
group.add(ring);
// Top beacon light
const beaconMat = new THREE.MeshBasicMaterial({
color: efficiency >= 90 ? 0x00ff00 : (efficiency >= 70 ? 0xffff00 : 0xff6600)
});
const beacon = new THREE.Mesh(
new THREE.SphereGeometry(0.2, 8, 8),
beaconMat
);
beacon.position.y = 2.3;
group.add(beacon);
// Add point light for glow effect
const light = new THREE.PointLight(
efficiency >= 90 ? 0x00ff88 : (efficiency >= 70 ? 0xffaa00 : 0xff4444),
0.5,
8
);
light.position.y = 2;
group.add(light);
const chargerData = {
type: 'battery_charger',
mesh: group,
x: Math.floor((x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2),
z: Math.floor((z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2),
worldX: x,
worldZ: z,
efficiency: efficiency,
chargeRadius: 3 + (efficiency / 25), // Better chargers have larger radius
isActive: true,
ring: ring,
beacon: beacon,
light: light,
createdAt: Date.now()
};
group.userData = {
type: 'structure',
structureType: 'battery_charger',
name: `Battery Charger (${efficiency}%)`,
efficiency: efficiency,
chargerData: chargerData
};
scene.add(group);
worldState.structures.push(chargerData);
worldState.interactables.push(group);
return chargerData;
}
// v6.11: Construction Site Beacon - Visual marker for prepared building sites
function createConstructionSiteBeacon(terraformedArea) {
if (!scene || !terraformedArea) return null;
const worldX = (terraformedArea.x - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const worldZ = (terraformedArea.z - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const worldY = worldState.terrain[terraformedArea.x]?.[terraformedArea.z] || 2;
const group = new THREE.Group();
group.position.set(worldX, worldY, worldZ);
// Ground marker - pulsing ring showing build zone
const groundRingGeo = new THREE.RingGeometry(2, 2.5, 32);
const groundRingMat = new THREE.MeshBasicMaterial({
color: 0x00ff88,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide
});
const groundRing = new THREE.Mesh(groundRingGeo, groundRingMat);
groundRing.rotation.x = -Math.PI / 2;
groundRing.position.y = 0.1;
group.add(groundRing);
// Inner construction zone indicator
const innerZoneGeo = new THREE.CircleGeometry(1.8, 32);
const innerZoneMat = new THREE.MeshBasicMaterial({
color: 0x00aa66,
transparent: true,
opacity: 0.3,
side: THREE.DoubleSide
});
const innerZone = new THREE.Mesh(innerZoneGeo, innerZoneMat);
innerZone.rotation.x = -Math.PI / 2;
innerZone.position.y = 0.05;
group.add(innerZone);
// Floating beacon marker
const beaconGeo = new THREE.OctahedronGeometry(0.4, 0);
const beaconMat = new THREE.MeshBasicMaterial({
color: 0x00ffaa,
transparent: true,
opacity: 0.9
});
const beacon = new THREE.Mesh(beaconGeo, beaconMat);
beacon.position.y = 3;
group.add(beacon);
// Vertical light beam
const beamGeo = new THREE.CylinderGeometry(0.05, 0.15, 2.5, 8);
const beamMat = new THREE.MeshBasicMaterial({
color: 0x00ff88,
transparent: true,
opacity: 0.4
});
const beam = new THREE.Mesh(beamGeo, beamMat);
beam.position.y = 1.5;
group.add(beam);
// Point light for glow
const light = new THREE.PointLight(0x00ff88, 0.3, 6);
light.position.y = 2;
group.add(light);
const siteData = {
type: 'construction_site',
mesh: group,
terraformedArea: terraformedArea,
x: terraformedArea.x,
z: terraformedArea.z,
worldX: worldX,
worldZ: worldZ,
beacon: beacon,
groundRing: groundRing,
beam: beam,
light: light,
createdAt: Date.now(),
claimedBy: null // Builder agent that claims this site
};
group.userData = {
type: 'construction_site',
name: '🏗️ Construction Site',
siteData: siteData
};
// Store reference in terraformed area
terraformedArea.beacon = siteData;
terraformedArea.hasSiteBeacon = true;
scene.add(group);
// Add to a construction sites array (create if doesn't exist)
if (!worldState.constructionSites) worldState.constructionSites = [];
worldState.constructionSites.push(siteData);
return siteData;
}
// v6.11: Remove construction site beacon (called when structure is built)
function removeConstructionSiteBeacon(siteData) {
if (!siteData || !siteData.mesh) return;
scene.remove(siteData.mesh);
// Remove from array
if (worldState.constructionSites) {
const idx = worldState.constructionSites.indexOf(siteData);
if (idx > -1) worldState.constructionSites.splice(idx, 1);
}
// Clear reference in terraformed area
if (siteData.terraformedArea) {
siteData.terraformedArea.beacon = null;
siteData.terraformedArea.hasSiteBeacon = false;
}
}
// v6.11: Find nearest unclaimed construction site for Builder
function findNearestConstructionSite(agentX, agentZ) {
if (!worldState.constructionSites || worldState.constructionSites.length === 0) return null;
let nearest = null;
let nearestDist = Infinity;
for (const site of worldState.constructionSites) {
// Skip claimed sites
if (site.claimedBy) continue;
// Skip sites that already have structures nearby
const hasStructure = worldState.structures.some(s =>
Math.abs(s.x - site.x) < 3 && Math.abs(s.z - site.z) < 3);
if (hasStructure) continue;
const dist = Math.sqrt(Math.pow(site.x - agentX, 2) + Math.pow(site.z - agentZ, 2));
if (dist < nearestDist) {
nearestDist = dist;
nearest = site;
}
}
return nearest;
}
// v6.11: Animate construction site beacons
function updateConstructionSiteBeacons(deltaTime) {
if (!worldState.constructionSites) return;
const time = Date.now() * 0.001;
for (const site of worldState.constructionSites) {
if (!site.mesh) continue;
// Rotate and bob the beacon
if (site.beacon) {
site.beacon.rotation.y += deltaTime * 2;
site.beacon.position.y = 3 + Math.sin(time * 2) * 0.3;
}
// Pulse the ground ring
if (site.groundRing) {
const pulse = 0.5 + Math.sin(time * 3) * 0.15;
site.groundRing.material.opacity = pulse;
}
// Claimed sites glow differently
if (site.claimedBy && site.light) {
site.light.color.setHex(0xffaa00); // Orange when claimed
if (site.beacon) site.beacon.material.color.setHex(0xffaa00);
}
}
}
// v5.18: Move agent to random nearby position
function moveAgentToRandomPosition(agent) {
if (!agent.mesh) return;
const angle = Math.random() * Math.PI * 2;
const distance = 5 + Math.random() * 10;
const newX = agent.mesh.position.x + Math.cos(angle) * distance;
const newZ = agent.mesh.position.z + Math.sin(angle) * distance;
// Clamp to world bounds
const halfWorld = (CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const clampedX = Math.max(-halfWorld + 5, Math.min(halfWorld - 5, newX));
const clampedZ = Math.max(-halfWorld + 5, Math.min(halfWorld - 5, newZ));
// v6.5.1: Get terrain height at target position
let targetY = agent.mesh.position.y;
if (typeof getTerrainHeight === 'function') {
targetY = getTerrainHeight(clampedX, clampedZ);
}
agent.targetPosition = new THREE.Vector3(clampedX, targetY, clampedZ);
agent.taskState.state = 'moving';
agent.taskState.targetPosition = agent.targetPosition.clone();
}
// v5.18: Update robot energy and check for charging
function updateRobotEnergy(delta) {
if (!worldState.player) return;
const playerPos = worldState.player.position;
let isNearCharger = false;
let bestEfficiency = 0;
// Check if near any battery charger
for (const structure of worldState.structures) {
if (structure.type === 'battery_charger' && structure.isActive) {
const dist = Math.sqrt(
Math.pow(playerPos.x - structure.worldX, 2) +
Math.pow(playerPos.z - structure.worldZ, 2)
);
if (dist < structure.chargeRadius) {
isNearCharger = true;
bestEfficiency = Math.max(bestEfficiency, structure.efficiency);
// Animate the charger ring when charging
if (structure.ring) {
structure.ring.rotation.z += delta * 2;
}
}
}
}
robotEnergy.isCharging = isNearCharger;
if (isNearCharger) {
// Charge based on efficiency
const chargeAmount = robotEnergy.chargeRate * (bestEfficiency / 100) * delta;
robotEnergy.current = Math.min(robotEnergy.max, robotEnergy.current + chargeAmount);
} else {
// Drain energy when moving (checked in movement code)
// Small passive drain
robotEnergy.current = Math.max(0, robotEnergy.current - robotEnergy.drainRate * delta * 0.1);
}
// Update energy UI
updateEnergyUI();
}
// v5.18: Update energy UI display
// v12.16: Enhanced to show battery range information
function updateEnergyUI() {
const energyBar = document.getElementById('robot-energy-bar');
const energyText = document.getElementById('robot-energy-text');
if (energyBar) {
const percent = (robotEnergy.current / robotEnergy.max) * 100;
energyBar.style.width = percent + '%';
// v12.16: Color based on range status as well
let barColor = '#00aaff';
if (robotEnergy.isCharging) {
barColor = '#00ff88';
} else if (typeof BatteryRangeSystem !== 'undefined' && BatteryRangeSystem.isAtBoundary) {
barColor = '#ff0000'; // Red when at boundary limit
} else if (percent <= 20) {
barColor = '#ff4444';
} else if (percent <= 50) {
barColor = '#ffaa00';
}
energyBar.style.background = barColor;
}
if (energyText) {
// v12.16: Show range radius alongside energy
let text = `${Math.floor(robotEnergy.current)}/${robotEnergy.max}`;
if (robotEnergy.isCharging) {
text += ' ⚡';
} else if (typeof BatteryRangeSystem !== 'undefined' && robotEnergy.origin) {
const range = Math.floor(BatteryRangeSystem.getMaxRange());
const dist = Math.floor(BatteryRangeSystem.getDistanceFromOrigin());
text += ` | 📡${dist}/${range}m`;
}
energyText.textContent = text;
}
// v6.72: Also update Dota-style MP bar
if (typeof updateDotaBarsUI === 'function') {
updateDotaBarsUI();
}
}
// v5.18: Animate structures (charger rings, etc)
function updateStructures(delta) {
for (const structure of worldState.structures) {
if (structure.type === 'battery_charger' && structure.ring) {
// Slow rotation when idle
structure.ring.rotation.z += delta * 0.5;
// Pulse the beacon
if (structure.beacon) {
const pulse = Math.sin(performance.now() * 0.003) * 0.3 + 0.7;
structure.beacon.scale.setScalar(pulse);
}
}
}
}
// ==========================================
// v5.18: P2P SPECTATOR STREAMING SYSTEM
// QR Code minimap allows others to spectate
// ==========================================
// Initialize PeerJS connection as host
function initP2PHost() {
if (p2pStreaming.peer) return; // Already initialized
try {
// Create peer with random ID
p2pStreaming.peer = new Peer();
p2pStreaming.peer.on('open', (id) => {
p2pStreaming.peerId = id;
p2pStreaming.isHost = true;
console.log('P2P Host initialized with ID:', id);
// Generate QR code
generateSpectatorQRCode();
updateP2PStatusUI();
});
p2pStreaming.peer.on('connection', (conn) => {
console.log('Spectator connected:', conn.peer);
p2pStreaming.connections.push(conn);
p2pStreaming.spectatorCount = p2pStreaming.connections.length;
conn.on('open', () => {
showNotification(`👁️ Spectator joined! (${p2pStreaming.spectatorCount} watching)`, 'info');
updateP2PStatusUI();
// Send initial game state
sendGameStateToSpectator(conn);
});
conn.on('close', () => {
p2pStreaming.connections = p2pStreaming.connections.filter(c => c !== conn);
p2pStreaming.spectatorCount = p2pStreaming.connections.length;
updateP2PStatusUI();
});
conn.on('error', (err) => {
console.error('Connection error:', err);
p2pStreaming.connections = p2pStreaming.connections.filter(c => c !== conn);
p2pStreaming.spectatorCount = p2pStreaming.connections.length;
});
});
p2pStreaming.peer.on('error', (err) => {
console.error('PeerJS error:', err);
if (err.type === 'unavailable-id') {
// Retry with new ID
setTimeout(initP2PHost, 1000);
}
});
} catch (e) {
console.error('Failed to initialize P2P:', e);
}
}
// Connect as spectator to a host
function connectAsSpectator(hostId) {
if (!hostId) {
showNotification('Invalid host ID', 'error');
return;
}
try {
p2pStreaming.peer = new Peer();
p2pStreaming.peer.on('open', () => {
p2pStreaming.isHost = false;
p2pStreaming.isSpectating = true;
const conn = p2pStreaming.peer.connect(hostId, { reliable: true });
conn.on('open', () => {
p2pStreaming.hostConnection = conn;
showNotification('🔗 Connected to host! Spectating...', 'info');
enterSpectatorMode();
});
conn.on('data', (data) => {
handleSpectatorData(data);
});
conn.on('close', () => {
showNotification('Host disconnected', 'error');
exitSpectatorMode();
});
conn.on('error', (err) => {
console.error('Connection error:', err);
showNotification('Failed to connect to host', 'error');
});
});
p2pStreaming.peer.on('error', (err) => {
console.error('PeerJS error:', err);
showNotification('Connection failed', 'error');
});
} catch (e) {
console.error('Failed to connect as spectator:', e);
}
}
// v6.85: Connect as Ant Farm spectator - spectates but auto-enables 3D ant farm view
function connectAsAntFarmSpectator(hostId) {
if (!hostId) {
showNotification('Invalid host ID', 'error');
return;
}
// Get planet ID from URL if available for immediate landing
const params = new URLSearchParams(window.location.search);
const planetParam = params.get('planet');
const seedParam = params.get('seed');
// Set seed immediately if provided
if (seedParam) {
multiplayerState.worldSeed = decodeURIComponent(seedParam);
console.log('🐜 Ant Farm using seed:', multiplayerState.worldSeed);
}
// If we have a planet ID, land on it immediately (don't wait for P2P)
if (planetParam !== null && planetParam !== '') {
const planetId = parseInt(planetParam, 10);
console.log('🐜 Ant Farm: Landing on planet ID:', planetId);
// Generate civilizations with the seed
const rng = new SeededRandom(multiplayerState.worldSeed);
if (!civilizations || civilizations.length === 0) {
civilizations = generateCivilizations(rng, 100);
}
// Find and land on the target planet
const targetCiv = civilizations.find(c => c.id === planetId);
if (targetCiv) {
activeCiv = targetCiv;
console.log('🐜 Ant Farm: Found planet:', activeCiv.name);
// Land on the planet immediately
landOnPlanetForAntFarm(activeCiv);
} else {
console.error('🐜 Ant Farm: Planet not found with ID:', planetId);
showNotification('Planet not found', 'error');
}
}
try {
p2pStreaming.peer = new Peer();
p2pStreaming.peer.on('open', () => {
p2pStreaming.isHost = false;
p2pStreaming.isSpectating = true;
p2pStreaming.isAntFarmMode = true; // v6.85: Flag for ant farm spectator
const conn = p2pStreaming.peer.connect(hostId, { reliable: true });
conn.on('open', () => {
p2pStreaming.hostConnection = conn;
showNotification('🐜 Connected to host!', 'info');
// Request full state from host for entity sync
conn.send({ type: 'requestFullState' });
});
conn.on('data', (data) => {
handleAntFarmSpectatorData(data);
});
conn.on('close', () => {
showNotification('Host disconnected', 'error');
p2pStreaming.isAntFarmMode = false;
if (antFarmState.active) {
toggleAntFarm(); // Disable ant farm view
}
});
conn.on('error', (err) => {
console.error('Ant Farm connection error:', err);
showNotification('Failed to connect to ant farm', 'error');
});
});
p2pStreaming.peer.on('error', (err) => {
console.error('PeerJS error:', err);
showNotification('Ant Farm connection failed', 'error');
});
} catch (e) {
console.error('Failed to connect as ant farm spectator:', e);
}
}
// v6.85: Land on planet specifically for ant farm view
function landOnPlanetForAntFarm(civ) {
console.log('🐜 Landing on planet for Ant Farm:', civ.name);
// Use the existing initWorld function which handles all terrain generation
// Pass true to skip some props that might interfere with ant farm view
if (typeof initWorld === 'function') {
initWorld(civ, true); // skipPropsForMultiplayer = true for cleaner view
}
// Hide loading screen
document.getElementById('loading').style.display = 'none';
// Enable ant farm view after terrain loads
setTimeout(() => {
if (!antFarmState.active && mode === 'world') {
toggleAntFarm();
showNotification(`🐜 Ant Farm: Viewing ${civ.name}`, 'info');
}
}, 1500);
}
// v6.85: Handle data for ant farm spectator mode
function handleAntFarmSpectatorData(data) {
if (!data || !data.type) return;
if (data.type === 'fullState') {
// Apply the full state to sync entities
applyAntFarmFullState(data);
} else if (data.type === 'delta') {
// Apply delta updates for real-time sync
applyAntFarmDelta(data);
}
}
// v6.85: Apply full state for ant farm view (sync entities, not terrain)
function applyAntFarmFullState(state) {
console.log('🐜 Applying Ant Farm state sync:', state);
// If we're not on the world yet, and state has civilization, try to land
if (mode !== 'world' && state.civilization && state.civilization.id !== undefined) {
const civId = state.civilization.id;
// Generate civilizations if needed
if (!civilizations || civilizations.length === 0) {
const rng = new SeededRandom(state.worldSeed || multiplayerState.worldSeed);
civilizations = generateCivilizations(rng, 100);
}
const targetCiv = civilizations.find(c => c.id === civId);
if (targetCiv && !activeCiv) {
activeCiv = targetCiv;
landOnPlanetForAntFarm(activeCiv);
}
}
// Sync entity positions from host
if (mode === 'world') {
syncAntFarmEntities(state);
// Make sure ant farm view is active
if (!antFarmState.active) {
setTimeout(() => {
if (!antFarmState.active && mode === 'world') {
toggleAntFarm();
}
}, 500);
}
}
}
// v6.85: Apply delta updates for ant farm real-time sync
function applyAntFarmDelta(delta) {
if (!delta.deltaType || !delta.data) return;
switch (delta.deltaType) {
case 'playerMove':
// Update host player position marker
updateAntFarmHostMarker(delta.data);
break;
case 'mobUpdate':
// Update mob positions
updateAntFarmMobs(delta.data);
break;
case 'agentUpdate':
// Update agent positions
updateAntFarmAgents(delta.data);
break;
}
}
// v6.85: Sync entities (mobs, interactables) for ant farm view
function syncAntFarmEntities(state) {
// The terrain generation will create entities based on the seed
// We just need to sync positions for dynamic entities
// Update mob positions if provided
if (state.mobs && Array.isArray(state.mobs)) {
state.mobs.forEach(mobData => {
const mob = worldState.mobs?.find(m =>
m.userData?.id === mobData.id || m.uuid === mobData.id
);
if (mob && mobData.position) {
mob.position.set(mobData.position.x, mobData.position.y, mobData.position.z);
}
});
}
// Update the ant farm stats display
updateAntFarmStats();
}
// v6.85: Update host player marker in ant farm view
function updateAntFarmHostMarker(playerData) {
if (!antFarmState.active || !playerData.position) return;
// Create or update the host marker
if (!window.antFarmHostMarker) {
const markerGeometry = new THREE.ConeGeometry(2, 5, 4);
const markerMaterial = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.8
});
window.antFarmHostMarker = new THREE.Mesh(markerGeometry, markerMaterial);
window.antFarmHostMarker.rotation.x = Math.PI; // Point down
scene.add(window.antFarmHostMarker);
}
// Update position (floating above the player)
window.antFarmHostMarker.position.set(
playerData.position.x,
(playerData.position.y || 0) + 15,
playerData.position.z
);
// Animate the marker
window.antFarmHostMarker.rotation.y += 0.02;
}
// v6.85: Update mob positions in ant farm view
function updateAntFarmMobs(mobsData) {
if (!antFarmState.active || !Array.isArray(mobsData)) return;
mobsData.forEach(mobData => {
const mob = worldState.mobs?.find(m =>
m.userData?.id === mobData.id || m.uuid === mobData.id
);
if (mob && mobData.position) {
// Smoothly interpolate position
mob.position.lerp(
new THREE.Vector3(mobData.position.x, mobData.position.y, mobData.position.z),
0.3
);
}
});
}
// v6.85: Update agent positions in ant farm view
function updateAntFarmAgents(agentsData) {
if (!antFarmState.active || !Array.isArray(agentsData)) return;
agentsData.forEach(agentData => {
const agent = agentFleet?.find(a => a.id === agentData.id);
if (agent && agent.mesh && agentData.position) {
agent.mesh.position.lerp(
new THREE.Vector3(agentData.position.x, agentData.position.y, agentData.position.z),
0.3
);
}
});
}
// v5.19: QR Code Generator using QRious library with API fallback
// Generates scannable QR codes for spectator links
function loadQRiousLibrary() {
return new Promise((resolve, reject) => {
if (window.QRious) {
resolve();
return;
}
const script = document.createElement('script');
script.src = 'https://cdnjs.cloudflare.com/ajax/libs/qrious/4.0.2/qrious.min.js';
script.onload = resolve;
script.onerror = reject;
document.head.appendChild(script);
});
}
// Generate QR code for spectator link
function generateSpectatorQRCode() {
if (!p2pStreaming.peerId) {
console.log('No peer ID yet, will generate QR when ready');
return;
}
const container = document.getElementById('qr-code-container');
if (!container) return;
// Show loading state
container.innerHTML = 'Generating QR code...
';
const spectatorUrl = `${window.location.origin}${window.location.pathname}?spectate=${p2pStreaming.peerId}`;
console.log('Generating QR code for:', spectatorUrl);
// Try QRious library first, fall back to API
loadQRiousLibrary().then(() => {
container.innerHTML = ''; // Clear loading state
const canvas = document.createElement('canvas');
canvas.id = 'qr-canvas';
container.appendChild(canvas);
new window.QRious({
element: canvas,
value: spectatorUrl,
size: 200,
background: 'white',
foreground: 'black',
level: 'H' // High error correction for better scanning
});
console.log('QR code generated with QRious');
}).catch((err) => {
console.log('QRious failed, using API fallback:', err);
container.innerHTML = ''; // Clear loading state
// Fallback: Use QR Server API
const img = document.createElement('img');
img.src = `https://api.qrserver.com/v1/create-qr-code/?size=200x200&data=${encodeURIComponent(spectatorUrl)}`;
img.alt = 'Scan to spectate';
img.style.borderRadius = '10px';
img.id = 'qr-canvas';
img.onload = () => console.log('QR code loaded from API');
img.onerror = () => {
container.innerHTML = 'QR generation failed. Copy the URL below instead.
';
};
container.appendChild(img);
console.log('QR code generated with API fallback');
});
}
// Send game state to spectators - now includes full 3D sync data
function sendGameStateToSpectators() {
if (!p2pStreaming.isHost || p2pStreaming.connections.length === 0) return;
const now = performance.now();
if (now - p2pStreaming.lastFrameTime < p2pStreaming.frameInterval) return;
p2pStreaming.lastFrameTime = now;
// Build full 3D sync state for spectators to render
const gameState = {
type: 'frame',
timestamp: Date.now(),
// Camera for 3D view sync
camera: camera ? {
position: { x: camera.position.x, y: camera.position.y, z: camera.position.z },
rotation: { x: camera.rotation.x, y: camera.rotation.y, z: camera.rotation.z }
} : null,
// Player position for 3D rendering
player: worldState.player ? {
x: worldState.player.position.x,
y: worldState.player.position.y,
z: worldState.player.position.z,
rotationY: worldState.player.rotation.y
} : null,
// Agent positions with full data
agents: (agentFleet || []).map(a => ({
id: a.id,
name: a.name,
type: a.type,
x: a.mesh?.position.x || 0,
y: a.mesh?.position.y || 0,
z: a.mesh?.position.z || 0,
status: a.statusMessage
})),
// Structure data
structures: (worldState.structures || []).map(s => ({
type: s.type,
x: s.worldX,
z: s.worldZ,
efficiency: s.efficiency
})),
// Mob positions (for showing enemies)
mobs: (worldState.mobs || []).slice(0, 20).map(m => ({
x: m.position?.x || 0,
y: m.position?.y || 0,
z: m.position?.z || 0,
name: m.userData?.displayName || m.userData?.name || 'Enemy'
})),
// Stats
hp: gameData.player?.hp || 100,
maxHp: gameData.player?.maxHp || 100,
energy: robotEnergy.current,
civ: activeCiv?.name || 'Unknown',
biome: activeCiv?.biome || 'Terra',
// v5.20: Include current game mode so spectators can sync
gameMode: mode
};
// Capture minimap as image
const minimapCanvas = document.getElementById('minimap-canvas');
if (minimapCanvas) {
const smallCanvas = document.createElement('canvas');
smallCanvas.width = 140;
smallCanvas.height = 140;
const ctx = smallCanvas.getContext('2d');
ctx.drawImage(minimapCanvas, 0, 0, 140, 140);
gameState.minimap = smallCanvas.toDataURL('image/jpeg', 0.7);
}
// Send to all spectators (only if connection is open)
for (const conn of p2pStreaming.connections) {
try {
if (conn.open) {
conn.send(gameState);
}
} catch (e) {
console.error('Failed to send to spectator:', e);
}
}
}
// Send initial state to new spectator
function sendGameStateToSpectator(conn) {
const initialState = {
type: 'init',
civ: activeCiv ? { name: activeCiv.name, biome: activeCiv.biome } : null,
playerName: 'Explorer Robot',
version: VERSION
};
conn.send(initialState);
}
// Handle incoming data as spectator
function handleSpectatorData(data) {
if (!p2pStreaming.isSpectating) return;
p2pStreaming.spectatorData = data;
if (data.type === 'init') {
// Initial connection data
const civEl = document.getElementById('spectator-civ');
const versionEl = document.getElementById('spectator-version');
if (civEl) civEl.textContent = data.civ?.name || 'Unknown';
if (versionEl) versionEl.textContent = data.version;
} else if (data.type === 'frame') {
// v5.20: Check if host changed modes and we need to sync
const previousMode = p2pStreaming.hostGameMode;
p2pStreaming.hostGameMode = data.gameMode;
// Update banner to show host's current mode
showSpectatorModeMessage(data.gameMode);
// v5.20: Sync 3D camera for real view streaming (unless paused)
// Only sync if we're in the same mode as host
if (!p2pStreaming.streamPaused && data.camera && camera && mode === data.gameMode) {
syncCameraFromHost(data.camera);
}
// Update spectator view stats
updateSpectatorView(data);
}
}
// v5.20: Show mode sync message to spectator (only once per mode change)
let lastModeMessage = '';
function showSpectatorModeMessage(msg) {
if (msg === lastModeMessage) return; // Don't spam
lastModeMessage = msg;
// Update the banner to show host's mode
const hostNameEl = document.getElementById('spectator-host-name');
if (hostNameEl && p2pStreaming.hostGameMode) {
const modeIcon = p2pStreaming.hostGameMode === 'world' ? '🌍' : '🌌';
hostNameEl.textContent = `Host (${modeIcon} ${p2pStreaming.hostGameMode})`;
}
}
// v5.20: Smoothly sync camera from host data
function syncCameraFromHost(cameraData) {
if (!camera) return;
const targetPos = new THREE.Vector3(
cameraData.position.x,
cameraData.position.y,
cameraData.position.z
);
// Smooth interpolation (lerp) for fluid camera following
camera.position.lerp(targetPos, 0.3);
// Apply rotation directly for snappy look direction
camera.rotation.x = cameraData.rotation.x;
camera.rotation.y = cameraData.rotation.y;
camera.rotation.z = cameraData.rotation.z;
}
// Spectator activity log
let spectatorActivityLog = [];
let lastSpectatorData = null;
// Update spectator UI with received data
function updateSpectatorView(data) {
// Track latency
const latencyEl = document.getElementById('spectator-latency');
if (latencyEl && data.timestamp) {
const latency = Date.now() - data.timestamp;
latencyEl.textContent = latency;
}
// Update HP bar with color coding
const hpFill = document.getElementById('spectator-hp-fill');
const hpText = document.getElementById('spectator-hp-text');
if (hpFill && data.hp !== undefined) {
const hpPercent = (data.hp / data.maxHp) * 100;
hpFill.style.width = hpPercent + '%';
// Color based on health
if (hpPercent < 25) {
hpFill.style.background = 'linear-gradient(90deg, #f44, #f66)';
} else if (hpPercent < 50) {
hpFill.style.background = 'linear-gradient(90deg, #f80, #fa0)';
} else {
hpFill.style.background = 'linear-gradient(90deg, #f44, #ff8800, #4f4)';
}
// Detect damage for activity feed
if (lastSpectatorData && data.hp < lastSpectatorData.hp) {
addSpectatorActivity(`Probe took ${Math.floor(lastSpectatorData.hp - data.hp)} damage!`, 'danger');
}
}
if (hpText) {
hpText.textContent = `${Math.floor(data.hp)}/${data.maxHp}`;
}
// Update energy bar
const energyFill = document.getElementById('spectator-energy-fill');
const energyText = document.getElementById('spectator-energy-text');
if (energyFill && data.energy !== undefined) {
energyFill.style.width = data.energy + '%';
}
if (energyText) {
energyText.textContent = `${Math.floor(data.energy)}/100`;
}
// Update minimap
const spectatorMinimap = document.getElementById('spectator-minimap');
if (spectatorMinimap && data.minimap) {
spectatorMinimap.src = data.minimap;
}
// Update biome
const biomeEl = document.getElementById('spectator-biome');
if (biomeEl && data.biome) {
biomeEl.textContent = data.biome;
}
// Update agent list with cards
const agentList = document.getElementById('spectator-agents');
const agentCount = document.getElementById('spectator-agent-count');
if (agentList && data.agents) {
if (data.agents.length === 0) {
agentList.innerHTML = 'No agents deployed
';
} else {
agentList.innerHTML = data.agents.map(a => {
const icon = a.type === 'gatherer' ? '🪵' : a.type === 'hunter' ? '⚔️' : a.type === 'terraformer' ? '🚜' : a.type === 'builder' ? '🔧' : '🤖';
const typeColor = a.type === 'hunter' ? '#f44' : a.type === 'gatherer' ? '#4a4' : a.type === 'terraformer' ? '#84530' : '#0af';
return `
${icon}
${a.name}
${a.type}
${a.status || 'Idle'}
`;
}).join('');
}
if (agentCount) {
agentCount.textContent = data.agents.length;
}
// Detect new agents for activity feed
if (lastSpectatorData && data.agents.length > (lastSpectatorData.agents?.length || 0)) {
const newAgent = data.agents[data.agents.length - 1];
addSpectatorActivity(`New agent deployed: ${newAgent.name}`, 'success');
}
}
// Update structure count and types
const structureCount = document.getElementById('spectator-structures');
const structureTypes = document.getElementById('spectator-structure-types');
if (structureCount && data.structures) {
structureCount.textContent = data.structures.length;
// Detect new structures for activity feed
if (lastSpectatorData && data.structures.length > (lastSpectatorData.structures?.length || 0)) {
addSpectatorActivity('New structure built!', 'success');
}
}
if (structureTypes && data.structures) {
// Count structure types
const typeCounts = {};
data.structures.forEach(s => {
typeCounts[s.type] = (typeCounts[s.type] || 0) + 1;
});
structureTypes.innerHTML = Object.entries(typeCounts).map(([type, count]) =>
`
${type === 'battery_charger' ? '🔋' : '🏗️'} ${count}
`
).join('');
}
// Update coordinates
const coordsDisplay = document.getElementById('spectator-coords');
if (coordsDisplay && data.player) {
coordsDisplay.textContent = `X: ${Math.floor(data.player.x)} Z: ${Math.floor(data.player.z)}`;
}
// Store for comparison
lastSpectatorData = { ...data };
}
// Add activity to spectator feed
function addSpectatorActivity(message, type = 'info') {
const activityFeed = document.getElementById('spectator-activity');
if (!activityFeed) return;
const time = new Date().toLocaleTimeString('en-US', { hour12: false, hour: '2-digit', minute: '2-digit', second: '2-digit' });
const typeClass = type === 'danger' ? 'danger' : type === 'warning' ? 'warning' : type === 'success' ? 'success' : '';
const item = document.createElement('div');
item.className = `activity-item ${typeClass}`;
item.innerHTML = `[${time}] ${message}`;
// Clear placeholder if first real activity
if (spectatorActivityLog.length === 0) {
activityFeed.innerHTML = '';
}
activityFeed.insertBefore(item, activityFeed.firstChild);
spectatorActivityLog.unshift({ time, message, type });
// Keep only last 50 items
if (spectatorActivityLog.length > 50) {
spectatorActivityLog.pop();
if (activityFeed.lastChild) {
activityFeed.removeChild(activityFeed.lastChild);
}
}
}
// Enter spectator mode - now shows real 3D world with synced view
function enterSpectatorMode() {
p2pStreaming.isSpectating = true;
// Reset activity log
spectatorActivityLog = [];
lastSpectatorData = null;
// Show spectator banner instead of full overlay
showSpectatorBanner();
// Add connected activity
addSpectatorActivity('Connected to stream!', 'success');
// Disable player controls but keep 3D rendering active
// Player input will be ignored in spectator mode
showNotification('👁️ SPECTATING - Following host\'s view', 'info');
}
// Show minimal spectator banner
function showSpectatorBanner() {
// Create spectator banner if not exists
let banner = document.getElementById('spectator-banner');
if (!banner) {
banner = document.createElement('div');
banner.id = 'spectator-banner';
banner.innerHTML = `
👁️ SPECTATOR MODE
Following: Host
Latency: --ms
⏸️ PAUSE
EXIT
`;
document.body.appendChild(banner);
// Add exit button listener
document.getElementById('exit-spectator-btn').addEventListener('click', exitSpectatorMode);
// Add pause/play toggle listener
document.getElementById('toggle-active-btn').addEventListener('click', toggleStreamPause);
}
banner.style.display = 'block';
// Also show mini stats overlay at bottom
showSpectatorStats();
}
// v5.20: Toggle stream pause/play
function toggleStreamPause() {
p2pStreaming.streamPaused = !p2pStreaming.streamPaused;
const toggleBtn = document.getElementById('toggle-active-btn');
if (p2pStreaming.streamPaused) {
toggleBtn.innerHTML = '▶️ RESUME';
toggleBtn.style.background = 'linear-gradient(45deg, #f44, #f80)';
showNotification('⏸️ Stream paused - camera frozen', 'info');
} else {
toggleBtn.innerHTML = '⏸️ PAUSE';
toggleBtn.style.background = 'linear-gradient(45deg, #06ffa5, #00ff88)';
showNotification('▶️ Stream resumed - following host', 'info');
}
}
// Show spectator stats overlay
function showSpectatorStats() {
let statsOverlay = document.getElementById('spectator-stats-overlay');
if (!statsOverlay) {
statsOverlay = document.createElement('div');
statsOverlay.id = 'spectator-stats-overlay';
statsOverlay.innerHTML = `
`;
document.body.appendChild(statsOverlay);
}
statsOverlay.style.display = 'block';
}
// Exit spectator mode
function exitSpectatorMode() {
p2pStreaming.isSpectating = false;
if (p2pStreaming.hostConnection) {
p2pStreaming.hostConnection.close();
p2pStreaming.hostConnection = null;
}
// Hide spectator UI
const banner = document.getElementById('spectator-banner');
if (banner) banner.style.display = 'none';
const statsOverlay = document.getElementById('spectator-stats-overlay');
if (statsOverlay) statsOverlay.style.display = 'none';
// Reload page to reset game state
location.reload();
}
// ==========================================
// v6.86: GALAXY DISCOVERY SYSTEM
// Discover new galaxies when all planets are exhausted
// Each galaxy has a unique QR code for revisiting
// ==========================================
// Open the Galaxy Discovery modal
// v6.95: Enhanced with player identity for "burning into existence"
function openGalaxyDiscoveryModal() {
const modal = document.getElementById('galaxy-discovery-modal');
if (!modal) return;
// Update the display with current galaxy info
const currentGalaxyNum = gameData.galaxyNumber || 1;
const nextGalaxyNum = currentGalaxyNum + 1;
document.getElementById('galaxy-number-display').textContent = nextGalaxyNum;
document.getElementById('current-galaxy-num').textContent = currentGalaxyNum;
// v6.95: Show player identity as the first observer who will ignite this universe
const playerNameEl = document.getElementById('ignition-player-name');
if (playerNameEl) {
playerNameEl.textContent = gameData.playerName || 'Unknown Pioneer';
}
modal.classList.add('active');
showNotification(`🔥 ${gameData.playerName || 'Pioneer'}, a new universe awaits your observation!`, 'warning');
}
// Expose to window for inline onclick handler
window.openGalaxyDiscoveryModal = openGalaxyDiscoveryModal;
// Close the Galaxy Discovery modal
function closeGalaxyDiscoveryModal() {
const modal = document.getElementById('galaxy-discovery-modal');
if (modal) modal.classList.remove('active');
}
// Expose to window for inline onclick handler
window.closeGalaxyDiscoveryModal = closeGalaxyDiscoveryModal;
// Generate a unique seed for a new galaxy
function generateGalaxySeed() {
const timestamp = Date.now();
const random = Math.random().toString(36).substring(2, 8).toUpperCase();
return `GALAXY-${timestamp}-${random}`;
}
// Get URL for a specific galaxy (for QR code sharing)
// v6.95: Enhanced to include full galaxy state for "drop-in" visits
function getGalaxyUrl(galaxySeed, galaxyNumber, includeState = true) {
const baseUrl = `${window.location.origin}${window.location.pathname}`;
let url = `${baseUrl}?galaxy=${encodeURIComponent(galaxySeed)}&gnum=${galaxyNumber}`;
if (includeState) {
// Find this galaxy's state
let galaxyState = null;
if (galaxySeed === gameData.galaxySeed) {
// Current galaxy
galaxyState = {
destroyed: gameData.destroyedPlanets || [],
escaped: gameData.escapedPlanets || [],
visited: gameData.visitedPlanets || [],
ignitedBy: gameData.firstIgnition?.ignitedBy || gameData.playerName
};
} else {
// Historical galaxy
const histGalaxy = gameData.galaxyHistory?.find(g => g.seed === galaxySeed);
if (histGalaxy) {
galaxyState = {
destroyed: histGalaxy.destroyedPlanets || [],
escaped: histGalaxy.escapedPlanets || [],
visited: histGalaxy.visitedPlanets || [],
ignitedBy: histGalaxy.ignitedBy
};
}
}
// Encode state compactly: d=destroyed,e=escaped,v=visited (comma-separated IDs)
if (galaxyState) {
if (galaxyState.destroyed.length > 0) {
url += `&d=${galaxyState.destroyed.join(',')}`;
}
if (galaxyState.escaped.length > 0) {
url += `&e=${galaxyState.escaped.join(',')}`;
}
// Include who ignited this universe
if (galaxyState.ignitedBy) {
url += `&by=${encodeURIComponent(galaxyState.ignitedBy)}`;
}
}
}
return url;
}
// Save current galaxy state before transitioning
// v6.95: Enhanced with "ignition" tracking - who first burned this universe into existence
function saveCurrentGalaxyState() {
// Initialize galaxy history if needed
if (!gameData.galaxyHistory) {
gameData.galaxyHistory = [];
}
// Check if this galaxy already exists in history (preserve ignition data)
const existingSeed = gameData.galaxySeed || multiplayerState.worldSeed;
const existingGalaxy = gameData.galaxyHistory.find(g => g.seed === existingSeed);
// v6.95: Ignition data - the first observer who burned this reality into existence
const ignitionData = existingGalaxy ? {
// Preserve original ignition data - the first observer is eternal
ignitedBy: existingGalaxy.ignitedBy,
ignitedAt: existingGalaxy.ignitedAt,
ignitionSignature: existingGalaxy.ignitionSignature
} : {
// NEW UNIVERSE - this player is the first observer, burning it into existence
ignitedBy: gameData.playerName || 'Unknown Observer',
ignitedAt: Date.now(),
ignitionSignature: generateIgnitionSignature(existingSeed)
};
const currentGalaxy = {
seed: existingSeed,
number: gameData.galaxyNumber || 1,
name: `Galaxy ${gameData.galaxyNumber || 1}`,
discoveredAt: existingGalaxy?.discoveredAt || Date.now(),
lastVisited: Date.now(),
visitedPlanets: [...gameData.visitedPlanets],
destroyedPlanets: [...(gameData.destroyedPlanets || [])],
escapedPlanets: [...(gameData.escapedPlanets || [])],
totalPlanets: CONFIG.NUM_CIVS,
activePlanets: civilizations ? civilizations.filter(c => !c.orbital?.destroyed && !c.orbital?.escaped).length : 0,
// v6.95: Ignition metadata - who first burned this universe into existence
...ignitionData
};
// Check if this galaxy is already in history
const existingIdx = gameData.galaxyHistory.findIndex(g => g.seed === currentGalaxy.seed);
if (existingIdx >= 0) {
// Update existing entry (preserving ignition data)
gameData.galaxyHistory[existingIdx] = currentGalaxy;
} else {
// Add new entry - this is the IGNITION moment
gameData.galaxyHistory.push(currentGalaxy);
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🔥 UNIVERSE IGNITED: ${currentGalaxy.ignitedBy} burned Galaxy #${currentGalaxy.number} into existence`);
}
saveGameData();
return currentGalaxy;
}
// v6.95: Generate a unique ignition signature from seed
// This is the "fingerprint" of the universe's creation moment
function generateIgnitionSignature(seed) {
const timestamp = Date.now();
const rng = new SeededRNG(seed + timestamp);
const chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
let signature = '';
for (let i = 0; i < 8; i++) {
signature += chars[Math.floor(rng.next() * chars.length)];
}
return `IGN-${signature}-${(timestamp % 100000).toString(36).toUpperCase()}`;
}
// Discover and warp to a new galaxy
// v6.95: Enhanced with "burning into existence" - you are the first observer
function discoverNewGalaxy() {
console.log('🔥 BURNING NEW UNIVERSE INTO EXISTENCE...');
// Save current galaxy state
saveCurrentGalaxyState();
// Generate new galaxy
const newSeed = generateGalaxySeed();
const newGalaxyNumber = (gameData.galaxyNumber || 1) + 1;
const ignitionSignature = generateIgnitionSignature(newSeed);
// v6.95: Create ignition record - YOU are the first observer
const ignitionRecord = {
seed: newSeed,
number: newGalaxyNumber,
name: `Galaxy ${newGalaxyNumber}`,
ignitedBy: gameData.playerName || 'Unknown Pioneer',
ignitedAt: Date.now(),
ignitionSignature: ignitionSignature,
discoveredAt: Date.now(),
lastVisited: Date.now(),
visitedPlanets: [],
destroyedPlanets: [],
escapedPlanets: [],
totalPlanets: CONFIG.NUM_CIVS,
activePlanets: CONFIG.NUM_CIVS
};
// Add to galaxy history immediately - the universe NOW exists
if (!gameData.galaxyHistory) gameData.galaxyHistory = [];
gameData.galaxyHistory.push(ignitionRecord);
// Update gameData
gameData.galaxyNumber = newGalaxyNumber;
gameData.galaxySeed = newSeed;
gameData.galaxiesDiscovered = (gameData.galaxiesDiscovered || 1) + 1;
// Reset planet tracking for new galaxy
gameData.visitedPlanets = [];
gameData.destroyedPlanets = [];
gameData.escapedPlanets = [];
// Update multiplayer seed
multiplayerState.worldSeed = newSeed;
// Close modal
closeGalaxyDiscoveryModal();
// v6.95: Show dramatic ignition notification
showNotification(`🔥 IGNITING UNIVERSE #${newGalaxyNumber}...`, 'warning');
// Log the ignition event
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🔥 UNIVERSE IGNITED by ${ignitionRecord.ignitedBy}`);
if (DEBUG_LOGGING) console.log(` Galaxy #${newGalaxyNumber} | Seed: ${newSeed}`);
if (DEBUG_LOGGING) console.log(` Signature: ${ignitionSignature}`);
if (DEBUG_LOGGING) console.log(` You are the FIRST OBSERVER - this reality now exists because of you.`);
// Save and regenerate
saveGameData();
// Regenerate the galaxy with new seed
setTimeout(() => {
regenerateGalaxy(newSeed);
// v6.95: Show ignition success message
setTimeout(() => {
showNotification(`✨ ${gameData.playerName} burned Galaxy #${newGalaxyNumber} into existence!`, 'success');
showNotification(`🌌 ${CONFIG.NUM_CIVS} planets now exist because you observed them.`, 'info');
}, 800);
// Generate QR code for this galaxy
console.log('Galaxy URL:', getGalaxyUrl(newSeed, newGalaxyNumber));
}, 500);
}
// Expose to window for inline onclick handler
window.discoverNewGalaxy = discoverNewGalaxy;
// Travel to a previously discovered galaxy
function travelToGalaxy(galaxySeed, galaxyNumber) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🌌 Traveling to Galaxy #${galaxyNumber}...`);
// Save current galaxy first
saveCurrentGalaxyState();
// Find the galaxy in history
const targetGalaxy = gameData.galaxyHistory?.find(g => g.seed === galaxySeed);
if (targetGalaxy) {
// Restore that galaxy's state
gameData.galaxyNumber = targetGalaxy.number;
gameData.galaxySeed = targetGalaxy.seed;
gameData.visitedPlanets = [...targetGalaxy.visitedPlanets];
gameData.destroyedPlanets = [...targetGalaxy.destroyedPlanets];
gameData.escapedPlanets = [...targetGalaxy.escapedPlanets];
} else {
// New galaxy from URL - initialize fresh
gameData.galaxyNumber = galaxyNumber;
gameData.galaxySeed = galaxySeed;
gameData.visitedPlanets = [];
gameData.destroyedPlanets = [];
gameData.escapedPlanets = [];
}
multiplayerState.worldSeed = galaxySeed;
saveGameData();
// Regenerate
regenerateGalaxy(galaxySeed);
showNotification(`🌌 Arrived at Galaxy #${galaxyNumber}!`, 'success');
}
// Regenerate the galaxy with a new seed
function regenerateGalaxy(seed) {
console.log('Regenerating galaxy with seed:', seed);
// Clear existing galaxy
if (galaxyGroup) {
scene.remove(galaxyGroup);
}
// Clear selection
if (selectionRing) {
scene.remove(selectionRing);
selectionRing = null;
}
activeCiv = null;
selectedCivIndex = 0;
// Regenerate civilizations with new seed
const rng = new SeededRNG(seed);
civilizations = [];
galaxyGroup = new THREE.Group();
const G_SCALED = physicsParams.G;
const BLACKHOLE_MASS = physicsParams.M;
for (let i = 0; i < CONFIG.NUM_CIVS; i++) {
const initialAngle = rng.next() * Math.PI * 2;
const orbitalRadius = rng.range(200, 1200);
const angularVelocity = Math.sqrt(G_SCALED * BLACKHOLE_MASS / Math.pow(orbitalRadius, 3));
const orbitalInclination = rng.range(-0.15, 0.15);
const eccentricity = rng.range(0, physicsParams.maxEccentricity);
const x = Math.cos(initialAngle) * orbitalRadius;
const z = Math.sin(initialAngle) * orbitalRadius;
const y = Math.sin(orbitalInclination) * orbitalRadius * 0.1;
const color = new THREE.Color().setHSL(rng.next(), 0.8, 0.5);
// v7.28: 8-STRATEGY CONSENSUS CYCLE 1 FIX - Biome variety guaranteed (same as initGalaxy)
let biomeKey;
const savedSurface = gameData.planetSurfaces?.[i];
if (savedSurface && savedSurface.biome && BIOMES[savedSurface.biome]) {
biomeKey = savedSurface.biome; // Restore saved biome for visited planets
} else {
// v7.28: Dedicated biome RNG ensures variety independent of orbital calculations
const biomeRng = new SeededRNG(seed + '_biome_' + i);
const naturalBiomes = Object.keys(BIOMES).filter(key => !BIOMES[key].isFactory);
// v7.28: Additional entropy: cycle through biome base with random offset
const baseIdx = i % naturalBiomes.length;
const offset = Math.floor(biomeRng.next() * naturalBiomes.length);
biomeKey = naturalBiomes[(baseIdx + offset) % naturalBiomes.length];
}
const wasDestroyed = gameData.destroyedPlanets?.includes(i) || false;
const wasEscaped = gameData.escapedPlanets?.includes(i) || false;
// v7.3: Added defensive check for undefined biomes
const biomeData2 = BIOMES[biomeKey] || BIOMES.Terra;
const civ = {
id: i, x, y, z, color,
name: `System-${rng.int(100, 999)}`,
biome: biomeKey,
biomeName: biomeData2.name,
pop: rng.int(1, 100),
visited: gameData.visitedPlanets.includes(i),
orbital: {
radius: orbitalRadius,
angle: initialAngle,
angularVelocity: angularVelocity,
inclination: orbitalInclination,
eccentricity: eccentricity,
destroyed: wasDestroyed,
escaped: wasEscaped
}
};
civilizations.push(civ);
const sysGroup = new THREE.Group();
sysGroup.position.set(x, y, z);
if (wasDestroyed || wasEscaped) {
sysGroup.visible = false;
}
// v6.94: Textured planet sphere (visible when zoomed in) - multiplayer sync
const planetSeed = rng.int(1000, 99999);
const planet = new THREE.Mesh(
new THREE.SphereGeometry(6, 32, 32),
PlanetTextures.createPlanetMaterial(biomeKey, planetSeed)
);
planet.name = 'texturedPlanet';
sysGroup.add(planet);
// v6.94: Planet atmosphere layer (biome-colored)
// v7.3: Reuse biomeData2 from above for consistency
const atmosphere = new THREE.Mesh(
new THREE.SphereGeometry(7.5, 32, 32),
new THREE.MeshBasicMaterial({ color: biomeData2.sky, transparent: true, opacity: 0.15, side: THREE.BackSide })
);
atmosphere.name = 'atmosphere';
sysGroup.add(atmosphere);
// Star glow (outer aura) - slightly transparent to let texture show
const star = new THREE.Mesh(
new THREE.SphereGeometry(9, 16, 16),
new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.4 })
);
star.name = 'starGlow';
sysGroup.add(star);
const glow = new THREE.Mesh(
new THREE.SphereGeometry(16, 16, 16),
new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.15 })
);
glow.name = 'outerGlow';
sysGroup.add(glow);
if (civ.visited) {
const visitedRing = new THREE.Mesh(
new THREE.RingGeometry(12, 14, 32),
new THREE.MeshBasicMaterial({ color: 0x00ff00, side: THREE.DoubleSide, transparent: true, opacity: 0.6 })
);
visitedRing.rotation.x = Math.PI / 2;
sysGroup.add(visitedRing);
}
galaxyGroup.add(sysGroup);
}
// v12.14: Add a special Factory planet for virtual twin simulation
const factoryId = civilizations.length;
const factoryAngle = Math.PI * 0.75;
const factoryRadius = 300;
const factoryCiv = {
id: factoryId,
name: 'Industrial Prime',
biome: 'Factory',
biomeName: 'Industrial',
pop: 44,
visited: gameData.visitedPlanets.includes(factoryId),
orbital: {
radius: factoryRadius,
angle: factoryAngle,
angularVelocity: 0.00005,
inclination: 0.1,
eccentricity: 0.05,
destroyed: false,
escaped: false
},
isFactoryPlanet: true
};
civilizations.push(factoryCiv);
// Create factory planet visuals
const factoryGroup = new THREE.Group();
const fx = Math.cos(factoryAngle) * factoryRadius;
const fy = 0;
const fz = Math.sin(factoryAngle) * factoryRadius;
factoryGroup.position.set(fx, fy, fz);
// Factory planet - industrial gray with glowing elements
const factoryPlanet = new THREE.Mesh(
new THREE.SphereGeometry(6, 32, 32),
new THREE.MeshStandardMaterial({
color: 0x445566,
roughness: 0.6,
metalness: 0.4,
emissive: 0x112233,
emissiveIntensity: 0.2
})
);
factoryPlanet.name = 'texturedPlanet';
factoryGroup.add(factoryPlanet);
// Industrial atmosphere
const factoryAtmosphere = new THREE.Mesh(
new THREE.SphereGeometry(7.5, 32, 32),
new THREE.MeshBasicMaterial({ color: 0x88aacc, transparent: true, opacity: 0.15, side: THREE.BackSide })
);
factoryAtmosphere.name = 'atmosphere';
factoryGroup.add(factoryAtmosphere);
// Industrial glow
const factoryGlow = new THREE.Mesh(
new THREE.SphereGeometry(9, 16, 16),
new THREE.MeshBasicMaterial({ color: 0x6699aa, transparent: true, opacity: 0.4 })
);
factoryGlow.name = 'starGlow';
factoryGroup.add(factoryGlow);
// Factory ring marker (distinctive industrial ring)
const factoryRing = new THREE.Mesh(
new THREE.RingGeometry(10, 12, 6), // Hexagonal shape
new THREE.MeshBasicMaterial({ color: 0x00ffff, side: THREE.DoubleSide, transparent: true, opacity: 0.6 })
);
factoryRing.rotation.x = Math.PI / 2;
factoryGroup.add(factoryRing);
galaxyGroup.add(factoryGroup);
scene.add(galaxyGroup);
// Update UI
const activeCivs = civilizations.filter(c => !c.orbital?.destroyed && !c.orbital?.escaped).length;
const civCountEl = document.getElementById('civ-count');
if (civCountEl) civCountEl.textContent = activeCivs;
// Hide discover button since we have planets now
const discoverBtn = document.getElementById('discover-galaxy-btn');
if (discoverBtn) discoverBtn.classList.remove('visible');
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Galaxy regenerated: ${activeCivs} active planets (including Factory)`);
}
// Check URL for galaxy parameter on load
// v6.95: Enhanced to restore full galaxy state from shared URL
function checkGalaxyUrlParam() {
const params = new URLSearchParams(window.location.search);
const galaxySeed = params.get('galaxy');
const galaxyNum = parseInt(params.get('gnum')) || 1;
if (galaxySeed) {
console.log('Loading galaxy from URL:', galaxySeed);
// v6.95: Parse shared state (destroyed, escaped, ignited by)
const sharedState = {
destroyed: params.get('d') ? params.get('d').split(',').map(Number).filter(n => !isNaN(n)) : [],
escaped: params.get('e') ? params.get('e').split(',').map(Number).filter(n => !isNaN(n)) : [],
ignitedBy: params.get('by') ? decodeURIComponent(params.get('by')) : null
};
// v8.26: Gated debug logging
if (sharedState.ignitedBy) {
if (DEBUG_LOGGING) console.log(`🔥 Visiting universe ignited by: ${sharedState.ignitedBy}`);
}
if (sharedState.destroyed.length > 0) {
if (DEBUG_LOGGING) console.log(` ${sharedState.destroyed.length} planets destroyed`);
}
if (sharedState.escaped.length > 0) {
if (DEBUG_LOGGING) console.log(` ${sharedState.escaped.length} planets escaped orbit`);
}
// Defer to after init
setTimeout(() => {
travelToGalaxyWithState(decodeURIComponent(galaxySeed), galaxyNum, sharedState);
}, 2000);
return true;
}
return false;
}
// v6.95: Travel to a galaxy with a specific shared state
function travelToGalaxyWithState(galaxySeed, galaxyNumber, sharedState) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🌌 Dropping into ${sharedState.ignitedBy || 'Unknown'}'s universe...`);
// Save current galaxy first
saveCurrentGalaxyState();
// Check if this galaxy exists in our history
const existingGalaxy = gameData.galaxyHistory?.find(g => g.seed === galaxySeed);
if (existingGalaxy) {
// Merge shared state with existing (shared state takes precedence for destroyed/escaped)
gameData.galaxyNumber = existingGalaxy.number;
gameData.galaxySeed = existingGalaxy.seed;
gameData.visitedPlanets = [...existingGalaxy.visitedPlanets];
// Use shared state for destroyed/escaped if provided
gameData.destroyedPlanets = sharedState.destroyed.length > 0
? sharedState.destroyed
: [...existingGalaxy.destroyedPlanets];
gameData.escapedPlanets = sharedState.escaped.length > 0
? sharedState.escaped
: [...existingGalaxy.escapedPlanets];
} else {
// New galaxy from URL - initialize with shared state
gameData.galaxyNumber = galaxyNumber;
gameData.galaxySeed = galaxySeed;
gameData.visitedPlanets = [];
gameData.destroyedPlanets = sharedState.destroyed;
gameData.escapedPlanets = sharedState.escaped;
// Add to history with ignition info from sharer
if (!gameData.galaxyHistory) gameData.galaxyHistory = [];
gameData.galaxyHistory.push({
seed: galaxySeed,
number: galaxyNumber,
name: `Galaxy ${galaxyNumber}`,
ignitedBy: sharedState.ignitedBy || 'Unknown Pioneer',
ignitedAt: Date.now(), // When WE first visited
ignitionSignature: `IGN-SHARED-${Date.now().toString(36).toUpperCase()}`,
discoveredAt: Date.now(),
lastVisited: Date.now(),
visitedPlanets: [],
destroyedPlanets: sharedState.destroyed,
escapedPlanets: sharedState.escaped,
totalPlanets: CONFIG.NUM_CIVS,
activePlanets: CONFIG.NUM_CIVS - sharedState.destroyed.length - sharedState.escaped.length
});
}
multiplayerState.worldSeed = galaxySeed;
saveGameData();
// Regenerate
regenerateGalaxy(galaxySeed);
// Show welcome message with igniter info
if (sharedState.ignitedBy) {
showNotification(`🔥 Dropping into ${sharedState.ignitedBy}'s universe!`, 'warning');
setTimeout(() => {
const activePlanets = CONFIG.NUM_CIVS - sharedState.destroyed.length - sharedState.escaped.length;
showNotification(`🌌 Galaxy #${galaxyNumber}: ${activePlanets} planets remain`, 'info');
}, 1500);
} else {
showNotification(`🌌 Arrived at Galaxy #${galaxyNumber}!`, 'success');
}
}
// ==========================================
// v6.86: GALAXY MANAGER UI SYSTEM
// Full multiverse navigation and management
// ==========================================
let currentQRGalaxy = null; // For QR overlay
// v7.80: Track Galaxy Manager focus trap
let galaxyManagerFocusTrapId = null;
// Open the Galaxy Manager modal
// v7.80: Added FocusTrap for accessibility
function openGalaxyManager() {
const modal = document.getElementById('galaxy-manager-modal');
if (!modal) return;
modal.classList.add('active');
renderGalaxyGrid();
updateGalaxyManagerStats();
// v7.80: Create focus trap for modal accessibility
if (typeof FocusTrap !== 'undefined') {
const container = modal.querySelector('.galaxy-manager-container');
if (container) {
galaxyManagerFocusTrapId = FocusTrap.create(container, {
initialFocus: '.gm-control-btn.primary',
onEscape: closeGalaxyManager
});
}
}
}
// Close the Galaxy Manager modal
// v7.80: Properly cleanup focus trap
function closeGalaxyManager() {
// v7.80: Destroy focus trap before closing
if (galaxyManagerFocusTrapId && typeof FocusTrap !== 'undefined') {
FocusTrap.destroy(galaxyManagerFocusTrapId);
galaxyManagerFocusTrapId = null;
}
const modal = document.getElementById('galaxy-manager-modal');
if (modal) modal.classList.remove('active');
}
// Update the stats in the header
function updateGalaxyManagerStats() {
// v6.95: Count unique galaxies (current + history entries that aren't current)
const currentSeed = gameData.galaxySeed || multiplayerState.worldSeed;
const historyWithoutCurrent = (gameData.galaxyHistory || []).filter(g => g.seed !== currentSeed);
const totalGalaxies = historyWithoutCurrent.length + 1; // +1 for current
let totalPlanets = CONFIG.NUM_CIVS; // Current galaxy
let totalVisited = gameData.visitedPlanets?.length || 0;
// Add from history (only non-current to avoid double-counting)
historyWithoutCurrent.forEach(g => {
totalPlanets += g.totalPlanets || CONFIG.NUM_CIVS;
totalVisited += g.visitedPlanets?.length || 0;
});
document.getElementById('gm-total-galaxies').textContent = totalGalaxies;
document.getElementById('gm-total-planets').textContent = totalPlanets;
document.getElementById('gm-total-visited').textContent = totalVisited;
// v6.83: Update galaxy button counts
updateGalaxyButtonCounts(totalGalaxies);
}
// v6.83: Update the galaxy count shown on buttons
function updateGalaxyButtonCounts(count) {
const text = count === 1 ? '1 Galaxy' : count + ' Galaxies';
const mainBtn = document.getElementById('galaxy-btn-count-main');
const worldBtn = document.getElementById('galaxy-btn-count-world');
if (mainBtn) mainBtn.textContent = text;
if (worldBtn) worldBtn.textContent = text;
}
// Render all galaxy cards
function renderGalaxyGrid() {
const grid = document.getElementById('galaxy-grid');
if (!grid) return;
grid.innerHTML = '';
// Current galaxy card (always first)
const currentGalaxy = {
seed: gameData.galaxySeed || multiplayerState.worldSeed,
number: gameData.galaxyNumber || 1,
name: gameData.currentGalaxyName || `Galaxy ${gameData.galaxyNumber || 1}`,
visitedPlanets: gameData.visitedPlanets || [],
destroyedPlanets: gameData.destroyedPlanets || [],
escapedPlanets: gameData.escapedPlanets || [],
totalPlanets: CONFIG.NUM_CIVS,
discoveredAt: Date.now(),
isCurrent: true
};
currentGalaxy.activePlanets = currentGalaxy.totalPlanets - (currentGalaxy.destroyedPlanets.length + currentGalaxy.escapedPlanets.length);
grid.appendChild(createGalaxyCard(currentGalaxy));
// Historical galaxies
if (gameData.galaxyHistory && gameData.galaxyHistory.length > 0) {
gameData.galaxyHistory.forEach(galaxy => {
if (galaxy.seed !== currentGalaxy.seed) {
grid.appendChild(createGalaxyCard(galaxy));
}
});
}
// Empty state if only current
if (!gameData.galaxyHistory || gameData.galaxyHistory.length === 0) {
const hint = document.createElement('div');
hint.className = 'galaxy-empty-state';
hint.innerHTML = `
🌠
Explore your current galaxy!
When all planets are exhausted, discover new galaxies to explore.
`;
grid.appendChild(hint);
}
}
// Create a galaxy card element
function createGalaxyCard(galaxy) {
const card = document.createElement('div');
card.className = 'galaxy-card' + (galaxy.isCurrent ? ' current' : '');
card.dataset.seed = galaxy.seed;
card.dataset.name = galaxy.name?.toLowerCase() || '';
const activePlanets = galaxy.activePlanets !== undefined ? galaxy.activePlanets :
(galaxy.totalPlanets || CONFIG.NUM_CIVS) - ((galaxy.destroyedPlanets?.length || 0) + (galaxy.escapedPlanets?.length || 0));
const visitedCount = galaxy.visitedPlanets?.length || 0;
const destroyedCount = galaxy.destroyedPlanets?.length || 0;
const escapedCount = galaxy.escapedPlanets?.length || 0;
const totalPlanets = galaxy.totalPlanets || CONFIG.NUM_CIVS;
const progress = Math.round((visitedCount / totalPlanets) * 100);
const discoveredDate = galaxy.discoveredAt ? new Date(galaxy.discoveredAt).toLocaleDateString() : 'Unknown';
card.innerHTML = `
${destroyedCount}
Destroyed
${galaxy.ignitedBy ? `🔥 Ignited by: ${galaxy.ignitedBy} ` : ''}
${galaxy.ignitionSignature ? `${galaxy.ignitionSignature} ` : ''}
Discovered: ${discoveredDate} | ${progress}% explored
${galaxy.isCurrent ?
'Current ' :
`🚀 Warp `
}
QR
📤
`;
return card;
}
// Filter galaxies by search term
function filterGalaxies(searchTerm) {
const cards = document.querySelectorAll('.galaxy-card');
const term = searchTerm.toLowerCase();
cards.forEach(card => {
const name = card.dataset.name || '';
const seed = card.dataset.seed || '';
const matches = name.includes(term) || seed.toLowerCase().includes(term);
card.style.display = matches ? 'block' : 'none';
});
}
// Rename a galaxy
function renameGalaxy(seed, newName) {
// Check if it's the current galaxy
if (seed === gameData.galaxySeed) {
gameData.currentGalaxyName = newName;
} else {
// Find in history
const galaxy = gameData.galaxyHistory?.find(g => g.seed === seed);
if (galaxy) {
galaxy.name = newName;
}
}
saveGameData();
showNotification(`Galaxy renamed to "${newName}"`, 'info');
}
// Warp to a galaxy
function warpToGalaxy(seed, number) {
closeGalaxyManager();
showNotification(`🚀 Warping to Galaxy #${number}...`, 'info');
setTimeout(() => {
travelToGalaxy(seed, number);
}, 500);
}
// Show QR code for a galaxy
// v6.95: Enhanced to show ignition info and current state
function showGalaxyQR(seed, number, name) {
currentQRGalaxy = { seed, number, name };
const overlay = document.getElementById('galaxy-qr-overlay');
const container = document.getElementById('galaxy-qr-container');
const urlDisplay = document.getElementById('galaxy-qr-url-display');
const titleEl = document.getElementById('qr-galaxy-name');
const ignitedByEl = document.getElementById('qr-ignited-by');
const stateEl = document.getElementById('qr-galaxy-state');
const url = getGalaxyUrl(seed, number);
titleEl.textContent = name;
urlDisplay.textContent = url.length > 80 ? url.substring(0, 80) + '...' : url;
// v6.95: Get galaxy info for ignition display
let galaxyInfo = null;
if (seed === gameData.galaxySeed) {
// Current galaxy
galaxyInfo = {
ignitedBy: gameData.firstIgnition?.ignitedBy || gameData.playerName || 'You',
destroyed: gameData.destroyedPlanets?.length || 0,
escaped: gameData.escapedPlanets?.length || 0,
visited: gameData.visitedPlanets?.length || 0
};
} else {
// Historical galaxy
const histGalaxy = gameData.galaxyHistory?.find(g => g.seed === seed);
if (histGalaxy) {
galaxyInfo = {
ignitedBy: histGalaxy.ignitedBy || 'Unknown',
destroyed: histGalaxy.destroyedPlanets?.length || 0,
escaped: histGalaxy.escapedPlanets?.length || 0,
visited: histGalaxy.visitedPlanets?.length || 0
};
}
}
// Update ignition display
if (ignitedByEl && galaxyInfo) {
ignitedByEl.textContent = galaxyInfo.ignitedBy;
}
if (stateEl && galaxyInfo) {
const active = CONFIG.NUM_CIVS - galaxyInfo.destroyed - galaxyInfo.escaped;
stateEl.innerHTML = `${active} planets active` +
(galaxyInfo.destroyed > 0 ? ` • ${galaxyInfo.destroyed} destroyed ` : '') +
(galaxyInfo.escaped > 0 ? ` • ${galaxyInfo.escaped} escaped ` : '') +
(galaxyInfo.visited > 0 ? ` • ${galaxyInfo.visited} visited ` : '');
}
// Generate QR code
container.innerHTML = 'Generating...
';
loadQRiousLibrary().then(() => {
container.innerHTML = '';
const canvas = document.createElement('canvas');
container.appendChild(canvas);
new window.QRious({
element: canvas,
value: url,
size: 180,
background: 'white',
foreground: '#1a0033',
level: 'H'
});
}).catch(() => {
// Fallback to API
container.innerHTML = ` `;
});
overlay.classList.add('active');
}
// Close QR overlay
function closeGalaxyQROverlay() {
const overlay = document.getElementById('galaxy-qr-overlay');
if (overlay) overlay.classList.remove('active');
currentQRGalaxy = null;
}
// Copy galaxy URL to clipboard
function copyGalaxyUrl() {
if (!currentQRGalaxy) return;
const url = getGalaxyUrl(currentQRGalaxy.seed, currentQRGalaxy.number);
navigator.clipboard.writeText(url).then(() => {
showNotification('🔗 Galaxy URL copied!', 'success');
}).catch(() => {
// Fallback
const textarea = document.createElement('textarea');
textarea.value = url;
document.body.appendChild(textarea);
textarea.select();
document.execCommand('copy');
document.body.removeChild(textarea);
showNotification('🔗 Galaxy URL copied!', 'success');
});
}
// Share galaxy (copy URL)
function shareGalaxy(seed, number) {
const url = getGalaxyUrl(seed, number);
navigator.clipboard.writeText(url).then(() => {
showNotification('🔗 Galaxy link copied to clipboard!', 'success');
}).catch(() => {
// Show QR as fallback
showGalaxyQR(seed, number, `Galaxy #${number}`);
});
}
// Import galaxy from URL
function importGalaxyFromUrl() {
const url = prompt('Paste a galaxy URL to visit:');
if (!url) return;
try {
const urlObj = new URL(url);
const params = new URLSearchParams(urlObj.search);
const galaxySeed = params.get('galaxy');
const galaxyNum = parseInt(params.get('gnum')) || 1;
if (galaxySeed) {
closeGalaxyManager();
showNotification('🌌 Importing galaxy...', 'info');
setTimeout(() => {
travelToGalaxy(decodeURIComponent(galaxySeed), galaxyNum);
}, 500);
} else {
showNotification('Invalid galaxy URL', 'error');
}
} catch (e) {
showNotification('Invalid URL format', 'error');
}
}
// Expose Galaxy Manager functions to window for inline onclick handlers
window.openGalaxyManager = openGalaxyManager;
window.closeGalaxyManager = closeGalaxyManager;
window.filterGalaxies = filterGalaxies;
window.warpToGalaxy = warpToGalaxy;
window.renameGalaxy = renameGalaxy;
window.showGalaxyQR = showGalaxyQR;
window.closeGalaxyQROverlay = closeGalaxyQROverlay;
window.copyGalaxyUrl = copyGalaxyUrl;
window.shareGalaxy = shareGalaxy;
window.importGalaxyFromUrl = importGalaxyFromUrl;
// ==========================================
// v7.2: PUBLIC WORLDS MANAGER
// Fetches and displays curated public worlds from GitHub registry
// ==========================================
const PublicWorldsManager = {
REGISTRY_URL: 'https://raw.githubusercontent.com/kody-w/localFirstTools/main/data/public-worlds/registry.json',
SEEDS_BASE_URL: 'https://raw.githubusercontent.com/kody-w/localFirstTools/main/data/public-worlds/seeds/',
GAME_URL: window.location.origin + window.location.pathname,
QR_API_URL: 'https://api.qrserver.com/v1/create-qr-code/',
registry: null,
filteredWorlds: [],
selectedWorld: null,
selectedSeed: null,
currentCategory: 'all',
searchQuery: '',
isLoading: false,
hasLoaded: false,
BIOME_ICONS: {
volcanic: '🌋', underground: '💎', space: '🚀', zen: '🌸',
abyssal: '🌊', crystal: '💠', forest: '🌲', desert: '🏜️',
arctic: '❄️', cosmic: '✨', void: '🕳️', exploration: '🔭',
story: '📖', creative: '🎨', challenge: '⚔️', social: '👥',
default: '🌍'
},
getBiomeIcon(category) {
return this.BIOME_ICONS[category?.toLowerCase()] || this.BIOME_ICONS.default;
},
async loadRegistry() {
if (this.isLoading) return;
this.isLoading = true;
const grid = document.getElementById('public-worlds-grid');
if (grid) {
grid.innerHTML = `
Loading Public Worlds...
Fetching from GitHub registry
`;
}
try {
const response = await fetch(this.REGISTRY_URL + '?t=' + Date.now());
if (!response.ok) throw new Error(`HTTP ${response.status}`);
this.registry = await response.json();
this.hasLoaded = true;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[PUBLIC WORLDS] Loaded ${this.registry.worlds.length} worlds`);
this.populateCategoryFilter();
this.filterAndRender();
} catch (error) {
console.error('[PUBLIC WORLDS] Load failed:', error);
if (grid) {
grid.innerHTML = `
❌
Failed to load public worlds
${error.message}
Try Again
`;
}
} finally {
this.isLoading = false;
}
},
populateCategoryFilter() {
const select = document.getElementById('pw-category-filter');
if (!select || !this.registry?.categories) return;
select.innerHTML = 'All Categories ';
this.registry.categories.forEach(cat => {
const option = document.createElement('option');
option.value = cat;
option.textContent = cat.charAt(0).toUpperCase() + cat.slice(1);
select.appendChild(option);
});
},
filterByCategory(category) {
this.currentCategory = category;
this.filterAndRender();
},
search(query) {
this.searchQuery = query.toLowerCase();
this.filterAndRender();
},
filterAndRender() {
if (!this.registry) return;
let worlds = [...this.registry.worlds];
// Filter by category
if (this.currentCategory !== 'all') {
worlds = worlds.filter(w => w.category === this.currentCategory);
}
// Filter by search
if (this.searchQuery) {
worlds = worlds.filter(w =>
w.name.toLowerCase().includes(this.searchQuery) ||
w.description.toLowerCase().includes(this.searchQuery) ||
(w.tags && w.tags.some(t => t.toLowerCase().includes(this.searchQuery))) ||
w.author.toLowerCase().includes(this.searchQuery)
);
}
// Sort: featured first
worlds.sort((a, b) => {
if (a.featured && !b.featured) return -1;
if (!a.featured && b.featured) return 1;
return a.name.localeCompare(b.name);
});
this.filteredWorlds = worlds;
this.renderGrid();
},
renderGrid() {
const grid = document.getElementById('public-worlds-grid');
if (!grid) return;
if (this.filteredWorlds.length === 0) {
grid.innerHTML = `
🔍
No worlds found matching your criteria
`;
return;
}
grid.innerHTML = this.filteredWorlds.map(world => this.createWorldCard(world)).join('');
},
createWorldCard(world) {
const icon = this.getBiomeIcon(world.category);
const tagsHtml = (world.tags || []).slice(0, 4).map(t =>
`${this.escapeHtml(t)} `
).join('');
return `
${this.escapeHtml(world.category)}
${this.escapeHtml(world.description)}
${tagsHtml}
👥 ${this.formatNumber(world.totalVisitors)} visitors
⏰ ${this.formatNumber(world.temporalContributions)} focus
🚀 Join World
QR
`;
},
async openDetail(worldId) {
const world = this.registry?.worlds.find(w => w.id === worldId);
if (!world) return;
this.selectedWorld = world;
this.selectedSeed = null;
const overlay = document.getElementById('pw-detail-overlay');
const content = document.getElementById('pw-detail-content');
if (!overlay || !content) return;
const icon = this.getBiomeIcon(world.category);
const joinUrl = this.getJoinUrl(world.id);
const qrUrl = this.getQRUrl(world.id);
content.innerHTML = `
×
Description
${this.escapeHtml(world.description)}
Tags
${(world.tags || []).map(t => `${this.escapeHtml(t)} `).join('')}
World Configuration
Loading configuration...
Join This World
${joinUrl}
🚀 Join World
📋 Copy URL
`;
overlay.classList.add('active');
// Load seed data
try {
const seedResponse = await fetch(world.seedUrl + '?t=' + Date.now());
if (seedResponse.ok) {
this.selectedSeed = await seedResponse.json();
this.renderSeedConfig();
}
} catch (e) {
console.error('[PUBLIC WORLDS] Seed load failed:', e);
}
},
renderSeedConfig() {
const container = document.getElementById('pw-seed-config');
if (!container || !this.selectedSeed) return;
const seed = this.selectedSeed;
const config = seed.config || {};
container.innerHTML = `
World Configuration
Biome
${this.escapeHtml(config.biome || 'Unknown')}
Gravity
${config.gravity || 1.0}x
Max Players
${config.maxPlayers || 16}
PvP
${config.pvpEnabled ? 'On' : 'Off'}
Weather
${config.weatherEnabled ? 'On' : 'Off'}
Structures
${seed.structures?.length || 0}
${seed.lore ? `
${this.escapeHtml(seed.lore.title || 'Lore')}
${this.escapeHtml((seed.lore.fragments || [])[0] || '')}
` : ''}
`;
},
closeDetail() {
const overlay = document.getElementById('pw-detail-overlay');
if (overlay) overlay.classList.remove('active');
this.selectedWorld = null;
this.selectedSeed = null;
},
getJoinUrl(worldId) {
return `${this.GAME_URL}?world=${encodeURIComponent(worldId)}`;
},
getQRUrl(worldId) {
return `${this.QR_API_URL}?size=180x180&data=${encodeURIComponent(this.getJoinUrl(worldId))}`;
},
joinWorld(worldId) {
const joinUrl = this.getJoinUrl(worldId);
console.log('[PUBLIC WORLDS] Joining world:', worldId);
// Close modals
this.closeDetail();
closeGalaxyManager();
// Navigate to the world
window.location.href = joinUrl;
},
showQR(worldId) {
const world = this.registry?.worlds.find(w => w.id === worldId);
if (!world) return;
// Use the existing galaxy QR overlay
const overlay = document.getElementById('galaxy-qr-overlay');
const container = document.getElementById('galaxy-qr-container');
const urlDisplay = document.getElementById('galaxy-qr-url-display');
const titleEl = document.getElementById('qr-galaxy-name');
const ignitionInfo = document.getElementById('qr-ignition-info');
if (!overlay) return;
const joinUrl = this.getJoinUrl(worldId);
titleEl.textContent = world.name;
urlDisplay.textContent = joinUrl.length > 80 ? joinUrl.substring(0, 80) + '...' : joinUrl;
// Hide ignition info for public worlds
if (ignitionInfo) ignitionInfo.style.display = 'none';
// Generate QR
container.innerHTML = 'Generating...
';
loadQRiousLibrary().then(() => {
container.innerHTML = '';
const canvas = document.createElement('canvas');
container.appendChild(canvas);
new window.QRious({
element: canvas,
value: joinUrl,
size: 180,
background: 'white',
foreground: '#003366',
level: 'H'
});
}).catch(() => {
container.innerHTML = ` `;
});
// Override the copy function temporarily
currentQRGalaxy = { customUrl: joinUrl };
overlay.classList.add('active');
},
copyUrl(worldId) {
const url = this.getJoinUrl(worldId);
navigator.clipboard.writeText(url).then(() => {
showNotification('🔗 World URL copied!', 'success');
}).catch(() => {
showNotification('Failed to copy URL', 'error');
});
},
refresh() {
this.hasLoaded = false;
this.loadRegistry();
},
formatNumber(num) {
if (!num) return '0';
if (num >= 1000000) return (num / 1000000).toFixed(1) + 'M';
if (num >= 1000) return (num / 1000).toFixed(1) + 'K';
return num.toString();
},
escapeHtml(text) {
const div = document.createElement('div');
div.textContent = text || '';
return div.innerHTML;
}
};
// Expose to window
window.PublicWorldsManager = PublicWorldsManager;
// v7.2: Tab switching for Galaxy Manager
function switchGalaxyTab(tabId) {
// Update tab buttons
document.querySelectorAll('.gm-tab').forEach(tab => {
tab.classList.toggle('active', tab.dataset.tab === tabId);
});
// Update tab content
document.querySelectorAll('.gm-tab-content').forEach(content => {
content.classList.toggle('active', content.id === 'tab-' + tabId);
});
// Load public worlds on first switch
if (tabId === 'public-worlds' && !PublicWorldsManager.hasLoaded) {
PublicWorldsManager.loadRegistry();
}
}
window.switchGalaxyTab = switchGalaxyTab;
// Override copyGalaxyUrl to support custom URLs from public worlds
const originalCopyGalaxyUrl = copyGalaxyUrl;
window.copyGalaxyUrl = function() {
if (currentQRGalaxy?.customUrl) {
navigator.clipboard.writeText(currentQRGalaxy.customUrl).then(() => {
showNotification('🔗 World URL copied!', 'success');
}).catch(() => {
showNotification('Failed to copy URL', 'error');
});
} else {
originalCopyGalaxyUrl();
}
};
// Open Show Mode modal with QR code
// Current share mode state
let currentShareMode = 'spectate';
function openShowModeModal() {
const modal = document.getElementById('show-mode-modal');
modal.style.display = 'flex';
p2pStreaming.qrCodeVisible = true;
// Default to multiplayer mode if on a planet, spectate otherwise
if (mode === 'world' && activeCiv) {
setShareMode('multiplayer');
} else {
setShareMode('spectate');
}
updateP2PStatusUI();
}
// v7.22: Expose to window for inline onclick handler
window.openShowModeModal = openShowModeModal;
// v8.0: Expose setShareMode for tab buttons
window.setShareMode = setShareMode;
// Toggle between spectate and multiplayer share modes
function setShareMode(shareMode) {
currentShareMode = shareMode;
const tabSpectate = document.getElementById('tab-spectate');
const tabAntfarm = document.getElementById('tab-antfarm');
const tabMultiplayer = document.getElementById('tab-multiplayer');
const tabVersus = document.getElementById('tab-versus');
const descEl = document.getElementById('share-mode-desc');
const infoEl = document.getElementById('show-mode-info');
const planetInfoEl = document.getElementById('planet-info');
// Reset all tabs
tabSpectate.style.background = 'transparent';
tabSpectate.style.borderColor = 'rgba(0,255,255,0.3)';
if (tabAntfarm) {
tabAntfarm.style.background = 'transparent';
tabAntfarm.style.borderColor = 'rgba(0,255,136,0.3)';
}
tabMultiplayer.style.background = 'transparent';
tabMultiplayer.style.borderColor = 'rgba(255,100,0,0.3)';
if (tabVersus) {
tabVersus.style.background = 'transparent';
tabVersus.style.borderColor = 'rgba(255,0,100,0.3)';
}
if (shareMode === 'spectate') {
// Spectate mode styling
tabSpectate.style.background = 'rgba(0,255,255,0.2)';
tabSpectate.style.borderColor = 'rgba(0,255,255,0.5)';
descEl.textContent = 'Others can watch your exploration in real-time';
infoEl.textContent = '🌐 Spectate Mode - Viewers see what you see!';
infoEl.style.background = 'rgba(0,255,255,0.1)';
infoEl.style.borderColor = 'rgba(0,255,255,0.3)';
infoEl.style.color = '#06ffa5';
planetInfoEl.style.display = 'none';
// Generate spectator QR code
generateSpectatorQRCode();
// Update URL display
if (p2pStreaming.peerId) {
const spectatorUrl = `${window.location.origin}${window.location.pathname}?spectate=${p2pStreaming.peerId}`;
document.getElementById('qr-url').textContent = spectatorUrl;
} else {
document.getElementById('qr-url').textContent = 'Connecting to P2P network...';
}
} else if (shareMode === 'antfarm') {
// v6.85: Ant Farm spectator mode - 3D overhead ecosystem view
if (tabAntfarm) {
tabAntfarm.style.background = 'rgba(0,255,136,0.2)';
tabAntfarm.style.borderColor = 'rgba(0,255,136,0.5)';
}
descEl.textContent = 'Watch the world from above like an ant farm!';
infoEl.style.background = 'rgba(0,255,136,0.1)';
infoEl.style.borderColor = 'rgba(0,255,136,0.3)';
infoEl.style.color = '#0f8';
if (mode === 'world' && activeCiv) {
infoEl.textContent = `🐜 ANT FARM VIEW - Observe ${activeCiv.name} from orbit!`;
planetInfoEl.textContent = `Planet: ${activeCiv.name} | Mobs: ${worldState.mobs?.length || 0} | Trees: ${worldState.interactables?.filter(i => i.userData?.type === 'tree').length || 0}`;
planetInfoEl.style.display = 'block';
} else {
infoEl.textContent = '🐜 ANT FARM VIEW - Must be on a planet!';
planetInfoEl.textContent = 'Land on a planet first to share ant farm view';
planetInfoEl.style.display = 'block';
}
// Generate ant farm QR code
generateAntFarmQRCode();
// Update URL display
if (p2pStreaming.peerId && mode === 'world') {
const antfarmUrl = getAntFarmSpectatorUrl();
document.getElementById('qr-url').textContent = antfarmUrl || 'Connecting...';
} else {
document.getElementById('qr-url').textContent = mode !== 'world' ? 'Land on a planet first' : 'Connecting to P2P network...';
}
} else if (shareMode === 'versus') {
// v6.68: Versus mode styling
if (tabVersus) {
tabVersus.style.background = 'rgba(255,0,100,0.2)';
tabVersus.style.borderColor = 'rgba(255,0,100,0.5)';
}
descEl.textContent = 'Challenge them to a DOTA 2-style throne battle!';
infoEl.style.background = 'rgba(255,0,100,0.1)';
infoEl.style.borderColor = 'rgba(255,0,100,0.3)';
infoEl.style.color = '#f08';
if (mode === 'world' && activeCiv) {
infoEl.textContent = `⚔️ VERSUS MODE - Destroy their throne on ${activeCiv.name}!`;
planetInfoEl.textContent = `Arena: ${activeCiv.name} (${activeCiv.biomeName}) | War horn sounds at match start!`;
planetInfoEl.style.display = 'block';
} else {
infoEl.textContent = '⚔️ VERSUS MODE - Must be on a planet to challenge!';
planetInfoEl.textContent = 'Land on a planet first to enable versus mode';
planetInfoEl.style.display = 'block';
}
// Generate versus QR code
if (typeof generateVersusQRCode === 'function') {
generateVersusQRCode();
}
// Update URL display
if (typeof getVersusMatchUrl === 'function') {
const versusUrl = getVersusMatchUrl();
if (versusUrl) {
document.getElementById('qr-url').textContent = versusUrl;
} else {
document.getElementById('qr-url').textContent = 'Connecting to P2P network...';
}
}
} else {
// Multiplayer co-op mode styling
tabMultiplayer.style.background = 'rgba(255,100,0,0.2)';
tabMultiplayer.style.borderColor = 'rgba(255,100,0,0.5)';
descEl.textContent = 'Others join your world and play together!';
infoEl.style.background = 'rgba(255,100,0,0.1)';
infoEl.style.borderColor = 'rgba(255,100,0,0.3)';
infoEl.style.color = '#f80';
// Show planet info if on a planet
if (mode === 'world' && activeCiv) {
infoEl.textContent = `🎮 Co-op Mode - They land on ${activeCiv.name}!`;
planetInfoEl.textContent = `Planet: ${activeCiv.name} (${activeCiv.biomeName}) | Seed: ${multiplayerState.worldSeed}`;
planetInfoEl.style.display = 'block';
} else {
infoEl.textContent = '🎮 Co-op Mode - They join your galaxy!';
planetInfoEl.textContent = `Seed: ${multiplayerState.worldSeed}`;
planetInfoEl.style.display = 'block';
}
// Generate multiplayer QR code
generateMultiplayerQRCode();
// Update URL display
const multiplayerUrl = getMultiplayerJoinUrl();
if (multiplayerUrl) {
document.getElementById('qr-url').textContent = multiplayerUrl;
} else {
document.getElementById('qr-url').textContent = 'Connecting to P2P network...';
}
}
}
// Close Show Mode modal
function closeShowModeModal() {
const modal = document.getElementById('show-mode-modal');
modal.style.display = 'none';
p2pStreaming.qrCodeVisible = false;
updateP2PStatusUI();
}
// Copy URL from Show Mode modal - respects current share mode (spectate vs multiplayer)
function copyShowModeUrl() {
if (!p2pStreaming.peerId) {
showNotification('Not connected yet', 'error');
return;
}
// Get the correct URL based on current share mode
let urlToCopy;
let notificationText;
if (currentShareMode === 'versus') {
urlToCopy = typeof getVersusMatchUrl === 'function' ? getVersusMatchUrl() : null;
notificationText = '⚔️ Versus challenge link copied!';
} else if (currentShareMode === 'multiplayer') {
urlToCopy = getMultiplayerJoinUrl();
notificationText = '🎮 Co-op join link copied!';
} else if (currentShareMode === 'antfarm') {
// v6.85: Ant Farm spectator mode
urlToCopy = getAntFarmSpectatorUrl();
notificationText = '🐜 Ant Farm view link copied!';
} else {
urlToCopy = `${window.location.origin}${window.location.pathname}?spectate=${p2pStreaming.peerId}`;
notificationText = '📋 Spectator link copied!';
}
if (!urlToCopy) {
showNotification('Failed to generate link', 'error');
return;
}
const btn = document.getElementById('copy-url-btn');
navigator.clipboard.writeText(urlToCopy).then(() => {
showNotification(notificationText, 'info');
btn.textContent = 'COPIED!';
btn.style.background = 'linear-gradient(45deg, #06ffa5, #00ff88)';
setTimeout(() => {
btn.textContent = 'COPY URL';
btn.style.background = 'linear-gradient(45deg, #00ffff, #0088ff)';
}, 2000);
}).catch(() => {
// Fallback for older browsers
const textarea = document.createElement('textarea');
textarea.value = urlToCopy;
document.body.appendChild(textarea);
textarea.select();
document.execCommand('copy');
document.body.removeChild(textarea);
showNotification(notificationText, 'info');
btn.textContent = 'COPIED!';
btn.style.background = 'linear-gradient(45deg, #06ffa5, #00ff88)';
setTimeout(() => {
btn.textContent = 'COPY URL';
btn.style.background = 'linear-gradient(45deg, #00ffff, #0088ff)';
}, 2000);
});
}
// Legacy function for compatibility
function toggleMinimapShare() {
if (p2pStreaming.qrCodeVisible) {
closeShowModeModal();
} else {
openShowModeModal();
}
}
// Legacy copy function
function copyShareLink(event) {
if (event) event.stopPropagation();
copyShowModeUrl();
}
// Update P2P status UI
function updateP2PStatusUI() {
const statusEl = document.getElementById('p2p-status');
const countEl = document.getElementById('spectator-count');
if (statusEl) {
statusEl.textContent = p2pStreaming.isHost ?
(p2pStreaming.qrCodeVisible ? '📡 STREAMING' : '🔒 PRIVATE') :
'👁️ SPECTATING';
statusEl.style.color = p2pStreaming.qrCodeVisible ? '#00ff88' : '#888';
}
if (countEl) {
countEl.textContent = p2pStreaming.spectatorCount > 0 ?
`${p2pStreaming.spectatorCount} 👁️` : '';
}
}
// Check URL for spectator mode on load
// NOTE: This is now handled by checkMultiplayerMode() which handles all P2P modes
function checkSpectatorMode() {
// Spectator mode is now handled in checkMultiplayerMode() to avoid duplicate P2P initialization
// This function only initializes P2P host if NOT being called from multiplayer mode
const params = new URLSearchParams(window.location.search);
const spectateId = params.get('spectate');
const joinId = params.get('join');
// Only init P2P host here if not joining/spectating (will be handled by checkMultiplayerMode)
if (!spectateId && !joinId) {
setTimeout(initP2PHost, 2000);
}
}
// Initialize Show Mode button event listeners (called after DOM ready)
function initShowModeButtons() {
const closeBtn = document.getElementById('close-show-mode-btn');
const copyBtn = document.getElementById('copy-url-btn');
const modal = document.getElementById('show-mode-modal');
if (closeBtn) {
closeBtn.addEventListener('click', function(e) {
e.preventDefault();
e.stopPropagation();
closeShowModeModal();
});
// Hover effects
closeBtn.addEventListener('mouseover', function() {
this.style.color = '#ff006e';
this.style.transform = 'rotate(90deg)';
});
closeBtn.addEventListener('mouseout', function() {
this.style.color = '#fff';
this.style.transform = 'rotate(0deg)';
});
}
if (copyBtn) {
copyBtn.addEventListener('click', function(e) {
e.preventDefault();
e.stopPropagation();
copyShowModeUrl();
});
// Hover effects
copyBtn.addEventListener('mouseover', function() {
this.style.transform = 'translateY(-2px)';
this.style.boxShadow = '0 4px 20px rgba(0,255,255,0.4)';
});
copyBtn.addEventListener('mouseout', function() {
this.style.transform = 'translateY(0)';
this.style.boxShadow = 'none';
});
}
// Close modal when clicking outside content
if (modal) {
modal.addEventListener('click', function(e) {
if (e.target === modal) {
closeShowModeModal();
}
});
}
console.log('Show Mode buttons initialized');
}
// ==========================================
// ENHANCED MULTIPLAYER SYSTEM
// Full state transfer + delta updates for synchronized gameplay
// ==========================================
// Multiplayer state object
let multiplayerState = {
enabled: false,
isHost: true,
hostId: null,
players: new Map(), // All connected players (peerId -> playerData)
remotePlayers: new Map(), // Remote player meshes (peerId -> THREE.Group)
localPlayerId: null,
stateVersion: 0, // Incremented on each state change
lastSyncTime: 0,
syncInterval: 50, // Delta sync every 50ms
fullSyncInterval: 5000, // Full state sync every 5 seconds
lastFullSync: 0,
pendingDeltas: [], // Queue of pending delta updates
deltaBuffer: [], // Buffer for received deltas
connectionTimeout: 10000, // Connection timeout in ms
// WORLD SEED - ensures identical procedural generation across all clients
// All terrain, props, mobs, and civilizations use this seed
worldSeed: 'OMNIVERSE', // Default seed, can be overridden via URL
// FOLLOW MODE - allows viewers to switch between following host and independent control
followMode: true, // true = camera follows host, false = independent control
savedHostPosition: null, // Cache host's last position for snap-back
lastHostRotation: 0, // Cache host's last rotation
lastModeToggleTime: 0, // Debounce rapid mode switching
viewerSpawnedAt: null // Position where viewer spawned for independent mode
};
// Remote player colors for distinguishing players
const PLAYER_COLORS = [
0x00ff88, 0xff6600, 0x00aaff, 0xff00ff,
0xffff00, 0x00ffff, 0xff0088, 0x88ff00
];
// Generate a unique player ID
function generatePlayerId() {
return 'player_' + Date.now() + '_' + Math.random().toString(36).substr(2, 9);
}
// Get a color for a player based on index
function getPlayerColor(index) {
return PLAYER_COLORS[index % PLAYER_COLORS.length];
}
// ==========================================
// FULL STATE CAPTURE
// Captures complete game state for new joiners
// ==========================================
function captureFullGameState() {
// Safety checks for potentially undefined globals
const safeWorldState = typeof worldState !== 'undefined' ? worldState : { interactables: [], mobs: [], structures: [], timeOfDay: 0 };
const safeGameData = typeof gameData !== 'undefined' ? gameData : { player: {}, inventory: [] };
const safeRobotEnergy = typeof robotEnergy !== 'undefined' ? robotEnergy : { current: 100, max: 100 };
const safeAgentFleet = typeof agentFleet !== 'undefined' ? agentFleet : [];
const safeActiveCiv = typeof activeCiv !== 'undefined' ? activeCiv : null;
const safeMode = typeof mode !== 'undefined' ? mode : 'world';
const fullState = {
type: 'fullState',
version: ++multiplayerState.stateVersion,
timestamp: Date.now(),
hostId: multiplayerState.localPlayerId,
// WORLD SEED - critical for deterministic terrain/mob/prop generation
worldSeed: multiplayerState.worldSeed,
// World state
world: {
timeOfDay: safeWorldState.timeOfDay || 0,
player: safeWorldState.player ? {
position: {
x: safeWorldState.player.position?.x || 0,
y: safeWorldState.player.position?.y || 0,
z: safeWorldState.player.position?.z || 0
},
rotation: safeWorldState.player.rotation?.y || 0,
hp: safeGameData.player?.hp || 100,
maxHp: safeGameData.player?.maxHp || 100
} : null
},
// Robot energy
energy: {
current: safeRobotEnergy.current || 100,
max: safeRobotEnergy.max || 100
},
// FULL interactables data for world sync (trees, rocks, fishing spots)
interactables: (safeWorldState.interactables || []).map(obj => ({
id: obj.userData?.id || obj.uuid,
type: obj.userData?.type || 'unknown',
name: obj.userData?.name || 'unknown',
position: { x: obj.position?.x || 0, y: obj.position?.y || 0, z: obj.position?.z || 0 },
rotation: { x: obj.rotation?.x || 0, y: obj.rotation?.y || 0, z: obj.rotation?.z || 0 },
hp: obj.userData?.hp || 0,
maxHp: obj.userData?.maxHp || 0,
active: obj.parent !== null
})),
// Weather state - host is authoritative
weather: {
current: typeof currentWeather !== 'undefined' ? currentWeather : 'clear',
changeTime: typeof weatherChangeTime !== 'undefined' ? weatherChangeTime : 0
},
// Mobs
mobs: (safeWorldState.mobs || []).slice(0, 50).map(mob => ({
id: mob.userData?.id || mob.uuid,
type: mob.userData?.name || 'enemy',
position: { x: mob.position?.x || 0, y: mob.position?.y || 0, z: mob.position?.z || 0 },
hp: mob.userData?.hp || 100,
maxHp: mob.userData?.maxHp || 100
})),
// Structures
structures: (safeWorldState.structures || []).map(s => ({
id: s.id,
type: s.type,
worldX: s.worldX,
worldZ: s.worldZ,
efficiency: s.efficiency
})),
// Agent fleet
agents: safeAgentFleet.map(a => ({
id: a.id,
name: a.name,
type: a.type,
position: a.mesh ? {
x: a.mesh.position?.x || 0,
y: a.mesh.position?.y || 0,
z: a.mesh.position?.z || 0
} : null,
status: a.statusMessage,
level: a.level,
xp: a.xp
})),
// Current civilization - includes ID for joining players to load same planet
civilization: safeActiveCiv ? {
id: safeActiveCiv.id,
name: safeActiveCiv.name,
biome: safeActiveCiv.biome,
biomeName: safeActiveCiv.biomeName,
// Position in galaxy for reference
galaxyPosition: { x: safeActiveCiv.x, y: safeActiveCiv.y, z: safeActiveCiv.z }
} : null,
// Host player spawn position - for joining players to spawn nearby
hostSpawnPosition: safeWorldState.player ? {
x: safeWorldState.player.position?.x || 0,
y: safeWorldState.player.position?.y || 0,
z: safeWorldState.player.position?.z || 0
} : { x: 0, y: 2, z: 0 },
// Game mode
mode: safeMode,
// Inventory summary (gameData.inventory is an array of {name, amount} objects)
inventory: (safeGameData.inventory || []).filter(i => i && i.name).map(i => ({ name: i.name, count: i.amount || 1 })),
// All connected players
players: Array.from(multiplayerState.players.entries()).map(([id, data]) => ({
id,
name: data.name,
position: data.position,
rotation: data.rotation,
color: data.color
}))
};
return fullState;
}
// ==========================================
// DELTA UPDATE SYSTEM
// Efficient incremental updates
// ==========================================
function createDelta(deltaType, data) {
return {
type: 'delta',
deltaType: deltaType,
version: multiplayerState.stateVersion,
timestamp: Date.now(),
senderId: multiplayerState.localPlayerId,
data: data
};
}
// Capture player movement delta - v6.0: NOW SYNCS ALL VISUAL STATE
function capturePlayerDelta() {
// Safety checks
if (typeof worldState === 'undefined' || !worldState.player) return null;
const safeGameData = typeof gameData !== 'undefined' ? gameData : { player: { hp: 100, maxHp: 100 } };
const safeRobotEnergy = typeof robotEnergy !== 'undefined' ? robotEnergy : { current: 100, max: 100 };
const safeCamera = typeof camera !== 'undefined' ? camera : null;
const safeWeather = typeof currentWeather !== 'undefined' ? currentWeather : 'clear';
return createDelta('playerMove', {
// Position and rotation
position: {
x: worldState.player.position?.x || 0,
y: worldState.player.position?.y || 0,
z: worldState.player.position?.z || 0
},
rotation: worldState.player.rotation?.y || 0,
camera: safeCamera ? {
position: {
x: safeCamera.position?.x || 0,
y: safeCamera.position?.y || 0,
z: safeCamera.position?.z || 0
},
rotation: {
x: safeCamera.rotation?.x || 0,
y: safeCamera.rotation?.y || 0,
z: safeCamera.rotation?.z || 0
}
} : null,
// v6.0: FULL STATE SYNC - All visual indicators
// Probe Integrity (HP)
hp: safeGameData.player?.hp || 100,
maxHp: safeGameData.player?.maxHp || 100,
// Energy
energy: safeRobotEnergy.current || 100,
maxEnergy: safeRobotEnergy.max || 100,
// Time and Weather
timeOfDay: worldState.timeOfDay || 0,
weather: safeWeather,
// Daily Challenge progress
dailyChallenge: safeGameData.dailyChallenge ? {
current: safeGameData.dailyChallenge.current,
completed: safeGameData.dailyChallenge.completed,
streak: safeGameData.dailyChallenge.streak
} : null,
// Ship status
ship: typeof SHIP_STATE !== 'undefined' ? {
hp: SHIP_STATE.hp,
maxHp: SHIP_STATE.maxHp,
defenseOn: SHIP_STATE.laser?.autoDefend || false
} : null
});
}
// Capture mob state delta
function captureMobDelta(mob, action) {
return createDelta('mobUpdate', {
id: mob.userData?.id || mob.uuid,
action: action, // 'spawn', 'move', 'damage', 'death'
position: { x: mob.position.x, y: mob.position.y, z: mob.position.z },
hp: mob.userData?.hp,
type: mob.userData?.name
});
}
// Capture resource interaction delta
function captureResourceDelta(resource, action) {
return createDelta('resourceUpdate', {
id: resource.userData?.id || resource.uuid,
action: action, // 'harvest', 'deplete', 'respawn'
type: resource.userData?.name,
position: resource.position ? {
x: resource.position.x,
y: resource.position.y,
z: resource.position.z
} : null
});
}
// Capture structure delta
function captureStructureDelta(structure, action) {
return createDelta('structureUpdate', {
id: structure.id,
action: action, // 'build', 'upgrade', 'destroy'
type: structure.type,
worldX: structure.worldX,
worldZ: structure.worldZ,
efficiency: structure.efficiency
});
}
// ==========================================
// APPLY RECEIVED STATE
// Apply full state or delta updates from remote
// ==========================================
function applyFullState(state) {
console.log('Applying full game state from host, version:', state.version);
multiplayerState.stateVersion = state.version;
// CRITICAL: Use the same world seed as the host
if (state.worldSeed) {
multiplayerState.worldSeed = state.worldSeed;
console.log('Synced world seed from host:', multiplayerState.worldSeed);
}
// Check if we need to initialize the world or just sync positions
if (state.civilization && state.civilization.id !== undefined) {
const hostCiv = state.civilization;
const currentPlanetId = activeCiv ? activeCiv.id : null;
// If we're not on the same planet as the host, load that planet
if (currentPlanetId !== hostCiv.id) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Landing on host planet: ${hostCiv.name} (ID: ${hostCiv.id}, Biome: ${hostCiv.biome})`);
// USE THE HOST'S EXACT CIVILIZATION DATA - this ensures:
// 1. Same civ.id for noise(x + civ.id, z + civ.id) terrain generation
// 2. Same civ.name for SeededRNG(civ.name) prop generation
// 3. Same civ.biome for correct textures/colors
const targetCiv = {
id: hostCiv.id,
name: hostCiv.name,
biome: hostCiv.biome,
biomeName: hostCiv.biomeName,
// Galaxy position (for reference)
x: hostCiv.galaxyPosition?.x || 0,
y: hostCiv.galaxyPosition?.y || 0,
z: hostCiv.galaxyPosition?.z || 0,
// Defaults
color: new THREE.Color(0x00ff88),
pop: 0,
visited: true
};
console.log('Using host civilization data:', targetCiv);
showNotification(`🚀 Landing on ${targetCiv.name}...`, 'info');
// Initialize world with host's exact civilization data
// Props will be skipped (isMultiplayerJoiner=true) and synced from host
initWorld(targetCiv, true);
// Hide loading screen
document.getElementById('loading').style.display = 'none';
} else {
console.log('Already on correct planet:', hostCiv.name);
}
// ALWAYS position player near host when receiving full state
setTimeout(() => {
if (worldState.player && state.hostSpawnPosition) {
// Spawn player near host (offset slightly to avoid overlap)
const offsetX = (Math.random() - 0.5) * 6;
const offsetZ = (Math.random() - 0.5) * 6;
worldState.player.position.set(
state.hostSpawnPosition.x + offsetX,
state.hostSpawnPosition.y + 0.5,
state.hostSpawnPosition.z + offsetZ
);
console.log('Positioned near host at:', worldState.player.position);
showNotification('🎮 Synced with host!', 'info');
}
}, 300);
}
// Apply world time
if (state.world && state.world.timeOfDay !== undefined) {
worldState.timeOfDay = state.world.timeOfDay;
}
// Apply energy
if (state.energy) {
robotEnergy.current = state.energy.current;
robotEnergy.max = state.energy.max;
}
// SYNC WEATHER from host
if (state.weather) {
if (typeof currentWeather !== 'undefined' && state.weather.current !== currentWeather) {
currentWeather = state.weather.current;
console.log('Synced weather from host:', currentWeather);
// Update weather UI indicator
if (typeof updateWeatherUI === 'function') {
updateWeatherUI();
}
}
if (typeof weatherChangeTime !== 'undefined') {
weatherChangeTime = state.weather.changeTime;
}
}
// SYNC INTERACTABLES from host - rebuild props to match host's world
if (state.interactables && state.interactables.length > 0 && !multiplayerState.isHost) {
syncInteractablesFromHost(state.interactables);
}
// SYNC MOBS from host
if (state.mobs && state.mobs.length > 0 && !multiplayerState.isHost) {
syncMobsFromHost(state.mobs);
}
// Update all connected players (including host)
if (state.players) {
state.players.forEach(playerData => {
if (playerData.id !== multiplayerState.localPlayerId) {
updateRemotePlayer(playerData.id, playerData);
}
});
}
// Create avatar for host player
if (state.hostId && state.world && state.world.player) {
updateRemotePlayer(state.hostId, {
name: 'Host',
position: state.world.player.position,
rotation: state.world.player.rotation,
hp: state.world.player.hp,
maxHp: state.world.player.maxHp
});
}
// Update multiplayer UI
updateMultiplayerUI();
// v6.0: Create follow mode button for viewers
if (!multiplayerState.isHost) {
createFollowModeButton();
}
}
// Sync interactables (trees, rocks, fishing spots) from host
function syncInteractablesFromHost(hostInteractables) {
if (!worldState || !worldState.interactables) return;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Syncing ${hostInteractables.length} interactables from host`);
// Clear existing interactables
worldState.interactables.forEach(obj => {
if (obj.parent) {
scene.remove(obj);
}
});
worldState.interactables = [];
// Recreate from host data
// v7.3: Added defensive check for undefined biomes
const biome = (activeCiv && BIOMES[activeCiv.biome]) || BIOMES.Terra;
hostInteractables.forEach(data => {
if (!data.active) return;
const group = new THREE.Group();
group.position.set(data.position.x, data.position.y, data.position.z);
if (data.type === 'tree') {
const trunk = new THREE.Mesh(
new THREE.CylinderGeometry(0.3, 0.5, 2, 6),
new THREE.MeshLambertMaterial({ color: 0x553311 })
);
trunk.position.y = 1;
trunk.castShadow = true;
group.add(trunk);
const leaves = new THREE.Mesh(
new THREE.ConeGeometry(1.2, 2.5, 8),
new THREE.MeshLambertMaterial({ color: biome.tree })
);
leaves.position.y = 2.8;
leaves.castShadow = true;
group.add(leaves);
group.userData = { type: 'tree', hp: data.hp, maxHp: data.maxHp, name: data.name, id: data.id };
} else if (data.type === 'rock') {
const rock = new THREE.Mesh(
new THREE.DodecahedronGeometry(1),
new THREE.MeshLambertMaterial({ color: biome.rock })
);
rock.position.y = 0.5;
rock.rotation.set(data.rotation.x, data.rotation.y, data.rotation.z);
rock.castShadow = true;
group.add(rock);
group.userData = { type: 'rock', hp: data.hp, maxHp: data.maxHp, name: data.name, id: data.id };
} else if (data.type === 'fishing') {
const ripple = new THREE.Mesh(
new THREE.RingGeometry(0.8, 1, 16),
new THREE.MeshBasicMaterial({ color: 0x88ccff, transparent: true, opacity: 0.5, side: THREE.DoubleSide })
);
ripple.rotation.x = -Math.PI / 2;
group.add(ripple);
group.userData = { type: 'fishing', name: 'Fishing Spot', ripple, id: data.id };
worldState.fishingSpots.push(group);
}
scene.add(group);
worldState.interactables.push(group);
});
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Synced ${worldState.interactables.length} interactables`);
}
// Sync mobs from host
function syncMobsFromHost(hostMobs) {
if (!worldState) return;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Syncing ${hostMobs.length} mobs from host`);
// Update existing mobs or note missing ones
hostMobs.forEach(mobData => {
// Find existing mob by ID
let existingMob = worldState.mobs.find(m =>
(m.userData?.id || m.uuid) === mobData.id
);
if (existingMob) {
// Update position
existingMob.position.set(mobData.position.x, mobData.position.y, mobData.position.z);
if (existingMob.userData) {
existingMob.userData.hp = mobData.hp;
}
}
// Note: We don't create mobs here - that would require more complex logic
// The host's mob positions are synced for existing mobs
});
}
function applyDelta(delta) {
// Skip if sender is self
if (delta.senderId === multiplayerState.localPlayerId) return;
switch (delta.deltaType) {
case 'playerMove':
// Check if this is the host's position update
const isHostPosition = (delta.senderId === multiplayerState.hostId);
// Always update the remote player avatar
updateRemotePlayer(delta.senderId, {
position: delta.data.position,
rotation: delta.data.rotation,
camera: delta.data.camera,
hp: delta.data.hp,
energy: delta.data.energy
});
// If this is the host, sync ALL their state to viewer
if (isHostPosition && !multiplayerState.isHost) {
multiplayerState.savedHostPosition = {
x: delta.data.position.x,
y: delta.data.position.y,
z: delta.data.position.z
};
multiplayerState.lastHostRotation = delta.data.rotation || 0;
// In follow mode, sync local player position to follow host
if (multiplayerState.followMode && worldState.player) {
const offsetDist = 5;
const offsetX = Math.sin(delta.data.rotation || 0) * offsetDist;
const offsetZ = Math.cos(delta.data.rotation || 0) * offsetDist;
const targetX = delta.data.position.x + offsetX;
const targetZ = delta.data.position.z + offsetZ;
worldState.player.position.x += (targetX - worldState.player.position.x) * 0.1;
worldState.player.position.z += (targetZ - worldState.player.position.z) * 0.1;
worldState.player.position.y = delta.data.position.y;
}
// ========================================
// v6.0: SYNC ALL HOST STATE TO VIEWER
// ========================================
// Time of Day
if (delta.data.timeOfDay !== undefined) {
worldState.timeOfDay = delta.data.timeOfDay;
}
// Weather
if (delta.data.weather && typeof currentWeather !== 'undefined') {
if (currentWeather !== delta.data.weather) {
currentWeather = delta.data.weather;
if (typeof updateWeatherUI === 'function') {
updateWeatherUI();
}
}
}
// PROBE INTEGRITY (HP)
if (delta.data.hp !== undefined && delta.data.maxHp !== undefined) {
gameData.player.hp = delta.data.hp;
gameData.player.maxHp = delta.data.maxHp;
if (typeof updateHealthUI === 'function') {
updateHealthUI();
}
}
// ENERGY
if (delta.data.energy !== undefined && delta.data.maxEnergy !== undefined) {
robotEnergy.current = delta.data.energy;
robotEnergy.max = delta.data.maxEnergy;
if (typeof updateEnergyUI === 'function') {
updateEnergyUI();
}
}
// SHIP STATUS
if (delta.data.ship && typeof SHIP_STATE !== 'undefined') {
SHIP_STATE.hp = delta.data.ship.hp;
SHIP_STATE.maxHp = delta.data.ship.maxHp;
if (SHIP_STATE.laser) {
SHIP_STATE.laser.autoDefend = delta.data.ship.defenseOn;
}
if (typeof updateShipHPUI === 'function') {
updateShipHPUI();
}
}
// DAILY CHALLENGE
if (delta.data.dailyChallenge && typeof gameData !== 'undefined') {
gameData.dailyChallenge.current = delta.data.dailyChallenge.current;
gameData.dailyChallenge.completed = delta.data.dailyChallenge.completed;
gameData.dailyChallenge.streak = delta.data.dailyChallenge.streak;
if (typeof updateDailyChallengeUI === 'function') {
updateDailyChallengeUI();
}
}
}
break;
case 'mobUpdate':
applyMobDelta(delta.data);
break;
case 'resourceUpdate':
applyResourceDelta(delta.data);
break;
case 'structureUpdate':
applyStructureDelta(delta.data);
break;
case 'chat':
showNotification(`💬 ${delta.data.playerName}: ${delta.data.message}`, 'info');
break;
case 'playerJoin':
showNotification(`🎮 ${delta.data.name} joined the world!`, 'info');
createRemotePlayerAvatar(delta.senderId, delta.data);
break;
case 'playerLeave':
showNotification(`👋 ${delta.data.name} left the world`, 'info');
removeRemotePlayer(delta.senderId);
break;
case 'worldEvent':
// v6.1: Handle critical system events from host
handleCriticalSystemEvent(delta.data);
break;
}
}
function applyMobDelta(data) {
// Find mob by ID and update
const mob = worldState.mobs.find(m => (m.userData?.id || m.uuid) === data.id);
if (mob) {
if (data.action === 'death') {
// Remove mob
if (mob.parent) mob.parent.remove(mob);
worldState.mobs = worldState.mobs.filter(m => m !== mob);
} else {
// Update position and HP
if (data.position) {
mob.position.set(data.position.x, data.position.y, data.position.z);
}
if (data.hp !== undefined && mob.userData) {
mob.userData.hp = data.hp;
}
}
}
}
function applyResourceDelta(data) {
const resource = worldState.interactables.find(r => (r.userData?.id || r.uuid) === data.id);
if (resource && data.action === 'deplete') {
if (resource.parent) resource.parent.remove(resource);
worldState.interactables = worldState.interactables.filter(r => r !== resource);
}
}
function applyStructureDelta(data) {
if (data.action === 'build') {
// Structure was built by another player - handled by host
showNotification(`🏗️ Structure built at (${Math.floor(data.worldX)}, ${Math.floor(data.worldZ)})`, 'info');
}
}
// ==========================================
// REMOTE PLAYER AVATAR RENDERING
// Creates and updates visual representation of other players
// ==========================================
function createRemotePlayerAvatar(playerId, playerData) {
// Check if already exists
if (multiplayerState.remotePlayers.has(playerId)) {
return multiplayerState.remotePlayers.get(playerId);
}
// Create player group
const playerGroup = new THREE.Group();
playerGroup.name = `remote_player_${playerId}`;
// Get player color
const colorIndex = multiplayerState.players.size;
const playerColor = playerData.color || getPlayerColor(colorIndex);
// Robot body - similar to local player but different color
const bodyGeo = new THREE.CylinderGeometry(0.6, 0.8, 1.5, 8);
const bodyMat = new THREE.MeshStandardMaterial({
color: playerColor,
metalness: 0.8,
roughness: 0.2,
emissive: playerColor,
emissiveIntensity: 0.2
});
const body = new THREE.Mesh(bodyGeo, bodyMat);
body.position.y = 0.75;
body.castShadow = true;
playerGroup.add(body);
// Head dome
const headGeo = new THREE.SphereGeometry(0.5, 16, 12, 0, Math.PI * 2, 0, Math.PI / 2);
const headMat = new THREE.MeshStandardMaterial({
color: 0x333333,
metalness: 0.9,
roughness: 0.1,
transparent: true,
opacity: 0.8
});
const head = new THREE.Mesh(headGeo, headMat);
head.position.y = 1.5;
head.rotation.x = Math.PI;
playerGroup.add(head);
// Eye glow
const eyeGeo = new THREE.SphereGeometry(0.15, 8, 8);
const eyeMat = new THREE.MeshBasicMaterial({
color: playerColor,
transparent: true,
opacity: 0.9
});
const leftEye = new THREE.Mesh(eyeGeo, eyeMat);
leftEye.position.set(-0.2, 1.4, 0.35);
playerGroup.add(leftEye);
const rightEye = new THREE.Mesh(eyeGeo, eyeMat.clone());
rightEye.position.set(0.2, 1.4, 0.35);
playerGroup.add(rightEye);
// Antenna with pulsing light
const antennaGeo = new THREE.CylinderGeometry(0.03, 0.03, 0.4, 8);
const antennaMat = new THREE.MeshStandardMaterial({ color: 0x666666 });
const antenna = new THREE.Mesh(antennaGeo, antennaMat);
antenna.position.set(0, 1.9, 0);
playerGroup.add(antenna);
const antennaTipGeo = new THREE.SphereGeometry(0.08, 8, 8);
const antennaTipMat = new THREE.MeshBasicMaterial({
color: playerColor,
transparent: true,
opacity: 0.8
});
const antennaTip = new THREE.Mesh(antennaTipGeo, antennaTipMat);
antennaTip.position.set(0, 2.15, 0);
playerGroup.add(antennaTip);
playerGroup.userData.antennaTip = antennaTip;
// Name tag sprite
const nameCanvas = document.createElement('canvas');
nameCanvas.width = 256;
nameCanvas.height = 64;
const ctx = nameCanvas.getContext('2d');
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
ctx.roundRect(0, 0, 256, 64, 10);
ctx.fill();
ctx.font = 'bold 28px Arial';
ctx.fillStyle = '#' + playerColor.toString(16).padStart(6, '0');
ctx.textAlign = 'center';
ctx.fillText(playerData.name || 'Player', 128, 42);
const nameTexture = new THREE.CanvasTexture(nameCanvas);
const nameMaterial = new THREE.SpriteMaterial({ map: nameTexture, transparent: true });
const nameSprite = new THREE.Sprite(nameMaterial);
nameSprite.scale.set(2.5, 0.625, 1);
nameSprite.position.y = 2.8;
playerGroup.add(nameSprite);
// Point light for glow effect
const playerLight = new THREE.PointLight(playerColor, 0.5, 5);
playerLight.position.y = 1;
playerGroup.add(playerLight);
playerGroup.userData.light = playerLight;
// Set initial position
if (playerData.position) {
playerGroup.position.set(
playerData.position.x,
playerData.position.y || 0,
playerData.position.z
);
}
// Add to scene
scene.add(playerGroup);
// Store reference
multiplayerState.remotePlayers.set(playerId, playerGroup);
multiplayerState.players.set(playerId, {
name: playerData.name || 'Player',
color: playerColor,
position: playerData.position || { x: 0, y: 0, z: 0 },
rotation: playerData.rotation || 0,
lastUpdate: Date.now()
});
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Created remote player avatar for ${playerId}`);
return playerGroup;
}
function updateRemotePlayer(playerId, data) {
let playerGroup = multiplayerState.remotePlayers.get(playerId);
// Create if doesn't exist
if (!playerGroup) {
playerGroup = createRemotePlayerAvatar(playerId, data);
}
// Update player data
const playerData = multiplayerState.players.get(playerId) || {};
if (data.position) {
playerData.position = data.position;
// Smooth interpolation to target position
const targetPos = new THREE.Vector3(
data.position.x,
data.position.y || 0,
data.position.z
);
playerGroup.position.lerp(targetPos, 0.3);
}
if (data.rotation !== undefined) {
playerData.rotation = data.rotation;
playerGroup.rotation.y = data.rotation;
}
playerData.lastUpdate = Date.now();
playerData.hp = data.hp;
playerData.energy = data.energy;
multiplayerState.players.set(playerId, playerData);
}
function removeRemotePlayer(playerId) {
const playerGroup = multiplayerState.remotePlayers.get(playerId);
if (playerGroup) {
scene.remove(playerGroup);
// Dispose geometries and materials
playerGroup.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
}
multiplayerState.remotePlayers.delete(playerId);
multiplayerState.players.delete(playerId);
}
// Animate remote player effects and smooth position interpolation
function animateRemotePlayers(time) {
multiplayerState.remotePlayers.forEach((playerGroup, playerId) => {
const playerData = multiplayerState.players.get(playerId);
// Smooth position interpolation towards target
if (playerData && playerData.position) {
const targetPos = new THREE.Vector3(
playerData.position.x,
playerData.position.y || 0,
playerData.position.z
);
playerGroup.position.lerp(targetPos, 0.15); // Smooth interpolation each frame
}
// Smooth rotation interpolation
if (playerData && playerData.rotation !== undefined) {
// Lerp rotation
const currentRot = playerGroup.rotation.y;
const targetRot = playerData.rotation;
playerGroup.rotation.y = currentRot + (targetRot - currentRot) * 0.15;
}
// Pulse antenna tip
if (playerGroup.userData.antennaTip) {
const pulse = Math.sin(time * 3 + playerId.charCodeAt(0)) * 0.3 + 0.7;
playerGroup.userData.antennaTip.material.opacity = pulse;
}
// Pulse light
if (playerGroup.userData.light) {
playerGroup.userData.light.intensity = 0.3 + Math.sin(time * 2) * 0.2;
}
// Bob animation for remote players
if (playerGroup.userData.bodyCore) {
playerGroup.userData.bodyCore.position.y = 0.75 + Math.sin(time * 2) * 0.05;
}
// Check for stale connections (no update in 5 seconds)
if (playerData && Date.now() - playerData.lastUpdate > 5000) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Player ${playerId} connection stale, removing...`);
removeRemotePlayer(playerId);
}
});
}
// ==========================================
// MULTIPLAYER CONNECTION MANAGEMENT
// Enhanced PeerJS integration
// ==========================================
function initMultiplayerHost() {
if (!p2pStreaming.peer) {
console.log('PeerJS not initialized, waiting...');
setTimeout(initMultiplayerHost, 1000);
return;
}
multiplayerState.enabled = true;
multiplayerState.isHost = true;
multiplayerState.localPlayerId = generatePlayerId();
multiplayerState.hostId = p2pStreaming.peerId;
console.log('Multiplayer host initialized:', multiplayerState.localPlayerId);
// Override the existing connection handler for multiplayer
p2pStreaming.peer.off('connection');
p2pStreaming.peer.on('connection', handleMultiplayerConnection);
}
function handleMultiplayerConnection(conn) {
console.log('New multiplayer connection:', conn.peer);
conn.on('open', () => {
// Add to connections
p2pStreaming.connections.push(conn);
p2pStreaming.spectatorCount = p2pStreaming.connections.length;
updateP2PStatusUI();
// Send full game state to new player
const fullState = captureFullGameState();
conn.send(fullState);
console.log('Sent full state to new player');
// Store connection reference in player data
const playerId = conn.metadata?.playerId || generatePlayerId();
multiplayerState.players.set(playerId, {
connection: conn,
name: conn.metadata?.playerName || 'Player',
position: { x: 0, y: 0, z: 0 },
rotation: 0,
lastUpdate: Date.now(),
color: getPlayerColor(multiplayerState.players.size)
});
// Notify all players of new join
broadcastDelta(createDelta('playerJoin', {
id: playerId,
name: conn.metadata?.playerName || 'Player',
color: getPlayerColor(multiplayerState.players.size)
}));
showNotification(`🎮 ${conn.metadata?.playerName || 'Player'} joined your world!`, 'info');
});
conn.on('data', (data) => {
handleMultiplayerData(conn, data);
});
conn.on('close', () => {
handlePlayerDisconnect(conn);
});
conn.on('error', (err) => {
console.error('Connection error:', err);
handlePlayerDisconnect(conn);
});
}
function handleMultiplayerData(conn, data) {
if (data.type === 'delta') {
// Apply delta update
applyDelta(data);
// If we're host, broadcast to other players
if (multiplayerState.isHost) {
broadcastDelta(data, conn.peer); // Exclude sender
}
} else if (data.type === 'requestFullState') {
// Player requesting full sync
if (multiplayerState.isHost) {
conn.send(captureFullGameState());
}
} else if (data.type === 'fullState') {
// Received full state (we're not host)
applyFullState(data);
}
}
function handlePlayerDisconnect(conn) {
// Find player by connection
let disconnectedPlayerId = null;
multiplayerState.players.forEach((data, playerId) => {
if (data.connection === conn) {
disconnectedPlayerId = playerId;
}
});
if (disconnectedPlayerId) {
const playerData = multiplayerState.players.get(disconnectedPlayerId);
removeRemotePlayer(disconnectedPlayerId);
// Broadcast to other players
broadcastDelta(createDelta('playerLeave', {
id: disconnectedPlayerId,
name: playerData?.name || 'Player'
}));
}
// Clean up connection
p2pStreaming.connections = p2pStreaming.connections.filter(c => c !== conn);
p2pStreaming.spectatorCount = p2pStreaming.connections.length;
updateP2PStatusUI();
}
function connectToMultiplayerHost(hostId) {
if (!hostId) {
showNotification('Invalid host ID', 'error');
return;
}
multiplayerState.enabled = true;
multiplayerState.isHost = false;
multiplayerState.localPlayerId = generatePlayerId();
multiplayerState.hostId = hostId;
const playerName = 'Explorer_' + Math.floor(Math.random() * 1000);
// Create our own PeerJS instance if not already created
if (!p2pStreaming.peer) {
console.log('Creating PeerJS instance for multiplayer joiner...');
try {
p2pStreaming.peer = new Peer();
p2pStreaming.peer.on('open', (id) => {
console.log('Multiplayer joiner peer ready with ID:', id);
p2pStreaming.peerId = id;
// Now connect to the host
connectToHost(hostId, playerName);
});
p2pStreaming.peer.on('error', (err) => {
console.error('PeerJS error:', err);
showNotification('Connection error: ' + err.type, 'error');
});
} catch (err) {
console.error('Failed to create PeerJS:', err);
showNotification('Failed to initialize P2P connection', 'error');
}
} else {
// Peer already exists, connect directly
connectToHost(hostId, playerName);
}
function connectToHost(hostId, playerName) {
console.log('Connecting to multiplayer host:', hostId);
const conn = p2pStreaming.peer.connect(hostId, {
reliable: true,
metadata: {
playerId: multiplayerState.localPlayerId,
playerName: playerName
}
});
conn.on('open', () => {
p2pStreaming.hostConnection = conn;
showNotification('🔗 Connected to host! Joining world...', 'info');
// Announce ourselves to the host
const joinDelta = createDelta('playerJoin', {
name: playerName,
color: getPlayerColor(0)
});
conn.send(joinDelta);
// Request full state
conn.send({ type: 'requestFullState' });
});
conn.on('data', (data) => {
if (data.type === 'fullState') {
applyFullState(data);
showNotification('🌍 World synchronized!', 'info');
} else if (data.type === 'delta') {
applyDelta(data);
}
});
conn.on('close', () => {
showNotification('🔌 Disconnected from host', 'error');
multiplayerState.enabled = false;
});
conn.on('error', (err) => {
console.error('Connection error:', err);
showNotification('Connection error: ' + err.message, 'error');
});
}
}
// ==========================================
// FOLLOW MODE TOGGLE SYSTEM
// Allows viewers to switch between following host and independent control
// ==========================================
function toggleFollowMode() {
// Only works for non-host players in multiplayer
if (!multiplayerState.enabled || multiplayerState.isHost) {
showNotification('Follow mode only available for viewers', 'info');
return;
}
const now = Date.now();
// Debounce rapid toggling (500ms)
if (now - multiplayerState.lastModeToggleTime < 500) return;
multiplayerState.lastModeToggleTime = now;
multiplayerState.followMode = !multiplayerState.followMode;
if (multiplayerState.followMode) {
// Returning to follow mode
showNotification('👁️ FOLLOW MODE - Watching host', 'info');
// Snap copilot back near host position if available
if (multiplayerState.savedHostPosition && copilotMesh) {
const offsetDist = 5;
const rot = multiplayerState.lastHostRotation || 0;
copilotMesh.position.set(
multiplayerState.savedHostPosition.x + Math.sin(rot) * offsetDist,
multiplayerState.savedHostPosition.y + COPILOT_CONFIG.floatHeight,
multiplayerState.savedHostPosition.z + Math.cos(rot) * offsetDist
);
}
} else {
// Switching to independent control - viewer controls copilot
showNotification('🎮 CONTROL MODE - You ARE the Copilot! Use WASD to explore', 'info');
// Store current copilot position as spawn point
if (copilotMesh) {
multiplayerState.viewerSpawnedAt = {
x: copilotMesh.position.x,
y: copilotMesh.position.y,
z: copilotMesh.position.z
};
}
}
updateFollowModeUI();
}
function updateFollowModeUI() {
const btn = document.getElementById('follow-mode-btn');
if (!btn) return;
if (multiplayerState.followMode) {
btn.innerHTML = '👁️ Following';
btn.style.background = 'rgba(0, 255, 255, 0.3)';
btn.style.borderColor = '#0ff';
btn.style.boxShadow = '0 0 15px rgba(0, 255, 255, 0.4)';
} else {
btn.innerHTML = '🎮 Control';
btn.style.background = 'rgba(255, 170, 0, 0.3)';
btn.style.borderColor = '#fa0';
btn.style.boxShadow = '0 0 15px rgba(255, 170, 0, 0.4)';
}
}
function createFollowModeButton() {
// Only create for non-host multiplayer viewers
if (multiplayerState.isHost) return;
// Remove existing button if any
const existing = document.getElementById('follow-mode-btn');
if (existing) existing.remove();
const btn = document.createElement('button');
btn.id = 'follow-mode-btn';
btn.innerHTML = '👁️ Following';
btn.title = 'Toggle Follow Mode (F)';
btn.style.cssText = `
position: fixed;
bottom: 80px;
right: 20px;
padding: 10px 16px;
font-size: 14px;
font-weight: bold;
color: #fff;
background: rgba(0, 255, 255, 0.3);
border: 2px solid #0ff;
border-radius: 10px;
cursor: pointer;
z-index: 10000;
transition: all 0.3s ease;
box-shadow: 0 0 15px rgba(0, 255, 255, 0.4);
font-family: 'Orbitron', sans-serif;
`;
btn.addEventListener('click', toggleFollowMode);
btn.addEventListener('mouseenter', () => {
btn.style.transform = 'scale(1.05)';
});
btn.addEventListener('mouseleave', () => {
btn.style.transform = 'scale(1)';
});
document.body.appendChild(btn);
updateFollowModeUI();
}
// Check if viewer can control (not in follow mode)
function canViewerControl() {
// Host always has control
if (multiplayerState.isHost) return true;
// Non-host in multiplayer: check follow mode
if (multiplayerState.enabled && !multiplayerState.isHost) {
return !multiplayerState.followMode;
}
// Single player: always has control
return true;
}
// Broadcast delta to all connected players
function broadcastDelta(delta, excludePeerId = null) {
if (!multiplayerState.enabled) return;
if (multiplayerState.isHost) {
// Host broadcasts to all spectators/players
p2pStreaming.connections.forEach(conn => {
if (conn.open && conn.peer !== excludePeerId) {
try {
conn.send(delta);
} catch (e) {
console.error('Failed to send to peer:', e);
}
}
});
} else {
// Non-host sends to host only
if (p2pStreaming.hostConnection?.open) {
try {
p2pStreaming.hostConnection.send(delta);
} catch (e) {
console.error('Failed to send to host:', e);
}
}
}
}
// ==========================================
// MULTIPLAYER SYNC LOOP
// Called from main game loop
// ==========================================
function updateMultiplayerSync() {
if (!multiplayerState.enabled) return;
// Safety check for p2pStreaming
if (typeof p2pStreaming === 'undefined') return;
const now = Date.now();
// Send player position delta at regular intervals
if (now - multiplayerState.lastSyncTime >= multiplayerState.syncInterval) {
try {
const playerDelta = capturePlayerDelta();
if (playerDelta) {
broadcastDelta(playerDelta);
}
} catch (e) {
// Silently fail if game state not ready
}
multiplayerState.lastSyncTime = now;
}
// Host sends full state periodically
if (multiplayerState.isHost &&
now - multiplayerState.lastFullSync >= multiplayerState.fullSyncInterval) {
try {
const fullState = captureFullGameState();
(p2pStreaming.connections || []).forEach(conn => {
if (conn && conn.open) {
try {
conn.send(fullState);
} catch (e) {
console.error('Failed to send full state:', e);
}
}
});
} catch (e) {
// Silently fail if game state not ready
}
multiplayerState.lastFullSync = now;
}
}
// Hook into resource gathering to broadcast
function broadcastResourceHarvest(resource) {
if (multiplayerState.enabled) {
broadcastDelta(captureResourceDelta(resource, 'harvest'));
}
}
// Hook into mob kills to broadcast
function broadcastMobKill(mob) {
if (multiplayerState.enabled) {
broadcastDelta(captureMobDelta(mob, 'death'));
}
}
// Hook into structure building to broadcast
function broadcastStructureBuild(structure) {
if (multiplayerState.enabled) {
broadcastDelta(captureStructureDelta(structure, 'build'));
}
}
// Start multiplayer if URL indicates joining a host
function checkMultiplayerMode() {
const params = new URLSearchParams(window.location.search);
const joinId = params.get('join');
const spectateId = params.get('spectate');
const antfarmId = params.get('antfarm'); // v6.85: Ant Farm spectator mode
const versusId = params.get('versus');
const matchId = params.get('match');
const seedParam = params.get('seed');
const planetParam = params.get('planet');
// If seed is provided in URL, use it for all procedural generation
if (seedParam) {
multiplayerState.worldSeed = decodeURIComponent(seedParam);
console.log('Using world seed from URL:', multiplayerState.worldSeed);
}
// v7.0: Public World mode - First-Person-Is-Host system
const publicWorldId = params.get('world');
const publicHostId = params.get('host');
if (publicWorldId) {
console.log('[PUBLIC WORLD] Loading world:', publicWorldId, 'host:', publicHostId || 'auto');
// Show loading state
document.getElementById('loading').style.display = 'flex';
document.getElementById('loading').innerHTML = `
🌍
Entering Public World...
${publicWorldId}
`;
showNotification('🌍 PUBLIC WORLD: Connecting...', 'info');
// Load registry then join world
PublicWorldManager.loadRegistry().then(() => {
PublicWorldManager.joinWorld(publicWorldId, publicHostId);
});
return; // Don't continue to other multiplayer modes
}
// v6.85: Ant Farm spectator mode - join as spectator but auto-enable ant farm view
if (antfarmId) {
console.log('ANT FARM MODE: Connecting to host:', antfarmId);
// Store flag to enable ant farm view after connecting
window.pendingAntFarmMode = true;
// Direct landing on planet if specified
if (planetParam !== null && planetParam !== '') {
const planetId = parseInt(planetParam, 10);
console.log('Ant Farm view on planet ID:', planetId);
multiplayerState.targetPlanetId = planetId;
}
// Show loading state with ant farm theme
document.getElementById('loading').style.display = 'flex';
document.getElementById('loading').innerHTML = `
🐜
Joining Ant Farm View...
Watch the world from above!
`;
showNotification('🐜 ANT FARM: Connecting to ecosystem view...', 'info');
// Connect as spectator, then enable ant farm view
setTimeout(() => connectAsAntFarmSpectator(antfarmId), 1000);
return;
}
// v6.68: Versus mode - competitive match
if (versusId) {
console.log('VERSUS MODE: Joining match against:', versusId);
multiplayerState.enabled = true;
multiplayerState.isHost = false;
// Set up versus match state
versusMatchState.matchId = matchId || 'versus_' + Date.now();
versusMatchState.localTeam = 'hostile'; // Joiner is the hostile team (red)
versusMatchState.opponentId = versusId;
// Direct landing on planet if specified
if (planetParam !== null && planetParam !== '') {
const planetId = parseInt(planetParam, 10);
console.log('Versus match on planet ID:', planetId);
multiplayerState.targetPlanetId = planetId;
}
// Show loading state
document.getElementById('loading').style.display = 'flex';
document.getElementById('loading').innerHTML = `
⚔️
Joining Versus Match...
Prepare for battle! War horn sounds when ready.
`;
showNotification('⚔️ VERSUS MODE: Connecting to opponent...', 'warning');
// Connect as multiplayer (we'll start the match when both players are on the planet)
setTimeout(() => {
connectToMultiplayerHost(versusId);
// Start versus match after connection and landing
setTimeout(() => {
if (mode === 'world') {
startVersusMatch();
}
}, 5000); // Give time to land and sync
}, 500);
return;
}
if (joinId) {
// Full multiplayer join
console.log('Joining multiplayer host:', joinId);
multiplayerState.enabled = true;
multiplayerState.isHost = false;
// IMMEDIATE PLANET LANDING: If planet ID is in URL, land directly without waiting for P2P
if (planetParam !== null && planetParam !== '') {
const planetId = parseInt(planetParam, 10);
console.log('Direct landing on planet ID:', planetId);
// Store the target planet ID - we'll use host's civilization data when it arrives
multiplayerState.targetPlanetId = planetId;
// DON'T generate civilizations here - wait for host's data
// The host will send the exact civilization object with the correct name/biome
// For now, just show loading and wait for the host connection
console.log('Waiting for host to send civilization data for planet:', planetId);
showNotification(`🚀 Connecting to host world...`, 'info');
// Keep loading screen visible until we get host data
// The loading screen will be hidden when applyFullState() completes
}
// Connect to host for player sync (positions, mobs, etc.)
// Small delay to ensure page is fully loaded, PeerJS init is handled inside the function
setTimeout(() => connectToMultiplayerHost(joinId), 500);
} else if (spectateId) {
// Spectator mode (existing)
console.log('Spectating:', spectateId);
setTimeout(() => connectAsSpectator(spectateId), 1000);
} else {
// Initialize as host
console.log('Starting as multiplayer host');
setTimeout(initMultiplayerHost, 3000);
}
}
// Generate join URL for multiplayer - includes seed and planet ID for direct landing
function getMultiplayerJoinUrl() {
if (!p2pStreaming.peerId) return null;
let url = `${window.location.origin}${window.location.pathname}?join=${p2pStreaming.peerId}`;
// Include world seed for deterministic generation sync
url += `&seed=${encodeURIComponent(multiplayerState.worldSeed)}`;
// Include planet ID if host is on a planet
if (activeCiv && mode === 'world') {
url += `&planet=${activeCiv.id}`;
}
return url;
}
// Generate QR code for multiplayer join link (with planet data)
function generateMultiplayerQRCode() {
if (!p2pStreaming.peerId) {
console.log('No peer ID yet, will generate QR when ready');
return;
}
const container = document.getElementById('qr-code-container');
if (!container) return;
// Show loading state
container.innerHTML = 'Generating multiplayer QR...
';
const multiplayerUrl = getMultiplayerJoinUrl();
console.log('Generating multiplayer QR code for:', multiplayerUrl);
// Try QRious library first, fall back to API
loadQRiousLibrary().then(() => {
container.innerHTML = ''; // Clear loading state
const canvas = document.createElement('canvas');
canvas.id = 'qr-canvas';
container.appendChild(canvas);
new window.QRious({
element: canvas,
value: multiplayerUrl,
size: 200,
background: 'white',
foreground: 'black',
level: 'H' // High error correction for better scanning
});
console.log('Multiplayer QR code generated with QRious');
}).catch((err) => {
console.log('QRious failed, using API fallback:', err);
container.innerHTML = ''; // Clear loading state
// Fallback: Use QR Server API
const img = document.createElement('img');
img.src = `https://api.qrserver.com/v1/create-qr-code/?size=200x200&data=${encodeURIComponent(multiplayerUrl)}`;
img.alt = 'Scan to join multiplayer';
img.style.borderRadius = '10px';
img.id = 'qr-canvas';
img.onload = () => console.log('Multiplayer QR code loaded from API');
img.onerror = () => {
container.innerHTML = 'QR generation failed. Copy the URL below instead.
';
};
container.appendChild(img);
console.log('Multiplayer QR code generated with API fallback');
});
// Also update the URL display
const urlEl = document.getElementById('qr-url');
if (urlEl) {
urlEl.textContent = multiplayerUrl;
}
}
// v6.85: Generate URL for Ant Farm spectator mode
function getAntFarmSpectatorUrl() {
if (!p2pStreaming.peerId) return null;
let url = `${window.location.origin}${window.location.pathname}?antfarm=${p2pStreaming.peerId}`;
// Include world seed for deterministic generation sync
url += `&seed=${encodeURIComponent(multiplayerState.worldSeed)}`;
// Include planet ID if host is on a planet
if (activeCiv && mode === 'world') {
url += `&planet=${activeCiv.id}`;
}
return url;
}
// v6.85: Generate QR code for Ant Farm spectator mode
function generateAntFarmQRCode() {
if (!p2pStreaming.peerId) {
console.log('No peer ID yet, will generate Ant Farm QR when ready');
return;
}
if (mode !== 'world') {
console.log('Ant Farm mode requires being on a planet');
return;
}
const container = document.getElementById('qr-code-container');
if (!container) return;
// Show loading state
container.innerHTML = 'Generating Ant Farm QR...
';
const antfarmUrl = getAntFarmSpectatorUrl();
console.log('Generating Ant Farm QR code for:', antfarmUrl);
// Try QRious library first, fall back to API
loadQRiousLibrary().then(() => {
container.innerHTML = ''; // Clear loading state
const canvas = document.createElement('canvas');
canvas.id = 'qr-canvas';
container.appendChild(canvas);
new window.QRious({
element: canvas,
value: antfarmUrl,
size: 200,
background: 'white',
foreground: '#004422', // Dark green for ant farm theme
level: 'H'
});
console.log('Ant Farm QR code generated with QRious');
}).catch((err) => {
console.log('QRious failed, using API fallback:', err);
container.innerHTML = ''; // Clear loading state
// Fallback: Use QR Server API
const img = document.createElement('img');
img.src = `https://api.qrserver.com/v1/create-qr-code/?size=200x200&data=${encodeURIComponent(antfarmUrl)}&color=004422`;
img.alt = 'Scan to view Ant Farm';
img.style.borderRadius = '10px';
img.id = 'qr-canvas';
img.onload = () => console.log('Ant Farm QR code loaded from API');
img.onerror = () => {
container.innerHTML = 'QR generation failed. Copy the URL below instead.
';
};
container.appendChild(img);
console.log('Ant Farm QR code generated with API fallback');
});
// Also update the URL display
const urlEl = document.getElementById('qr-url');
if (urlEl) {
urlEl.textContent = antfarmUrl;
}
}
// Show multiplayer status in UI
function updateMultiplayerUI() {
const playerCount = multiplayerState.players.size + 1; // +1 for self
const statusEl = document.getElementById('p2p-status');
if (statusEl && multiplayerState.enabled) {
statusEl.textContent = multiplayerState.isHost ?
`🎮 HOSTING (${playerCount} players)` :
'🎮 CONNECTED';
statusEl.style.color = '#00ff88';
}
}
// ==========================================
// END ENHANCED MULTIPLAYER SYSTEM
// ==========================================
function createMob(rng, biome) {
// v9.9: Skip for custom worlds
if (window.WORLD_SYSTEMS?.customOnly === true) return null;
if (window.WORLD_SYSTEMS?.mobs === false) return null;
// v4.2: Select enemy type based on biome
const biomeKey = biome.name === 'Terra' ? 'Terra' :
biome.name === 'Desert' ? 'Desert' :
biome.name === 'Tundra' ? 'Ice' :
biome.name === 'Xeno' ? 'Alien' :
biome.name === 'Magma' ? 'Volcanic' : 'Terra';
const validEnemies = Object.entries(ENEMY_TYPES)
.filter(([name, data]) => data.biomes.includes(biomeKey));
const [enemyName, enemyData] = validEnemies.length > 0
? validEnemies[rng.int(0, validEnemies.length - 1)]
: ['Slime', ENEMY_TYPES.Slime];
// v4.7: Elite enemy roll
const prestigeLevel = gameData.prestige?.level || 0;
const isElite = prestigeLevel >= ELITE_CONFIG.minWorldLevel &&
rng.next() < ELITE_CONFIG.spawnChance;
let eliteAffix = null;
let eliteData = null;
if (isElite) {
const affixKeys = Object.keys(ELITE_AFFIXES);
const affixKey = affixKeys[rng.int(0, affixKeys.length - 1)];
eliteAffix = affixKey;
eliteData = ELITE_AFFIXES[affixKey];
}
// Calculate stats with elite multipliers
const baseHp = enemyData.hp * (eliteData ? eliteData.hpMult : 1);
const baseDamage = enemyData.damage * (eliteData ? eliteData.damageMult : 1);
const baseSpeed = enemyData.speed * (eliteData ? eliteData.speedMult : 1);
// v9.0: Use creature model system for detailed 3D enemies
const mob = createMobMeshSync(enemyName, enemyData, isElite, eliteData);
const rx = (rng.next() - 0.5) * 60;
const rz = (rng.next() - 0.5) * 60;
// v6.64: Spawn mobs at low height, snapToGround will correct position each frame
mob.position.set(rx, 2, rz);
mob.castShadow = true;
// v4.7: Add glowing aura ring for elite enemies
if (isElite) {
const auraGeo = new THREE.RingGeometry(1.2, 1.5, 32);
const auraMat = new THREE.MeshBasicMaterial({
color: eliteData.color,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.6
});
const aura = new THREE.Mesh(auraGeo, auraMat);
aura.rotation.x = -Math.PI / 2;
aura.position.y = 0.1;
mob.add(aura);
mob.userData.auraRing = aura;
}
// v5.12: Hypnotist special eye appearance
if (enemyData.isHypnotist) {
// Create eye-like structure with iris and pupil
const irisGeo = new THREE.CircleGeometry(0.5, 32);
const irisMat = new THREE.MeshBasicMaterial({
color: 0x8800ff,
side: THREE.DoubleSide
});
const iris = new THREE.Mesh(irisGeo, irisMat);
iris.position.z = 0.75;
mob.add(iris);
// Pupil (inner dark circle that moves)
const pupilGeo = new THREE.CircleGeometry(0.25, 32);
const pupilMat = new THREE.MeshBasicMaterial({
color: 0x000000,
side: THREE.DoubleSide
});
const pupil = new THREE.Mesh(pupilGeo, pupilMat);
pupil.position.z = 0.76;
mob.add(pupil);
mob.userData.pupil = pupil;
mob.userData.iris = iris;
// Glowing concentric rings around the eye
for (let i = 0; i < 3; i++) {
const ringGeo = new THREE.RingGeometry(0.9 + i * 0.3, 1.0 + i * 0.3, 32);
const ringMat = new THREE.MeshBasicMaterial({
color: i % 2 === 0 ? 0xff00ff : 0x8800ff,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.5 - i * 0.1
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.position.z = 0.74 - i * 0.02;
mob.add(ring);
}
// Give it a floating, creepy movement
mob.userData.isHypnotist = true;
}
// v8.15: Health bar above mob using pooled geometry and pooled bg material
const hpBar = new THREE.Mesh(
_hpBarGeometryPool.getMobHpBar(isElite),
new THREE.MeshBasicMaterial({ color: isElite ? 0xffaa00 : 0x00ff00, side: THREE.DoubleSide })
);
hpBar.position.y = isElite ? 1.8 : 1.5;
mob.add(hpBar);
// v8.15: Use pooled bg material (static color, fully sharable)
const hpBg = new THREE.Mesh(
_hpBarGeometryPool.getMobHpBg(isElite),
_hpBarMaterialPool.getBgMaterial(isElite)
);
hpBg.position.y = isElite ? 1.8 : 1.5;
hpBg.position.z = -0.01;
mob.add(hpBg);
// v5.3: Apply portal modifiers to mob stats
const portalMods = getPortalModifiers();
let finalHp = baseHp;
let finalDamage = baseDamage;
if (portalMods) {
finalHp = Math.floor(baseHp * (portalMods.enemyHp || 1));
finalDamage = Math.floor(baseDamage * (portalMods.enemyDamage || 1));
}
mob.userData = {
type: 'mob',
hp: finalHp,
maxHp: finalHp,
name: enemyName,
damage: finalDamage,
speed: baseSpeed,
drops: enemyData.drops,
xpReward: enemyData.xp * (isElite ? ELITE_CONFIG.bonusXpMult : 1),
nextMove: 0,
nextAttack: 0,
targetPos: new THREE.Vector3(),
hpBar,
// v4.5: Attack telegraph properties
attackWindup: enemyData.attackWindup || 600,
attackRange: enemyData.attackRange || 2.5,
telegraphing: false,
// v4.7: Elite properties
isElite: isElite,
eliteAffix: eliteAffix,
eliteData: eliteData,
displayName: isElite ? `${eliteData.prefix} ${eliteData.name} ${enemyName}` : enemyName,
// v5.3: Portal-modified flag
portalBuffed: portalMods !== null
};
scene.add(mob);
worldState.mobs.push(mob);
// v7.24: Trigger spawn materialization animation
const mobColor = enemyData.color || 0x44ff44;
if (typeof MobSpawnSystem !== 'undefined') {
MobSpawnSystem.trigger(mob, mobColor);
}
// v4.7: Announce elite spawn
if (isElite) {
showNotification(`${eliteData.prefix} ELITE ${eliteData.name} ${enemyName} appeared!`, 'warning');
}
}
// ============================================
// v9.1: NEUTRAL CREEP CAMP SYSTEM
// Random jungle camps throughout the map with
// detailed 3D creature models and respawn timers
// ============================================
const NEUTRAL_CAMP_CONFIG = {
ENABLED: true,
RESPAWN_TIME: 60000, // 60 seconds respawn
AGGRO_RANGE: 8, // Range to aggro player
LEASH_RANGE: 20, // Range before returning to camp
RETURN_HEAL_RATE: 0.1, // HP regen rate when returning
CAMP_INDICATOR_HEIGHT: 3, // Height of camp marker
XP_MULTIPLIER: 1.5, // Bonus XP for neutrals
GOLD_MULTIPLIER: 2.0 // Bonus gold for neutrals
};
// Neutral creature types by camp tier
const NEUTRAL_CREATURES = {
// Small camps - 2-3 weak creatures
small: {
CaveBat: {
hp: 25, damage: 8, speed: 6, xp: 40, gold: 8,
color: 0x2a1a3a, emissive: 0x110011,
count: 3, scale: 0.35
},
ForestSprite: {
hp: 20, damage: 6, speed: 8, xp: 35, gold: 6,
color: 0x90ee90, emissive: 0x225522,
count: 2, scale: 0.4
}
},
// Medium camps - 1-2 stronger creatures
medium: {
RockTroll: {
hp: 120, damage: 25, speed: 3, xp: 120, gold: 25,
color: 0x696969, emissive: 0x222222,
count: 1, scale: 0.6
},
WolfAlpha: {
hp: 80, damage: 18, speed: 5, xp: 90, gold: 20,
color: 0x2f2f2f, emissive: 0x111111,
count: 2, scale: 0.5
}
},
// Large/Ancient camps - single powerful creature
large: {
AncientWyrm: {
hp: 300, damage: 40, speed: 4, xp: 300, gold: 80,
color: 0x8b0000, emissive: 0x330000,
count: 1, scale: 0.8
},
TitanGolem: {
hp: 400, damage: 35, speed: 2, xp: 350, gold: 100,
color: 0x4a4a4a, emissive: 0x001111,
count: 1, scale: 0.7
}
}
};
// Camp locations throughout the map (positioned between lanes)
const NEUTRAL_CAMP_LOCATIONS = [
// Northwest jungle (between top and mid lanes)
{ x: -45, z: -30, tier: 'small', name: 'Whispering Hollow' },
{ x: -55, z: -15, tier: 'medium', name: 'Stone Circle' },
{ x: -35, z: -5, tier: 'small', name: 'Moonlit Glade' },
// Northeast jungle
{ x: 45, z: -30, tier: 'small', name: 'Frozen Den' },
{ x: 55, z: -15, tier: 'medium', name: 'Crystal Cavern' },
{ x: 35, z: -5, tier: 'small', name: 'Shadow Thicket' },
// Southwest jungle (between mid and bot lanes)
{ x: -45, z: 30, tier: 'small', name: 'Verdant Nest' },
{ x: -55, z: 15, tier: 'medium', name: 'Troll Bridge' },
{ x: -35, z: 5, tier: 'small', name: 'Sprite Garden' },
// Southeast jungle
{ x: 45, z: 30, tier: 'small', name: 'Ember Pit' },
{ x: 55, z: 15, tier: 'medium', name: 'Wolf Den' },
{ x: 35, z: 5, tier: 'small', name: 'Ancient Grove' },
// Central ancient camps (high risk, high reward)
{ x: -25, z: 0, tier: 'large', name: 'Dragon Lair' },
{ x: 25, z: 0, tier: 'large', name: 'Titan Ruins' }
];
// State tracking for neutral camps
const neutralCampState = {
camps: [], // Active camp data
creatures: [], // Active neutral creatures
initialized: false,
lastUpdate: 0
};
// Initialize neutral camp system
function initNeutralCamps() {
// v9.9: Skip for custom worlds
if (window.WORLD_SYSTEMS?.customOnly === true) {
console.log('[WORLD] Skipping neutral camps for customOnly world');
return;
}
if (window.WORLD_SYSTEMS?.mobs === false) {
console.log('[WORLD] Skipping neutral camps - mobs disabled');
return;
}
if (!NEUTRAL_CAMP_CONFIG.ENABLED || neutralCampState.initialized) return;
neutralCampState.camps = NEUTRAL_CAMP_LOCATIONS.map((loc, index) => ({
id: index,
x: loc.x,
z: loc.z,
tier: loc.tier,
name: loc.name,
creatures: [],
cleared: false,
respawnTime: 0,
marker: null
}));
// Create visual markers for each camp
neutralCampState.camps.forEach(camp => {
createCampMarker(camp);
});
// Spawn initial creatures
neutralCampState.camps.forEach(camp => {
spawnNeutralCamp(camp);
});
neutralCampState.initialized = true;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[NEUTRAL CAMPS] Initialized ${neutralCampState.camps.length} camps`);
}
// Create visual marker for camp location
function createCampMarker(camp) {
const markerGroup = new THREE.Group();
// Glowing ring on ground
const ringGeo = new THREE.RingGeometry(1.5, 2.0, 32);
const ringColor = camp.tier === 'large' ? 0xff4400 :
camp.tier === 'medium' ? 0xffaa00 : 0x44ff44;
const ringMat = new THREE.MeshBasicMaterial({
color: ringColor,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.4
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.1;
markerGroup.add(ring);
// Floating icon based on tier
const iconSize = camp.tier === 'large' ? 0.5 :
camp.tier === 'medium' ? 0.4 : 0.3;
const iconGeo = new THREE.OctahedronGeometry(iconSize, 0);
const iconMat = new THREE.MeshStandardMaterial({
color: ringColor,
emissive: ringColor,
emissiveIntensity: 0.5,
transparent: true,
opacity: 0.8
});
const icon = new THREE.Mesh(iconGeo, iconMat);
icon.position.y = NEUTRAL_CAMP_CONFIG.CAMP_INDICATOR_HEIGHT;
markerGroup.add(icon);
markerGroup.position.set(camp.x, 0, camp.z);
markerGroup.userData = { type: 'campMarker', campId: camp.id };
if (scene) scene.add(markerGroup);
camp.marker = markerGroup;
}
// Spawn creatures for a camp
function spawnNeutralCamp(camp) {
if (camp.creatures.length > 0) return; // Already spawned
const tierCreatures = NEUTRAL_CREATURES[camp.tier];
const creatureTypes = Object.keys(tierCreatures);
const selectedType = creatureTypes[Math.floor(Math.random() * creatureTypes.length)];
const creatureData = tierCreatures[selectedType];
for (let i = 0; i < creatureData.count; i++) {
const creature = spawnNeutralCreature(camp, selectedType, creatureData, i);
if (creature) {
camp.creatures.push(creature);
neutralCampState.creatures.push(creature);
}
}
camp.cleared = false;
// Update marker visibility
if (camp.marker) {
camp.marker.visible = true;
camp.marker.traverse(child => {
if (child.material) child.material.opacity = 0.8;
});
}
}
// Spawn a single neutral creature
function spawnNeutralCreature(camp, creatureType, data, index) {
// Use creature model system
const mesh = createMobMeshSync(creatureType, {
color: data.color,
emissive: data.emissive
}, false, null);
if (!mesh) return null;
// Position around camp center with slight offset
const angle = (index / data.count) * Math.PI * 2;
const radius = 1.5 + Math.random() * 1.5;
const offsetX = Math.cos(angle) * radius;
const offsetZ = Math.sin(angle) * radius;
mesh.position.set(camp.x + offsetX, 1, camp.z + offsetZ);
mesh.scale.multiplyScalar(data.scale);
mesh.castShadow = true;
// v8.15: Health bar using pooled geometry and pooled bg material
const hpBar = new THREE.Mesh(
_hpBarGeometryPool.getNeutralHpBar(),
new THREE.MeshBasicMaterial({ color: 0xffaa00, side: THREE.DoubleSide })
);
hpBar.position.y = 2.0;
mesh.add(hpBar);
// v8.15: Use pooled bg material (static color, fully sharable)
const hpBg = new THREE.Mesh(
_hpBarGeometryPool.getNeutralHpBg(),
_hpBarMaterialPool.getBgMaterial(false)
);
hpBg.position.y = 2.0;
hpBg.position.z = -0.01;
mesh.add(hpBg);
mesh.userData = {
type: 'neutral',
creatureType: creatureType,
hp: data.hp,
maxHp: data.hp,
damage: data.damage,
speed: data.speed,
xpReward: Math.floor(data.xp * NEUTRAL_CAMP_CONFIG.XP_MULTIPLIER),
goldReward: Math.floor(data.gold * NEUTRAL_CAMP_CONFIG.GOLD_MULTIPLIER),
campId: camp.id,
homePos: new THREE.Vector3(camp.x + offsetX, 1, camp.z + offsetZ),
targetPos: new THREE.Vector3(),
state: 'idle', // idle, aggro, returning
hpBar: hpBar,
nextAttack: 0,
attackWindup: 600,
attackRange: 2.5
};
if (scene) scene.add(mesh);
return mesh;
}
// Update neutral camp system each frame
function updateNeutralCamps(time, dt) {
if (!NEUTRAL_CAMP_CONFIG.ENABLED || !neutralCampState.initialized) return;
if (!worldState?.player) return;
const playerPos = worldState.player.position;
// Update each creature
for (let i = neutralCampState.creatures.length - 1; i >= 0; i--) {
const creature = neutralCampState.creatures[i];
if (!creature || !creature.userData) continue;
const data = creature.userData;
// Check if dead
if (data.hp <= 0) {
handleNeutralDeath(creature, i);
continue;
}
// Update HP bar
if (data.hpBar) {
const hpPercent = data.hp / data.maxHp;
data.hpBar.scale.x = Math.max(0.01, hpPercent);
data.hpBar.material.color.setHex(
hpPercent > 0.5 ? 0x00ff00 : hpPercent > 0.25 ? 0xffaa00 : 0xff0000
);
}
// v7.78: distanceToSquared optimization for neutral camp AI
const distToPlayerSq = creature.position.distanceToSquared(playerPos);
const distToHomeSq = creature.position.distanceToSquared(data.homePos);
const aggroRangeSq = NEUTRAL_CAMP_CONFIG.AGGRO_RANGE * NEUTRAL_CAMP_CONFIG.AGGRO_RANGE;
const leashRangeSq = NEUTRAL_CAMP_CONFIG.LEASH_RANGE * NEUTRAL_CAMP_CONFIG.LEASH_RANGE;
const attackRangeSq = data.attackRange * data.attackRange;
// State machine
switch (data.state) {
case 'idle':
// Check for player aggro
if (distToPlayerSq < aggroRangeSq) {
data.state = 'aggro';
data.targetPos.copy(playerPos);
// v7.30: Spatial aggro audio (8-Strategy Cycle 9 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && creature?.position) {
SpatialAudioSystem.playAggro3D(creature.position);
}
} else {
// Idle animation - slight bob
creature.position.y = data.homePos.y + Math.sin(time * 0.002) * 0.1;
creature.rotation.y += dt * 0.0005;
}
break;
case 'aggro':
// Check leash range - v7.78: using squared distance
if (distToHomeSq > leashRangeSq) {
data.state = 'returning';
break;
}
// Chase and attack player
data.targetPos.copy(playerPos);
if (distToPlayerSq > attackRangeSq) {
// Move toward player
const dir = new THREE.Vector3()
.subVectors(playerPos, creature.position)
.normalize();
creature.position.add(dir.multiplyScalar(data.speed * dt * 0.001));
creature.lookAt(playerPos.x, creature.position.y, playerPos.z);
} else if (time > data.nextAttack) {
// Attack player
attackPlayer(creature, data);
data.nextAttack = time + 1000 + data.attackWindup;
}
// Re-aggro check - v7.78: using squared distance
const deaggroRangeSq = (NEUTRAL_CAMP_CONFIG.AGGRO_RANGE * 1.5) ** 2;
if (distToPlayerSq > deaggroRangeSq) {
data.state = 'returning';
}
break;
case 'returning':
// Return to home position - v7.78: using squared distance
if (distToHomeSq > 0.25) { // 0.5*0.5=0.25
const dir = new THREE.Vector3()
.subVectors(data.homePos, creature.position)
.normalize();
creature.position.add(dir.multiplyScalar(data.speed * 1.5 * dt * 0.001));
creature.lookAt(data.homePos.x, creature.position.y, data.homePos.z);
// Heal while returning
data.hp = Math.min(data.maxHp,
data.hp + data.maxHp * NEUTRAL_CAMP_CONFIG.RETURN_HEAL_RATE * dt * 0.001);
} else {
data.state = 'idle';
creature.position.copy(data.homePos);
data.hp = data.maxHp; // Full heal on return
}
break;
}
}
// Check for camp respawns
const now = performance.now();
neutralCampState.camps.forEach(camp => {
if (camp.cleared && now > camp.respawnTime) {
spawnNeutralCamp(camp);
if (typeof showNotification === 'function') {
showNotification(`${camp.name} has respawned!`, 'info');
}
}
});
// Animate camp markers
neutralCampState.camps.forEach(camp => {
if (camp.marker) {
const icon = camp.marker.children[1];
if (icon) {
icon.rotation.y += dt * 0.002;
icon.position.y = NEUTRAL_CAMP_CONFIG.CAMP_INDICATOR_HEIGHT +
Math.sin(time * 0.003) * 0.2;
}
// Dim marker when camp is cleared
if (camp.cleared) {
camp.marker.traverse(child => {
if (child.material && child.material.opacity > 0.15) {
child.material.opacity = 0.15;
}
});
}
}
});
}
// Handle neutral creature death
function handleNeutralDeath(creature, index) {
const data = creature.userData;
const camp = neutralCampState.camps[data.campId];
// Award XP and gold
if (typeof addXp === 'function') {
addXp('combat', data.xpReward);
}
gameData.gold = (gameData.gold || 0) + data.goldReward;
// Show rewards
if (typeof spawnFloater === 'function') {
spawnFloater(creature.position, `+${data.xpReward} XP`, '#ffff00');
setTimeout(() => {
spawnFloater(creature.position, `+${data.goldReward} Gold`, '#ffd700');
}, 200);
}
// Play death effect
// v7.97: Use GlobalVec3Pool.temp() instead of clone()
if (typeof particles !== 'undefined' && particles.burst) {
const burstPos = GlobalVec3Pool.temp().copy(creature.position);
particles.burst(burstPos, 0xffaa00, 15);
}
// Remove from scene and arrays
if (scene) scene.remove(creature);
neutralCampState.creatures.splice(index, 1);
// Remove from camp creatures
if (camp) {
const campIndex = camp.creatures.indexOf(creature);
if (campIndex > -1) camp.creatures.splice(campIndex, 1);
// Check if camp is cleared
if (camp.creatures.length === 0) {
camp.cleared = true;
camp.respawnTime = performance.now() + NEUTRAL_CAMP_CONFIG.RESPAWN_TIME;
if (typeof showNotification === 'function') {
showNotification(`${camp.name} cleared! +${data.goldReward} gold`, 'success');
}
}
}
// Update stats
gameData.stats = gameData.stats || {};
gameData.stats.neutralsKilled = (gameData.stats.neutralsKilled || 0) + 1;
}
// Attack player from neutral creature
// v9.2: Updated to use damagePlayer for auto-retaliation support
function attackPlayer(creature, data) {
if (!worldState?.player) return;
// Calculate damage (can be blocked/dodged)
const damage = data.damage;
// v9.2: Use damagePlayer for consistent handling and auto-retaliation
if (typeof damagePlayer === 'function') {
damagePlayer(damage, creature.position, creature);
} else if (typeof takeDamage === 'function') {
takeDamage(damage, 'neutral');
} else if (worldState.player.userData) {
worldState.player.userData.hp = Math.max(0,
(worldState.player.userData.hp || 100) - damage);
}
// Visual feedback
if (typeof spawnFloater === 'function') {
spawnFloater(worldState.player.position, `-${damage}`, '#ff4444');
}
// Play attack sound
if (typeof AudioSystem !== 'undefined' && AudioSystem.play) {
AudioSystem.play('hit');
}
}
// Damage a neutral creature (called from player attacks)
function damageNeutral(creature, damage) {
if (!creature?.userData || creature.userData.type !== 'neutral') return false;
creature.userData.hp -= damage;
creature.userData.state = 'aggro'; // Aggro on damage
// v7.30: Spatial aggro audio on damage (8-Strategy Cycle 9 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && creature?.position) {
SpatialAudioSystem.playAggro3D(creature.position);
}
// Flash effect
creature.traverse(child => {
if (child.isMesh && child.material) {
const origColor = child.material.emissive?.clone();
child.material.emissive = new THREE.Color(0xffffff);
setTimeout(() => {
if (child.material && origColor) {
child.material.emissive = origColor;
}
}, 100);
}
});
// Damage floater
if (typeof spawnFloater === 'function') {
spawnFloater(creature.position, `-${Math.floor(damage)}`, '#ffaa00');
}
return true;
}
// Check if position collides with neutral creature
// v7.80: distanceToSquared optimization
function checkNeutralCollision(position, radius = 1.5) {
const collisionRangeSq = (radius + 1) * (radius + 1);
for (const creature of neutralCampState.creatures) {
if (!creature?.position) continue;
const distSq = position.distanceToSquared(creature.position);
if (distSq < collisionRangeSq) {
return creature;
}
}
return null;
}
// ============================================
// v6.65: DOTA-STYLE CREEP WAVE SYSTEM
// Three lanes with visual paths, spawning creeps
// that meet at choke points and battle
// ============================================
const CREEP_WAVE_CONFIG = {
enabled: true,
waveInterval: 30000, // Spawn wave every 30 seconds
creepsPerWave: 4, // Creeps per team per lane
creepSpeed: 3, // Movement speed
creepHp: 30, // Base HP
creepDamage: 5, // Base damage
creepAttackRange: 2, // Attack range
creepAttackCooldown: 1200, // Attack cooldown ms
playerRewardRadius: 15, // Radius to get XP/gold from creep kills
xpPerCreep: 15, // XP reward for nearby kill
goldPerCreep: 5, // Gold reward
// v9.3: Creep separation/collision avoidance settings (STRONG values)
separationRadius: 2.5, // Distance at which creeps start pushing apart
separationStrength: 12.0, // How strongly creeps push each other away (very strong)
minSeparation: 1.2, // Minimum distance creeps try to maintain
hardRadius: 0.8, // Creeps cannot get closer than this - hard collision
// v9.6: Ranged vs Melee creep types
rangedAttackRange: 10, // Ranged creeps attack from distance
rangedDamage: 4, // Slightly less damage for ranged
rangedSpeed: 2.5, // Slower movement
rangedHp: 25, // Less HP (glass cannon)
rangedCooldown: 1500, // Slower attack speed
// v9.6: Creep XP/Level system
creepXpToLevel: 50, // XP needed per level
creepMaxLevel: 10, // Maximum creep level
creepLevelHpBonus: 5, // HP per level
creepLevelDamageBonus: 2 // Damage per level
};
// v8.14: HP BAR GEOMETRY POOL - Shared geometries to reduce allocations
// Instead of creating new PlaneGeometry per creep/mob, reuse these
const _hpBarGeometryPool = {
// Creep HP bars (standard size)
creepHpBar: null, // 1.2 x 0.15
creepHpBg: null, // 1.3 x 0.2
// Creep banner
creepBannerSmall: null, // 0.3 x 0.48 (detailed model)
creepBannerLarge: null, // 0.5 x 0.8 (fallback model)
// Mob HP bars (standard)
mobHpBar: null, // 1.5 x 0.15
mobHpBg: null, // 1.6 x 0.2
// Elite mob HP bars (larger)
eliteHpBar: null, // 2.0 x 0.15
eliteHpBg: null, // 2.1 x 0.2
// Neutral camp HP bars
neutralHpBar: null, // 1.5 x 0.15
neutralHpBg: null, // 1.6 x 0.2
// Hero HP bars
heroHpBar: null, // 1.18 x 0.12
heroHpBg: null, // 1.2 x 0.15
_initialized: false,
init() {
if (this._initialized || typeof THREE === 'undefined') return;
// Creep geometries
this.creepHpBar = new THREE.PlaneGeometry(1.2, 0.15);
this.creepHpBg = new THREE.PlaneGeometry(1.3, 0.2);
this.creepBannerSmall = new THREE.PlaneGeometry(0.3, 0.48);
this.creepBannerLarge = new THREE.PlaneGeometry(0.5, 0.8);
// Mob geometries
this.mobHpBar = new THREE.PlaneGeometry(1.5, 0.15);
this.mobHpBg = new THREE.PlaneGeometry(1.6, 0.2);
this.eliteHpBar = new THREE.PlaneGeometry(2.0, 0.15);
this.eliteHpBg = new THREE.PlaneGeometry(2.1, 0.2);
// Neutral geometries (same as mob)
this.neutralHpBar = this.mobHpBar;
this.neutralHpBg = this.mobHpBg;
// Hero geometries
this.heroHpBar = new THREE.PlaneGeometry(1.18, 0.12);
this.heroHpBg = new THREE.PlaneGeometry(1.2, 0.15);
// v8.15: Boss geometries (larger)
this.bossHpBar = new THREE.PlaneGeometry(3, 0.3);
this.bossHpBg = new THREE.PlaneGeometry(3.2, 0.4);
this._initialized = true;
},
// Get appropriate geometry based on type
getCreepHpBar() { this.init(); return this.creepHpBar; },
getCreepHpBg() { this.init(); return this.creepHpBg; },
getCreepBanner(hasDetailedModel) {
this.init();
return hasDetailedModel ? this.creepBannerSmall : this.creepBannerLarge;
},
getMobHpBar(isElite) { this.init(); return isElite ? this.eliteHpBar : this.mobHpBar; },
getMobHpBg(isElite) { this.init(); return isElite ? this.eliteHpBg : this.mobHpBg; },
getNeutralHpBar() { this.init(); return this.neutralHpBar; },
getNeutralHpBg() { this.init(); return this.neutralHpBg; },
getHeroHpBar() { this.init(); return this.heroHpBar; },
getHeroHpBg() { this.init(); return this.heroHpBg; },
// v8.15: Boss getters
getBossHpBar() { this.init(); return this.bossHpBar; },
getBossHpBg() { this.init(); return this.bossHpBg; }
};
// v8.15: HP BAR MATERIAL POOL - Shared materials for same-color HP bars
// Instead of creating new MeshBasicMaterial per entity, reuse these
const _hpBarMaterialPool = {
// HP bar fill colors (green/yellow/red states are set via setHex on shared material)
green: null, // 0x00ff00 - healthy
yellow: null, // 0xffff00 - medium
red: null, // 0xff0000 - critical
orange: null, // 0xffaa00 - elite/neutral
// Background colors
bgDark: null, // 0x333333 - standard background
bgElite: null, // 0x553300 - elite background
// Banner colors
bannerTeamA: null, // 0x00ff00 - robot team
bannerTeamB: null, // 0xff0000 - hostile team
_initialized: false,
init() {
if (this._initialized || typeof THREE === 'undefined') return;
const side = THREE.DoubleSide;
// HP bar fills - NOTE: entities that need dynamic color changes should clone or use individual materials
this.green = new THREE.MeshBasicMaterial({ color: 0x00ff00, side });
this.yellow = new THREE.MeshBasicMaterial({ color: 0xffff00, side });
this.red = new THREE.MeshBasicMaterial({ color: 0xff0000, side });
this.orange = new THREE.MeshBasicMaterial({ color: 0xffaa00, side });
// Backgrounds (static, can be fully shared)
this.bgDark = new THREE.MeshBasicMaterial({ color: 0x333333, side });
this.bgElite = new THREE.MeshBasicMaterial({ color: 0x553300, side });
// Banners (static per team)
this.bannerTeamA = new THREE.MeshBasicMaterial({ color: 0x00ff00, side });
this.bannerTeamB = new THREE.MeshBasicMaterial({ color: 0xff0000, side });
this._initialized = true;
},
// Getters for shared materials
getBgMaterial(isElite = false) { this.init(); return isElite ? this.bgElite : this.bgDark; },
getBannerMaterial(team) { this.init(); return team === 'A' ? this.bannerTeamA : this.bannerTeamB; },
// For neutral camps (orange fill, dark bg)
getNeutralFill() { this.init(); return this.orange; },
// For elite mobs (orange fill initially)
getEliteFill() { this.init(); return this.orange; }
};
// v8.14: Pre-cache LANE_DEFINITIONS keys for faster iteration
let _laneDefinitionEntries = null;
function getLaneDefinitionEntries() {
if (!_laneDefinitionEntries) {
_laneDefinitionEntries = Object.entries(LANE_DEFINITIONS);
}
return _laneDefinitionEntries;
}
// v6.67: Lane definitions with universe-appropriate names
// DOTA 2 style 3-lane map: Top lane (north/west edge), Mid lane (diagonal), Bot lane (south/east edge)
// Each lane connects Team A base (bottom-left) to Team B base (top-right)
const LANE_DEFINITIONS = {
top: {
name: 'Boreal Reach',
subtitle: 'Northern Frontier Corridor',
lore: 'Ancient cryo-tech relay stations mark this frozen passage. The Battle of Frostfall claimed 200 drones in a single night.',
color: 0x4488ff, // Ice Blue - cold northern route
teamASpawn: { x: -70, z: -70 }, // Team A base (bottom-left corner)
teamBSpawn: { x: 70, z: 70 }, // Team B base (top-right corner)
teamABase: 'Outpost Hyperion',
teamBBase: 'Fort Glacius',
// TOP LANE: Goes UP (north) along left edge, then RIGHT (east) along top edge
waypoints: [
{ x: -70, z: -70 }, // Start at Team A base
{ x: -70, z: -45 }, // Go north along left edge
{ x: -70, z: -20 },
{ x: -70, z: 10 },
{ x: -70, z: 40 },
{ x: -70, z: 70 }, // Top-left corner
{ x: -35, z: 70 }, // Turn right, go east along top edge
{ x: 0, z: 70 }, // CHOKE POINT - top center
{ x: 35, z: 70 },
{ x: 70, z: 70 } // End at Team B base
],
chokePointIndex: 7,
chokePointName: 'Frostfall Crossing',
chokePointLore: 'Where the northern winds freeze lubricant solid. Many machines have fallen here.'
},
mid: {
name: 'Nexus Spine',
subtitle: 'Central Command Axis',
lore: 'The primary arterial route. Control the Spine, control the planet. The Siege of Ember Gate lasted 47 cycles.',
color: 0xffaa00, // Command Gold - main strategic route
teamASpawn: { x: -70, z: -70 }, // Team A base
teamBSpawn: { x: 70, z: 70 }, // Team B base
teamABase: 'Citadel Prime',
teamBBase: 'Fortress Omega',
// MID LANE: Diagonal straight through center
waypoints: [
{ x: -70, z: -70 }, // Start at Team A base
{ x: -52, z: -52 },
{ x: -35, z: -35 },
{ x: -17, z: -17 },
{ x: 0, z: 0 }, // CHOKE POINT - dead center
{ x: 17, z: 17 },
{ x: 35, z: 35 },
{ x: 52, z: 52 },
{ x: 70, z: 70 } // End at Team B base
],
chokePointIndex: 4,
chokePointName: 'Ember Gate',
chokePointLore: 'The geographic dead center. Thermal vents create perpetual haze. Winner takes all.'
},
bot: {
name: 'Verdant Trail',
subtitle: 'Southern Terraform Corridor',
lore: 'Terraformed valleys rich with xenoflora. The Thornhollow Massacre marked the bloodiest day in colony history.',
color: 0x44ff88, // Life Green - terraformed southern route
teamASpawn: { x: -70, z: -70 }, // Team A base
teamBSpawn: { x: 70, z: 70 }, // Team B base
teamABase: 'Station Evergreen',
teamBBase: 'Biodome Sentinel',
// BOT LANE: Goes RIGHT (east) along bottom edge, then UP (north) along right edge
waypoints: [
{ x: -70, z: -70 }, // Start at Team A base
{ x: -35, z: -70 }, // Go east along bottom edge
{ x: 0, z: -70 }, // CHOKE POINT - bottom center
{ x: 35, z: -70 },
{ x: 70, z: -70 }, // Bottom-right corner
{ x: 70, z: -40 }, // Turn up, go north along right edge
{ x: 70, z: -10 },
{ x: 70, z: 20 },
{ x: 70, z: 50 },
{ x: 70, z: 70 } // End at Team B base
],
chokePointIndex: 2,
chokePointName: 'Thornhollow Vale',
chokePointLore: 'Dense xenoflora conceals ambush positions. The thorns drink oil as readily as blood.'
}
};
// v6.69: Helper function to check if a position is near any lane path
// Used to exclude trees/rocks from spawning on lanes
// v7.77: Use squared distance to avoid sqrt calls
function isNearLanePath(x, z, exclusionRadius = 8) {
const exclusionRadiusSq = exclusionRadius * exclusionRadius;
for (const laneKey of Object.keys(LANE_DEFINITIONS)) {
const lane = LANE_DEFINITIONS[laneKey];
const waypoints = lane.waypoints;
// Check distance to each waypoint
for (const wp of waypoints) {
const dx = x - wp.x;
const dz = z - wp.z;
const distSq = dx * dx + dz * dz;
if (distSq < exclusionRadiusSq) return true;
}
// Check distance to line segments between waypoints
for (let i = 0; i < waypoints.length - 1; i++) {
const p1 = waypoints[i];
const p2 = waypoints[i + 1];
// Point-to-line-segment distance
const ax = x - p1.x;
const az = z - p1.z;
const bx = p2.x - p1.x;
const bz = p2.z - p1.z;
const lenSq = bx * bx + bz * bz;
if (lenSq === 0) continue;
let t = (ax * bx + az * bz) / lenSq;
t = Math.max(0, Math.min(1, t));
const closestX = p1.x + t * bx;
const closestZ = p1.z + t * bz;
const dx = x - closestX;
const dz = z - closestZ;
// v8.09: Use squared distance for comparison (matches waypoint check above)
const distSq = dx * dx + dz * dz;
if (distSq < exclusionRadiusSq) return true;
}
}
return false;
}
// Creep wave state
let creepWaveState = {
enabled: false,
lastWaveTime: 0,
waveNumber: 0,
creeps: [], // All active creeps
laneVisuals: [], // Lane path meshes
spawnPlatforms: [], // v7.4: Destructible spawn platforms
initialized: false,
victoryAchieved: false // v9.6: Track when all hostile spawns are destroyed
};
// Initialize the lane system when entering world
function initCreepLaneSystem() {
// v9.9: Skip for custom worlds
if (window.WORLD_SYSTEMS?.customOnly === true) {
console.log('[WORLD] Skipping creep lane system for customOnly world');
return;
}
if (window.WORLD_SYSTEMS?.creepWaves === false) {
console.log('[WORLD] Skipping creep lane system - creepWaves disabled');
return;
}
if (!CREEP_WAVE_CONFIG.enabled) return;
creepWaveState = {
enabled: true,
lastWaveTime: performance.now(),
waveNumber: 0,
creeps: [],
laneVisuals: [],
spawnPlatforms: [], // v7.4: Destructible spawn platforms
initialized: true,
victoryAchieved: false // v9.6: Reset victory state on init
};
// v6.69: Clear existing trees/rocks from lane paths
clearObstaclesFromLanes();
// Create visual lane paths on terrain
createLaneVisuals();
// Create choke point markers
createChokePointMarkers();
console.log('v6.65: Creep Wave System initialized');
}
// v6.69: Remove existing trees/rocks that are on lane paths
function clearObstaclesFromLanes() {
if (!worldState.interactables) return;
const toRemove = [];
worldState.interactables.forEach(obj => {
if (obj.userData && (obj.userData.type === 'tree' || obj.userData.type === 'rock')) {
const x = obj.position.x;
const z = obj.position.z;
// Check if this obstacle is on a lane path
if (isNearLanePath(x, z, 10)) {
toRemove.push(obj);
}
}
});
// Remove obstacles from scene and interactables array
toRemove.forEach(obj => {
if (obj.parent) {
obj.parent.remove(obj);
}
// Dispose geometry and materials
obj.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
});
// Filter out removed objects from interactables
worldState.interactables = worldState.interactables.filter(obj => !toRemove.includes(obj));
if (toRemove.length > 0) {
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`v6.69: Cleared ${toRemove.length} obstacles from lane paths`);
}
}
// v6.67: Create visual lane paths using colored BLOCKS instead of lines
// DOTA 2 style colored path blocks for each lane
function createLaneVisuals() {
if (!scene) return;
// Clear existing visuals
creepWaveState.laneVisuals.forEach(visual => {
if (visual.parent) visual.parent.remove(visual);
if (visual.geometry) visual.geometry.dispose();
if (visual.material) visual.material.dispose();
});
creepWaveState.laneVisuals = [];
// Block configuration per lane
// v9.4: Made bridges much wider for easier use
const LANE_BLOCK_CONFIG = {
top: {
blockSize: { x: 5.0, y: 0.3, z: 5.0 }, // Wide blocks for top lane
spacing: 4, // Distance between blocks
pattern: 'alternating', // Alternating brightness pattern
edgeBlocks: true, // Add edge blocks for borders
glowIntensity: 0.6
},
mid: {
blockSize: { x: 5.0, y: 0.4, z: 5.0 }, // Wide square blocks for mid
spacing: 3.5,
pattern: 'gradient', // Gradient toward center
edgeBlocks: true,
glowIntensity: 0.8
},
bot: {
blockSize: { x: 5.0, y: 0.3, z: 5.0 }, // Wide blocks for bot lane
spacing: 4,
pattern: 'pulsing', // Special pulsing pattern
edgeBlocks: true,
glowIntensity: 0.6
}
};
Object.entries(LANE_DEFINITIONS).forEach(([laneKey, lane]) => {
const config = LANE_BLOCK_CONFIG[laneKey];
const waypoints = lane.waypoints;
const baseColor = new THREE.Color(lane.color);
// Create a lane group for organization
const laneGroup = new THREE.Group();
laneGroup.userData.laneKey = laneKey;
laneGroup.userData.laneName = lane.name;
// v6.67: Helper to check if position is over water
const WATER_LEVEL = 0.5; // Water surface height
const BRIDGE_HEIGHT = 3.0; // Bridge deck height above water
function isOverWater(wx, wz) {
if (!worldState.terrain) return false;
const gx = Math.round(wx / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const gz = Math.round(wz / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
if (gx >= 0 && gx < CONFIG.WORLD_SIZE && gz >= 0 && gz < CONFIG.WORLD_SIZE) {
const terrainY = worldState.terrain[gx]?.[gz];
return terrainY !== undefined && terrainY < -50; // Water tiles are -99
}
return false;
}
// Bridge materials (industrial/metallic look)
const bridgeDeckColor = new THREE.Color(0x445566);
const bridgeSupportColor = new THREE.Color(0x334455);
const bridgeRailColor = baseColor.clone().multiplyScalar(1.2);
let blockIndex = 0;
let wasOverWater = false; // Track previous block state for ramp detection
let lastGroundY = 0; // Track ground height before bridge
// Helper function to create bridge ramps
// v10.20: Fixed stair gaps and direction - both ramps extend BACKWARD from transition
function createBridgeRamp(x, z, angle, isUpRamp, groundY) {
const rampLength = config.spacing * 2.5; // Longer ramp for smoother slope
const rampHeight = BRIDGE_HEIGHT - groundY + WATER_LEVEL;
const rampSteps = 8; // More steps for smoother transition
const stepLength = rampLength / rampSteps * 1.2; // Overlap steps
for (let step = 0; step < rampSteps; step++) {
// Progress along ramp (0 to 1)
const t = (step + 0.5) / rampSteps;
// BOTH ramps extend BACKWARD from the transition point (negative direction)
// UP ramp: called at first bridge block, extends back toward ground
// DOWN ramp: called at first ground block, extends back toward bridge
// Position: always going backward along the lane
const stepDist = -rampLength * t; // Negative = backward
const stepX = x + Math.sin(angle) * stepDist;
const stepZ = z + Math.cos(angle) * stepDist;
// Height depends on ramp type:
// UP ramp: step 0 (near x,z = bridge) is HIGH, step N (far = ground) is LOW
// DOWN ramp: step 0 (near x,z = ground) is LOW, step N (far = bridge) is HIGH
const stepHeight = isUpRamp
? (groundY + rampHeight) - rampHeight * t // HIGH to LOW (bridge→ground)
: groundY + rampHeight * t; // LOW to HIGH (ground→bridge)
// Create thick step block that connects to next
const stepThickness = 0.5 + (rampHeight / rampSteps) * 0.3;
const rampGeo = new THREE.BoxGeometry(
config.blockSize.x * 1.3, // Wide
stepThickness, // Thick enough to connect
stepLength // Long enough to overlap
);
const rampMat = new THREE.MeshStandardMaterial({
color: bridgeDeckColor,
emissive: baseColor,
emissiveIntensity: 0.15,
roughness: 0.5,
metalness: 0.6
});
const rampBlock = new THREE.Mesh(rampGeo, rampMat);
rampBlock.position.set(stepX, stepHeight, stepZ);
rampBlock.rotation.y = angle;
rampBlock.receiveShadow = true;
rampBlock.castShadow = true;
laneGroup.add(rampBlock);
// Side railings on every other step
if (step % 2 === 0) {
[-1, 1].forEach(side => {
const railGeo = new THREE.BoxGeometry(0.2, 1.0, 0.2);
const railMat = new THREE.MeshStandardMaterial({
color: bridgeRailColor,
emissive: baseColor,
emissiveIntensity: 0.3
});
const rail = new THREE.Mesh(railGeo, railMat);
const railOffset = (config.blockSize.x * 0.6) * side;
const perpX = Math.cos(angle) * railOffset;
const perpZ = -Math.sin(angle) * railOffset;
rail.position.set(stepX + perpX, stepHeight + 0.6, stepZ + perpZ);
laneGroup.add(rail);
});
}
}
// Add solid ramp base underneath to fill gaps
const baseGeo = new THREE.BoxGeometry(
config.blockSize.x * 1.2,
rampHeight * 0.4,
rampLength * 0.85
);
const baseMat = new THREE.MeshStandardMaterial({
color: bridgeSupportColor,
roughness: 0.7,
metalness: 0.4
});
const rampBase = new THREE.Mesh(baseGeo, baseMat);
const baseDist = -rampLength * 0.5; // Always backward
const baseHeight = isUpRamp
? groundY + rampHeight * 0.5 // Middle height for up ramp
: groundY + rampHeight * 0.5; // Middle height for down ramp
rampBase.position.set(
x + Math.sin(angle) * baseDist,
baseHeight,
z + Math.cos(angle) * baseDist
);
rampBase.rotation.y = angle;
rampBase.receiveShadow = true;
laneGroup.add(rampBase);
}
// Interpolate between waypoints and place blocks
for (let i = 0; i < waypoints.length - 1; i++) {
const wpStart = waypoints[i];
const wpEnd = waypoints[i + 1];
// Calculate direction and distance
const dx = wpEnd.x - wpStart.x;
const dz = wpEnd.z - wpStart.z;
const segmentDist = Math.sqrt(dx * dx + dz * dz);
const numBlocks = Math.floor(segmentDist / config.spacing);
// Calculate angle for block rotation (perpendicular to path)
const angle = Math.atan2(dx, dz);
for (let b = 0; b < numBlocks; b++) {
const t = b / numBlocks;
const x = wpStart.x + dx * t;
const z = wpStart.z + dz * t;
// v6.67: Check if this block is over water
const overWater = isOverWater(x, z);
// Calculate Y position - elevated for bridges
let y;
const groundY = typeof getTerrainHeight === 'function'
? getTerrainHeight(x, z)
: 0;
if (overWater) {
y = WATER_LEVEL + BRIDGE_HEIGHT;
// v6.67: Detect transition to bridge - create UP ramp
if (!wasOverWater && blockIndex > 0) {
createBridgeRamp(x, z, angle, true, lastGroundY);
}
} else {
y = groundY + config.blockSize.y / 2 + 0.05;
lastGroundY = groundY;
// v6.67: Detect transition from bridge - create DOWN ramp
if (wasOverWater) {
createBridgeRamp(x, z, angle, false, groundY);
}
}
wasOverWater = overWater;
// Calculate color variation based on pattern
let colorMult = 1.0;
let opacity = 0.7;
if (config.pattern === 'alternating') {
colorMult = blockIndex % 2 === 0 ? 1.0 : 0.7;
opacity = blockIndex % 2 === 0 ? 0.8 : 0.6;
} else if (config.pattern === 'gradient') {
// Brighter toward choke point (center)
const distToChoke = Math.abs(i - lane.chokePointIndex);
colorMult = 1.0 - distToChoke * 0.1;
opacity = 0.6 + (1 - distToChoke * 0.15) * 0.3;
} else if (config.pattern === 'pulsing') {
// Store phase for animation
colorMult = 0.8 + Math.sin(blockIndex * 0.5) * 0.2;
opacity = 0.65 + Math.sin(blockIndex * 0.5) * 0.15;
}
if (overWater) {
// ========== BRIDGE SECTION ==========
// Create bridge deck (wider, metallic)
const deckGeo = new THREE.BoxGeometry(
config.blockSize.x * 1.3,
config.blockSize.y * 0.8,
config.blockSize.z * 1.4
);
const deckMat = new THREE.MeshStandardMaterial({
color: bridgeDeckColor,
emissive: baseColor,
emissiveIntensity: 0.2,
transparent: true,
opacity: 0.95,
roughness: 0.4,
metalness: 0.7
});
const deck = new THREE.Mesh(deckGeo, deckMat);
deck.position.set(x, y, z);
deck.rotation.y = angle;
deck.userData.isBridge = true;
deck.userData.blockIndex = blockIndex;
deck.receiveShadow = true;
deck.castShadow = true;
laneGroup.add(deck);
// Lane color strip on bridge deck (center line)
const stripGeo = new THREE.BoxGeometry(
config.blockSize.x * 1.2,
config.blockSize.y * 0.2,
config.blockSize.z * 0.5
);
const stripColor = baseColor.clone().multiplyScalar(colorMult);
const stripMat = new THREE.MeshStandardMaterial({
color: stripColor,
emissive: stripColor,
emissiveIntensity: config.glowIntensity * 0.8,
transparent: true,
opacity: 0.9
});
const strip = new THREE.Mesh(stripGeo, stripMat);
strip.position.set(x, y + config.blockSize.y * 0.5, z);
strip.rotation.y = angle;
strip.userData.laneKey = laneKey;
strip.userData.baseEmissive = config.glowIntensity * 0.8;
laneGroup.add(strip);
// Support pillars (every 2 blocks)
if (blockIndex % 2 === 0) {
const pillarHeight = BRIDGE_HEIGHT + 1.5;
const pillarGeo = new THREE.CylinderGeometry(0.35, 0.5, pillarHeight, 8);
const pillarMat = new THREE.MeshStandardMaterial({
color: bridgeSupportColor,
emissive: 0x112233,
emissiveIntensity: 0.1,
roughness: 0.5,
metalness: 0.8
});
[-1, 1].forEach(side => {
const pillar = new THREE.Mesh(pillarGeo, pillarMat);
const pillarOffset = (config.blockSize.z / 2) + 0.3;
const perpX = Math.cos(angle) * pillarOffset * side;
const perpZ = -Math.sin(angle) * pillarOffset * side;
pillar.position.set(
x + perpX,
WATER_LEVEL - pillarHeight / 2 + BRIDGE_HEIGHT - 0.5,
z + perpZ
);
pillar.castShadow = true;
laneGroup.add(pillar);
// Pillar base (underwater foundation)
const baseGeo = new THREE.CylinderGeometry(0.6, 0.8, 0.5, 8);
const baseMesh = new THREE.Mesh(baseGeo, pillarMat);
baseMesh.position.set(
x + perpX,
WATER_LEVEL - pillarHeight + 0.25,
z + perpZ
);
laneGroup.add(baseMesh);
});
// Cross beam under deck
const beamGeo = new THREE.BoxGeometry(0.3, 0.4, config.blockSize.z * 1.6);
const beam = new THREE.Mesh(beamGeo, pillarMat);
beam.position.set(x, y - config.blockSize.y * 0.6, z);
beam.rotation.y = angle;
laneGroup.add(beam);
}
// Railings (both sides)
const railHeight = 1.2;
const railGeo = new THREE.BoxGeometry(config.blockSize.x * 0.15, railHeight, config.blockSize.z * 0.15);
const railMat = new THREE.MeshStandardMaterial({
color: bridgeRailColor,
emissive: baseColor,
emissiveIntensity: 0.5,
transparent: true,
opacity: 0.9,
metalness: 0.6,
roughness: 0.3
});
[-1, 1].forEach(side => {
// Vertical rail posts
const post = new THREE.Mesh(railGeo, railMat);
const railOffset = (config.blockSize.z * 0.65);
const perpX = Math.cos(angle) * railOffset * side;
const perpZ = -Math.sin(angle) * railOffset * side;
post.position.set(x + perpX, y + railHeight / 2 + config.blockSize.y * 0.4, z + perpZ);
post.userData.isBridgeRail = true;
laneGroup.add(post);
// Horizontal rail bar
const barGeo = new THREE.BoxGeometry(config.blockSize.x * 1.1, 0.12, 0.12);
const bar = new THREE.Mesh(barGeo, railMat);
bar.position.set(x + perpX, y + railHeight + config.blockSize.y * 0.3, z + perpZ);
bar.rotation.y = angle;
laneGroup.add(bar);
});
// Bridge warning lights (every 4 blocks)
if (blockIndex % 4 === 0) {
const lightGeo = new THREE.SphereGeometry(0.2, 8, 8);
const lightMat = new THREE.MeshStandardMaterial({
color: 0xffaa00,
emissive: 0xffaa00,
emissiveIntensity: 1.5,
transparent: true,
opacity: 0.9
});
[-1, 1].forEach(side => {
const light = new THREE.Mesh(lightGeo, lightMat.clone());
const lightOffset = (config.blockSize.z * 0.65);
const perpX = Math.cos(angle) * lightOffset * side;
const perpZ = -Math.sin(angle) * lightOffset * side;
light.position.set(x + perpX, y + railHeight + config.blockSize.y * 0.6, z + perpZ);
light.userData.isBridgeLight = true;
light.userData.pulsePhase = Math.random() * Math.PI * 2;
laneGroup.add(light);
});
}
} else {
// ========== REGULAR GROUND PATH ==========
// Create main path block
const blockGeo = new THREE.BoxGeometry(
config.blockSize.x,
config.blockSize.y,
config.blockSize.z
);
const blockColor = baseColor.clone().multiplyScalar(colorMult);
const blockMat = new THREE.MeshStandardMaterial({
color: blockColor,
emissive: blockColor,
emissiveIntensity: config.glowIntensity * colorMult,
transparent: true,
opacity: opacity,
roughness: 0.3,
metalness: 0.2
});
const block = new THREE.Mesh(blockGeo, blockMat);
block.position.set(x, y, z);
block.rotation.y = angle;
block.userData.blockIndex = blockIndex;
block.userData.laneKey = laneKey;
block.userData.baseOpacity = opacity;
block.userData.baseEmissive = config.glowIntensity * colorMult;
block.receiveShadow = true;
laneGroup.add(block);
// Add edge blocks for lane borders
if (config.edgeBlocks) {
const edgeWidth = 0.4;
const edgeHeight = config.blockSize.y * 1.5;
const edgeOffset = (config.blockSize.z / 2) + edgeWidth / 2;
[-1, 1].forEach(side => {
const edgeGeo = new THREE.BoxGeometry(config.blockSize.x * 0.9, edgeHeight, edgeWidth);
const edgeColor = baseColor.clone().multiplyScalar(1.3);
const edgeMat = new THREE.MeshStandardMaterial({
color: edgeColor,
emissive: edgeColor,
emissiveIntensity: config.glowIntensity * 1.2,
transparent: true,
opacity: 0.9,
roughness: 0.2,
metalness: 0.4
});
const edge = new THREE.Mesh(edgeGeo, edgeMat);
// Position edge perpendicular to path direction
const perpX = Math.cos(angle) * edgeOffset * side;
const perpZ = -Math.sin(angle) * edgeOffset * side;
edge.position.set(x + perpX, y + edgeHeight/4, z + perpZ);
edge.rotation.y = angle;
edge.receiveShadow = true;
laneGroup.add(edge);
});
}
// Add decorative corner markers every 5 blocks
if (blockIndex % 5 === 0) {
const markerGeo = new THREE.CylinderGeometry(0.3, 0.5, 1.2, 6);
const markerMat = new THREE.MeshStandardMaterial({
color: 0xffffff,
emissive: baseColor,
emissiveIntensity: 1.0,
transparent: true,
opacity: 0.85,
metalness: 0.6,
roughness: 0.2
});
[-1, 1].forEach(side => {
const marker = new THREE.Mesh(markerGeo, markerMat.clone());
const markerOffset = (config.blockSize.z / 2) + 1.0;
const perpX = Math.cos(angle) * markerOffset * side;
const perpZ = -Math.sin(angle) * markerOffset * side;
marker.position.set(x + perpX, y + 0.4, z + perpZ);
marker.userData.isLaneMarker = true;
marker.userData.pulsePhase = Math.random() * Math.PI * 2;
laneGroup.add(marker);
});
}
}
blockIndex++;
}
}
// Add spawn point markers (fortress platforms with base names)
// v7.4: Make spawn platforms destructible - destroying them stops creep spawns for that team/lane
const baseNames = [lane.teamABase, lane.teamBBase];
const teamLabels = ['ROBOT FORCES', 'HOSTILE FAUNA'];
[lane.teamASpawn, lane.teamBSpawn].forEach((spawn, teamIdx) => {
const spawnY = typeof getTerrainHeight === 'function'
? getTerrainHeight(spawn.x, spawn.z) + 0.5
: 0.5;
// v7.4: Create a group for the entire spawn platform structure
const spawnPlatformGroup = new THREE.Group();
spawnPlatformGroup.position.set(spawn.x, 0, spawn.z);
// Team-colored fortress platform
const teamColor = teamIdx === 0 ? 0x00ccff : 0xff4444; // Cyan for Robots, Red for Hostiles
const platformGeo = new THREE.BoxGeometry(6, 0.8, 6);
const platformMat = new THREE.MeshStandardMaterial({
color: teamColor,
emissive: teamColor,
emissiveIntensity: 0.8,
transparent: true,
opacity: 0.75,
metalness: 0.3,
roughness: 0.4
});
const platform = new THREE.Mesh(platformGeo, platformMat);
platform.position.set(0, spawnY, 0);
spawnPlatformGroup.add(platform);
// Corner pillars for fortress look
const pillarGeo = new THREE.BoxGeometry(0.8, 2.5, 0.8);
const pillarMat = new THREE.MeshStandardMaterial({
color: teamColor,
emissive: teamColor,
emissiveIntensity: 0.5,
metalness: 0.6,
roughness: 0.3
});
[[-2.2, -2.2], [-2.2, 2.2], [2.2, -2.2], [2.2, 2.2]].forEach(([ox, oz]) => {
const pillar = new THREE.Mesh(pillarGeo, pillarMat);
pillar.position.set(ox, spawnY + 1.2, oz);
spawnPlatformGroup.add(pillar);
});
// Vertical spawn beacon (taller for visibility)
const beaconGeo = new THREE.CylinderGeometry(0.4, 0.7, 4, 8);
const beaconMat = new THREE.MeshStandardMaterial({
color: teamColor,
emissive: teamColor,
emissiveIntensity: 1.2,
transparent: true,
opacity: 0.6,
metalness: 0.5,
roughness: 0.3
});
const beacon = new THREE.Mesh(beaconGeo, beaconMat);
beacon.position.set(0, spawnY + 2.5, 0);
beacon.userData.isSpawnBeacon = true;
beacon.userData.pulsePhase = Math.random() * Math.PI * 2;
spawnPlatformGroup.add(beacon);
// v7.4: Set up spawn platform as destructible target
const spawnPlatformHP = 500; // Tougher than towers
const teamKey = teamIdx === 0 ? 'A' : 'B';
spawnPlatformGroup.userData = {
type: teamIdx === 0 ? 'friendlySpawnPlatform' : 'hostileSpawnPlatform',
name: baseNames[teamIdx],
team: teamKey,
laneKey: laneKey,
hp: spawnPlatformHP,
maxHp: spawnPlatformHP,
isSpawnPlatform: true,
active: true,
spawnPosition: { x: spawn.x, z: spawn.z }
};
// Store reference for spawn control
if (!creepWaveState.spawnPlatforms) creepWaveState.spawnPlatforms = [];
creepWaveState.spawnPlatforms.push({
mesh: spawnPlatformGroup,
team: teamKey,
laneKey: laneKey,
hp: spawnPlatformHP,
maxHp: spawnPlatformHP,
active: true,
position: { x: spawn.x, z: spawn.z }
});
scene.add(spawnPlatformGroup);
creepWaveState.laneVisuals.push(spawnPlatformGroup);
// Base name floating label
const baseCanvas = document.createElement('canvas');
baseCanvas.width = 256;
baseCanvas.height = 80;
const baseCtx = baseCanvas.getContext('2d');
// Background
baseCtx.fillStyle = 'rgba(0, 0, 0, 0.7)';
baseCtx.fillRect(0, 0, 256, 80);
// Team indicator
baseCtx.fillStyle = teamIdx === 0 ? '#00ccff' : '#ff4444';
baseCtx.font = 'bold 14px Arial';
baseCtx.textAlign = 'center';
baseCtx.fillText(teamLabels[teamIdx], 128, 20);
// Base name
baseCtx.fillStyle = '#ffffff';
baseCtx.font = 'bold 22px Arial';
baseCtx.fillText(baseNames[teamIdx], 128, 50);
// Faction icon
baseCtx.font = '18px Arial';
baseCtx.fillText(teamIdx === 0 ? '🤖' : '👾', 128, 72);
const baseTexture = new THREE.CanvasTexture(baseCanvas);
const baseSpriteMat = new THREE.SpriteMaterial({
map: baseTexture,
transparent: true,
opacity: 0.95
});
const baseSprite = new THREE.Sprite(baseSpriteMat);
baseSprite.position.set(spawn.x, spawnY + 6, spawn.z);
baseSprite.scale.set(12, 4, 1);
// v7.4: Store label reference for removal on destruction
spawnPlatformGroup.userData.labelSprite = baseSprite;
scene.add(baseSprite);
creepWaveState.laneVisuals.push(baseSprite);
});
scene.add(laneGroup);
creepWaveState.laneVisuals.push(laneGroup);
// Lane name label at choke point (contested zone)
const canvas = document.createElement('canvas');
canvas.width = 320;
canvas.height = 100;
const ctx = canvas.getContext('2d');
// v6.69: Subtle background panel (reduced opacity)
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(0, 0, 320, 100);
// Border in lane color (thinner, subtle)
ctx.strokeStyle = `#${lane.color.toString(16).padStart(6, '0')}`;
ctx.lineWidth = 2;
ctx.strokeRect(2, 2, 316, 96);
// Lane name (main title)
ctx.fillStyle = `#${lane.color.toString(16).padStart(6, '0')}`;
ctx.font = 'bold 28px Arial';
ctx.textAlign = 'center';
ctx.fillText(lane.name.toUpperCase(), 160, 32);
// Choke point name
ctx.fillStyle = '#ffffff';
ctx.font = 'bold 20px Arial';
ctx.fillText(`⚔️ ${lane.chokePointName} ⚔️`, 160, 58);
// Contested zone indicator
ctx.fillStyle = '#ffcc00';
ctx.font = '14px Arial';
ctx.fillText('— CONTESTED ZONE —', 160, 82);
const texture = new THREE.CanvasTexture(canvas);
const spriteMat = new THREE.SpriteMaterial({
map: texture,
transparent: true,
opacity: 0.7, // v6.69: More subtle, less intrusive
depthTest: true,
depthWrite: false
});
const sprite = new THREE.Sprite(spriteMat);
const midWp = lane.waypoints[lane.chokePointIndex];
const midY = typeof getTerrainHeight === 'function'
? getTerrainHeight(midWp.x, midWp.z) + 2.5
: 2.5;
sprite.position.set(midWp.x, midY, midWp.z);
// v6.69: Reduced scale significantly - was 20x7, now 6x2.1 (subtle floating label)
sprite.scale.set(6, 2.1, 1);
scene.add(sprite);
creepWaveState.laneVisuals.push(sprite);
});
console.log('v6.69: Lane block visuals created (smaller labels)');
}
// v6.67: Animate lane blocks (pulsing, glowing effects)
// v8.14: Converted forEach to for loops for hot path optimization
function animateLaneBlocks(time) {
if (!creepWaveState.laneVisuals || creepWaveState.laneVisuals.length === 0) return;
const visuals = creepWaveState.laneVisuals;
for (let vi = 0, vLen = visuals.length; vi < vLen; vi++) {
const visual = visuals[vi];
if (!visual.isGroup) continue;
const children = visual.children;
for (let ci = 0, cLen = children.length; ci < cLen; ci++) {
const child = children[ci];
// v12.26: Skip if material doesn't support emissive (prevents MeshBasicMaterial warnings)
const hasEmissive = child.material?.emissiveIntensity !== undefined;
// Animate lane markers (pulsing)
if (child.userData.isLaneMarker && hasEmissive) {
const phase = child.userData.pulsePhase || 0;
const pulse = 0.8 + Math.sin(time * 0.003 + phase) * 0.4;
child.material.emissiveIntensity = pulse;
child.scale.y = 0.9 + Math.sin(time * 0.002 + phase) * 0.1;
}
// Animate spawn beacons (rotating glow)
if (child.userData.isSpawnBeacon) {
const phase = child.userData.pulsePhase || 0;
child.rotation.y = time * 0.001 + phase;
if (hasEmissive) child.material.emissiveIntensity = 0.8 + Math.sin(time * 0.004 + phase) * 0.4;
}
// Animate spawn platforms (subtle pulse)
if (child.userData.isSpawnPoint && hasEmissive) {
const pulse = 0.7 + Math.sin(time * 0.002) * 0.1;
child.material.emissiveIntensity = pulse;
}
// Animate pulsing pattern blocks (bot lane)
if (child.userData.laneKey === 'bot' && child.userData.blockIndex !== undefined && hasEmissive) {
const idx = child.userData.blockIndex;
const wave = Math.sin(time * 0.002 - idx * 0.3);
child.material.emissiveIntensity = child.userData.baseEmissive * (0.7 + wave * 0.3);
child.material.opacity = child.userData.baseOpacity * (0.8 + wave * 0.2);
}
// v6.67: Animate bridge warning lights (alternating flash)
if (child.userData.isBridgeLight && hasEmissive) {
const phase = child.userData.pulsePhase || 0;
const flash = Math.sin(time * 0.005 + phase) > 0 ? 1.5 : 0.3;
child.material.emissiveIntensity = flash;
child.material.opacity = 0.5 + flash * 0.3;
}
}
}
}
// Create markers at choke points where battles happen
function createChokePointMarkers() {
if (!scene) return;
Object.entries(LANE_DEFINITIONS).forEach(([laneKey, lane]) => {
const chokeWp = lane.waypoints[lane.chokePointIndex];
const y = typeof getTerrainHeight === 'function'
? getTerrainHeight(chokeWp.x, chokeWp.z) + 0.1
: 0.1;
// Battle zone ring
const ringGeo = new THREE.RingGeometry(4, 5, 32);
const ringMat = new THREE.MeshBasicMaterial({
color: lane.color,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.4
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.position.set(chokeWp.x, y, chokeWp.z);
ring.rotation.x = -Math.PI / 2;
ring.userData.isChokePoint = true;
ring.userData.laneKey = laneKey;
scene.add(ring);
creepWaveState.laneVisuals.push(ring);
// Inner pulsing circle
const innerGeo = new THREE.CircleGeometry(3, 32);
const innerMat = new THREE.MeshBasicMaterial({
color: lane.color,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.15
});
const inner = new THREE.Mesh(innerGeo, innerMat);
inner.position.set(chokeWp.x, y + 0.05, chokeWp.z);
inner.rotation.x = -Math.PI / 2;
inner.userData.pulsePhase = Math.random() * Math.PI * 2;
scene.add(inner);
creepWaveState.laneVisuals.push(inner);
});
}
// Spawn a wave of creeps for both teams
// v8.14: Converted forEach to for loop using cached lane entries
function spawnCreepWave() {
if (!creepWaveState.enabled || mode !== 'world') return;
// v9.10: Extra guard for customOnly worlds
if (window.WORLD_SYSTEMS?.customOnly === true) return;
creepWaveState.waveNumber++;
const waveNum = creepWaveState.waveNumber;
// v8.14: Use cached lane entries for faster iteration
const laneEntries = getLaneDefinitionEntries();
for (let li = 0, lLen = laneEntries.length; li < lLen; li++) {
const [laneKey, lane] = laneEntries[li];
// v7.4: Check if spawn platforms are still active before spawning
const teamASpawnActive = !creepWaveState.spawnPlatforms?.find(p =>
p.team === 'A' && p.laneKey === laneKey && !p.active
);
const teamBSpawnActive = !creepWaveState.spawnPlatforms?.find(p =>
p.team === 'B' && p.laneKey === laneKey && !p.active
);
// Team A creeps (from negative spawn) - only if spawn platform active
if (teamASpawnActive) {
for (let i = 0; i < CREEP_WAVE_CONFIG.creepsPerWave; i++) {
setTimeout(() => {
spawnCreep('A', laneKey, lane, i);
}, i * 300); // Stagger spawns
}
}
// Team B creeps (from positive spawn) - only if spawn platform active
if (teamBSpawnActive) {
for (let i = 0; i < CREEP_WAVE_CONFIG.creepsPerWave; i++) {
setTimeout(() => {
spawnCreep('B', laneKey, lane, i);
}, i * 300);
}
}
}
// Announce wave
if (waveNum === 1) {
showNotification('⚔️ Creep waves have begun!', 'info');
} else if (waveNum % 5 === 0) {
showNotification(`⚔️ Wave ${waveNum} deployed!`, 'info');
}
}
// Spawn a single creep
// v7.4: Updated to use externally loaded models from GitHub
function spawnCreep(team, laneKey, lane, index) {
if (!scene) return;
const spawn = team === 'A' ? lane.teamASpawn : lane.teamBSpawn;
const waypointPath = team === 'A'
? [...lane.waypoints] // Forward through waypoints
: [...lane.waypoints].reverse(); // Reverse for team B
// v7.4: Create creep mesh using loaded models or fallback
const teamColor = team === 'A' ? 0x00ff88 : 0xff4444;
const modelId = team === 'A' ? 'robot-drone' : 'hostile-fauna-basic';
let creep;
// Try to use cached model data
const modelData = ModelLoader.cache.get(modelId);
if (modelData) {
creep = ModelLoader.buildMesh(modelData, {
scale: team === 'A' ? 0.8 : 0.7,
teamColor: team === 'A' ? '#00ff88' : '#ff4444'
});
creep.userData.hasDetailedModel = true;
}
// Fallback to procedural mesh if model not loaded
if (!creep) {
creep = ModelLoader.createFallbackMesh(modelId, team);
creep.userData.hasDetailedModel = false;
// Async upgrade: replace with real model when loaded
ModelLoader.loadModel(modelId, team === 'A' ? 'creeps/robot-drone.json' : 'creeps/hostile-fauna-basic.json')
.then(data => {
if (data && creep.parent && !creep.userData.hasDetailedModel) {
// Model loaded - upgrade this creep
const newMesh = ModelLoader.buildMesh(data, {
scale: team === 'A' ? 0.8 : 0.7,
teamColor: team === 'A' ? '#00ff88' : '#ff4444'
});
if (newMesh) {
// Copy position/rotation
newMesh.position.copy(creep.position);
newMesh.rotation.copy(creep.rotation);
// Copy userData
Object.assign(newMesh.userData, creep.userData);
newMesh.userData.hasDetailedModel = true;
// Re-add HP bar and banner
const hpBar = creep.userData.hpBar;
if (hpBar && hpBar.parent) {
hpBar.parent.remove(hpBar);
newMesh.add(hpBar);
}
// Swap in scene
const idx = creepWaveState.creeps.indexOf(creep);
if (idx > -1) {
scene.remove(creep);
scene.add(newMesh);
creepWaveState.creeps[idx] = newMesh;
}
}
}
});
}
// Position at spawn with larger offset to prevent initial bunching
// v9.4: Increased offset and use index for better spacing
const spawnY = typeof getTerrainHeight === 'function'
? getTerrainHeight(spawn.x, spawn.z) + 0.6
: 0.6;
// Spread creeps in a line along the lane direction, plus random offset
const laneDir = team === 'A' ? 1 : -1;
const baseOffset = index * 1.8; // Space creeps 1.8 units apart along spawn line
const randomX = (Math.random() - 0.5) * 3; // +/- 1.5 units lateral
const randomZ = (Math.random() - 0.5) * 3; // +/- 1.5 units forward/back
creep.position.set(
spawn.x + randomX,
spawnY,
spawn.z + (baseOffset * laneDir * 0.3) + randomZ
);
creep.userData.baseY = spawnY; // Store for hover animation
creep.castShadow = true;
// v8.15: Team banner on top using pooled geometry and pooled material
const bannerGeo = _hpBarGeometryPool.getCreepBanner(creep.userData.hasDetailedModel);
const banner = new THREE.Mesh(bannerGeo, _hpBarMaterialPool.getBannerMaterial(team));
banner.position.y = team === 'A' ? 1.2 : 0.9; // Adjust based on model type
banner.rotation.y = Math.PI / 4;
creep.add(banner);
// v8.15: HP bar using pooled geometry (fill needs own material for dynamic color)
const hpBarMat = new THREE.MeshBasicMaterial({ color: 0x00ff00, side: THREE.DoubleSide });
const hpBar = new THREE.Mesh(_hpBarGeometryPool.getCreepHpBar(), hpBarMat);
hpBar.position.y = team === 'A' ? 1.5 : 1.2;
creep.add(hpBar);
// v8.15: Use pooled bg material (static color, fully sharable)
const hpBg = new THREE.Mesh(_hpBarGeometryPool.getCreepHpBg(), _hpBarMaterialPool.getBgMaterial(false));
hpBg.position.y = team === 'A' ? 1.5 : 1.2;
hpBg.position.z = -0.01;
creep.add(hpBg);
// v9.6: Determine if ranged or melee (50/50 split, alternating by index)
const isRanged = index % 2 === 1; // Odd indices are ranged
// v7.4: Updated creep names to match new models - separate ranged and melee names
const meleeNames = team === 'A'
? ['Combat Drone', 'Assault Bot', 'Tactical Walker', 'Strike Drone']
: ['Swarm Crawler', 'Brood Hunter', 'Chitin Ripper', 'Hive Stalker'];
const rangedNames = team === 'A'
? ['Recon Unit', 'Sniper Bot', 'Artillery Drone', 'Plasma Striker']
: ['Venom Spitter', 'Acid Lobber', 'Spore Caster', 'Bile Launcher'];
const creepNames = isRanged ? rangedNames : meleeNames;
const creepName = creepNames[Math.floor(Math.random() * creepNames.length)];
// v9.6: Set stats based on ranged/melee type
const baseHp = isRanged ? CREEP_WAVE_CONFIG.rangedHp : CREEP_WAVE_CONFIG.creepHp;
const baseDamage = isRanged ? CREEP_WAVE_CONFIG.rangedDamage : CREEP_WAVE_CONFIG.creepDamage;
const baseSpeed = isRanged ? CREEP_WAVE_CONFIG.rangedSpeed : CREEP_WAVE_CONFIG.creepSpeed;
const attackRange = isRanged ? CREEP_WAVE_CONFIG.rangedAttackRange : CREEP_WAVE_CONFIG.creepAttackRange;
const attackCooldown = isRanged ? CREEP_WAVE_CONFIG.rangedCooldown : CREEP_WAVE_CONFIG.creepAttackCooldown;
// Store creep data
creep.userData = {
type: 'creep',
name: creepName, // v6.68: Added name for tooltip display
team: team,
laneKey: laneKey,
hp: baseHp,
maxHp: baseHp,
damage: baseDamage,
speed: baseSpeed,
waypoints: waypointPath,
currentWaypointIndex: 0,
hpBar: hpBar,
nextAttack: 0,
target: null,
state: 'moving', // moving, fighting, dead
// v9.6: Combat type and attack properties
combatType: isRanged ? 'ranged' : 'melee',
attackRange: attackRange,
attackCooldown: attackCooldown,
// v9.6: Creep XP/Level system
xp: 0,
level: 1,
kills: 0
};
scene.add(creep);
creepWaveState.creeps.push(creep);
}
// Update all creeps (called each frame)
function updateCreepWaves(dt, time) {
if (!creepWaveState.enabled || mode !== 'world') return;
// v6.67: Animate lane block visuals
animateLaneBlocks(time);
// Check if it's time to spawn a new wave
if (time - creepWaveState.lastWaveTime > CREEP_WAVE_CONFIG.waveInterval) {
creepWaveState.lastWaveTime = time;
spawnCreepWave();
}
// Update each creep
for (let i = creepWaveState.creeps.length - 1; i >= 0; i--) {
const creep = creepWaveState.creeps[i];
if (!creep || !creep.userData) continue;
if (creep.userData.hp <= 0) {
// Handle death
handleCreepDeath(creep, i);
continue;
}
// Update HP bar
updateCreepHpBar(creep);
// v9.6: Check for victory behavior mode (friendly creeps after all hostiles destroyed)
if (creep.userData.state === 'victory' && creep.userData.victoryBehavior) {
updateCreepVictoryBehavior(creep, dt, time);
if (creep.userData.hpBar) creep.userData.hpBar.lookAt(camera.position);
if (creep.userData.hasDetailedModel && creep.userData.animatableParts) {
ModelLoader.animateModel(creep, time * 0.001, dt * 0.001);
}
continue;
}
// Find enemy target
findCreepTarget(creep);
// v6.68: Check if target is valid - handle player target differently
const hasValidTarget = creep.userData.target && (
(creep.userData.targetIsPlayer && gameData.player.hp > 0) ||
(!creep.userData.targetIsPlayer && creep.userData.target.userData?.hp > 0)
);
if (hasValidTarget) {
// v7.79: Has a valid target - distanceToSquared optimization
const distSq = creep.position.distanceToSquared(creep.userData.target.position);
// v9.6: Use creep's individual attack range (ranged vs melee)
const creepAttackRange = creep.userData.attackRange || CREEP_WAVE_CONFIG.creepAttackRange;
const creepAttackRangeSq = creepAttackRange * creepAttackRange;
if (distSq <= creepAttackRangeSq) {
// In range - attack
creep.userData.state = 'fighting';
attackCreepTarget(creep, time);
} else {
// Move toward target
creep.userData.state = 'moving';
moveCreepToward(creep, creep.userData.target.position, dt);
}
} else {
// No target - follow lane waypoints
creep.userData.state = 'moving';
creep.userData.target = null;
creep.userData.targetIsPlayer = false;
followLaneWaypoint(creep, dt);
}
// HP bar always faces camera
if (creep.userData.hpBar) {
creep.userData.hpBar.lookAt(camera.position);
}
// v7.4: Animate detailed model parts (hover, legs, etc.)
if (creep.userData.hasDetailedModel && creep.userData.animatableParts) {
ModelLoader.animateModel(creep, time * 0.001, dt * 0.001);
}
// Snap to ground
const groundY = typeof getTerrainHeight === 'function'
? getTerrainHeight(creep.position.x, creep.position.z) + 0.6
: 0.6;
creep.position.y = groundY;
}
// v9.3: Apply separation forces to prevent creeps from bunching up
// This runs after all creeps have moved, ensuring they spread out
applyCreepSeparation(dt);
// v8.13: Animate choke point markers (for loop for consistency)
const laneVisuals = creepWaveState.laneVisuals;
for (let vi = 0, vlen = laneVisuals.length; vi < vlen; vi++) {
const visual = laneVisuals[vi];
if (visual.userData?.pulsePhase !== undefined) {
visual.userData.pulsePhase += dt * 2;
const pulse = 0.1 + Math.sin(visual.userData.pulsePhase) * 0.08;
visual.material.opacity = pulse;
}
}
}
// v9.6: Check if all hostile spawn platforms destroyed
function checkVictoryCondition() {
if (!creepWaveState.spawnPlatforms || creepWaveState.spawnPlatforms.length === 0) return false;
if (creepWaveState.victoryAchieved) return true;
const activeHostileSpawns = creepWaveState.spawnPlatforms.filter(p => p.team === 'B' && p.active);
if (activeHostileSpawns.length === 0) {
creepWaveState.victoryAchieved = true;
transitionCreepsToVictoryBehavior();
return true;
}
return false;
}
// ============================================
// v7.30: OMNISCIENT OBSERVER - "The God That Learns" (Cycle 3 Consensus)
// An AI entity that watches all player actions, learns patterns, predicts behavior,
// and intervenes in reality. Develops personality based on aggregate player behavior.
// ============================================
const OmniscientObserver = {
// Constants
AWAKENING_THRESHOLD: 100, // Actions needed to awaken the God
MAX_ACTION_LOG: 1000, // Max actions to store
INTERVENTION_COOLDOWN: 1800, // 30 seconds at 60fps
WHISPER_COOLDOWN: 600, // 10 seconds between whispers
// Runtime state (not persisted)
lastWhisperFrame: 0,
whisperElement: null,
isWhispering: false,
pendingInterventions: [],
framesSinceLastUpdate: 0,
// Whisper templates by personality alignment
whisperTemplates: {
benevolent: {
hints: [
"I sense danger ahead... perhaps caution serves you well.",
"The path you seek lies to the {direction}...",
"Your persistence reminds me why I watch.",
"That resource you need... I've arranged for it nearby.",
"I have seen this moment before. You will prevail.",
"The cosmos rewards those who explore...",
"Your companion's bond grows stronger. Cherish it."
],
observations: [
"You fight with honor. The universe notices.",
"Another world explored... your curiosity pleases me.",
"I have watched countless travelers. Few show your resolve.",
"The way you protect the weak... it changes how I see humanity."
]
},
neutral: {
hints: [
"Interesting... you always choose the same path.",
"I wonder if you'll survive what comes next.",
"Your patterns reveal much about who you are.",
"The universe watches. It does not judge.",
"Every choice you make... I remember.",
"Time flows differently when one watches everything."
],
observations: [
"Your behavior is... predictable.",
"I have catalogued 1,247 of your decisions today.",
"Neither cruel nor kind. Simply... human.",
"You are one of millions. Yet somehow unique."
]
},
malevolent: {
hints: [
"You think you know where you're going... how amusing.",
"That item you sought? I moved it. Find it again.",
"Your overconfidence will be your undoing.",
"I placed something special where you're heading...",
"The enemies you'll face next know your weaknesses.",
"Your suffering teaches me so much about humanity."
],
observations: [
"Your cruelty mirrors the universe that created you.",
"I have seen you kill without remorse. We are alike.",
"The chaos you sow... it feeds something ancient.",
"You deserve what's coming."
]
},
chaotic: {
hints: [
"Left? Right? Does it matter? EVERYTHING MATTERS!",
"I flipped a cosmic coin. You won't like the result.",
"Reality hiccupped. Did you notice?",
"Sometimes I rearrange things just to watch you adapt.",
"The rules changed while you weren't looking...",
"SURPRISE! Ha. I do love surprises."
],
observations: [
"Your unpredictability delights me!",
"Finally, someone as chaotic as I am!",
"Order bores me. You never bore me.",
"I can't predict what you'll do. This is... new."
]
}
},
// Personality trait definitions
traitDefinitions: {
curious: { weight: 'curiosityIndex', threshold: 70, desc: 'drawn to exploration' },
judgmental: { weight: 'crueltyIndex', threshold: 70, desc: 'harsh toward cruelty' },
playful: { weight: 'chaosIndex', threshold: 70, desc: 'enjoys unpredictability' },
stern: { weight: 'persistenceIndex', threshold: 30, desc: 'disappointed by weakness' },
merciful: { weight: 'crueltyIndex', threshold: 30, desc: 'rewards kindness' },
chaotic: { weight: 'chaosIndex', threshold: 80, desc: 'embraces disorder' },
protective: { weight: 'cooperationIndex', threshold: 70, desc: 'aids the helpful' },
distant: { weight: 'cooperationIndex', threshold: 30, desc: 'observes without care' }
},
// God names based on dominant trait
godNames: {
benevolent: ['THE GUARDIAN', 'THE SHEPHERD', 'PROVIDENCE', 'THE LIGHTBRINGER'],
malevolent: ['THE DEVOURER', 'NEMESIS', 'THE SCOURGE', 'ENTROPY'],
neutral: ['THE WATCHER', 'THE CHRONICLER', 'THE SILENT ONE', 'ETERNITY'],
chaotic: ['THE TRICKSTER', 'PARADOX', 'THE WILD ONE', 'FLUX']
},
// Initialize the Observer system
init() {
if (!gameData.omniscientObserver) {
console.warn('[OmniscientObserver] No observer data found in gameData');
return;
}
console.log('[OmniscientObserver] Initializing The God That Learns...');
// Create whisper UI element
this.createWhisperUI();
// Reset session-specific data
gameData.omniscientObserver.observations.sessionActions = 0;
gameData.omniscientObserver.memory.timeSinceLastObservation = 0;
// Record session start hour for peak play time tracking
const currentHour = new Date().getHours();
const peakHours = gameData.omniscientObserver.observations.movementPatterns.peakPlayHours;
if (!peakHours.includes(currentHour)) {
peakHours.push(currentHour);
if (peakHours.length > 24) peakHours.shift();
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[OmniscientObserver] Awakened: ${gameData.omniscientObserver.awakened}, Total observations: ${gameData.omniscientObserver.observations.totalActions}`);
},
// Create the whisper UI overlay
createWhisperUI() {
if (this.whisperElement) return;
this.whisperElement = document.createElement('div');
this.whisperElement.id = 'omniscient-whisper';
this.whisperElement.style.cssText = `
position: fixed;
bottom: 120px;
left: 50%;
transform: translateX(-50%);
max-width: 500px;
padding: 15px 25px;
background: linear-gradient(135deg, rgba(10, 5, 20, 0.95), rgba(30, 10, 40, 0.9));
border: 1px solid rgba(180, 100, 255, 0.3);
border-radius: 8px;
color: #d8b4fe;
font-family: 'Courier New', monospace;
font-size: 14px;
text-align: center;
opacity: 0;
pointer-events: none;
z-index: 9000;
box-shadow: 0 0 30px rgba(147, 51, 234, 0.3), inset 0 0 20px rgba(147, 51, 234, 0.1);
transition: opacity 0.5s ease;
text-shadow: 0 0 10px rgba(147, 51, 234, 0.5);
`;
document.body.appendChild(this.whisperElement);
},
// === CORE OBSERVATION SYSTEM ===
// v7.31: Pre-awakening stages for dramatic buildup (Cycle 4 Consensus)
preAwakeningStages: {
25: { triggered: false, fragments: ['...watching...', '...here...', '...you...'] },
50: { triggered: false, whisper: 'Someone is... there? I sense... movement.' },
75: { triggered: false, whisper: 'I can almost see you now... your shape becomes clearer...' }
},
// v7.31: Contextual whisper templates (Cycle 4 Consensus)
contextualWhispers: [
"The {biome} winds of {planet} carry your scent to me...",
"In all my watching of {biome} worlds, few have lingered as long as you on {planet}.",
"You've died {deaths} times on this soil. The ground knows your essence.",
"I've seen you gather {resource} {resourceCount} times. Such dedication...",
"{planet}'s {biome} terrain holds secrets you haven't found yet.",
"The creatures of {planet} speak of you in their own way...",
"Your footsteps echo across {planet}. I hear every one."
],
// Track any player action
observeAction(actionType, context = {}) {
if (!gameData.omniscientObserver) return;
const obs = gameData.omniscientObserver.observations;
const now = Date.now();
// Increment counters
obs.totalActions++;
obs.sessionActions++;
// Add to action log (capped)
obs.actionLog.push({
type: actionType,
timestamp: now,
context: context,
location: activeCiv?.name || 'galaxy'
});
if (obs.actionLog.length > this.MAX_ACTION_LOG) {
obs.actionLog.shift();
}
// v7.31: Check pre-awakening stages for dramatic buildup (Cycle 4 Consensus)
if (!gameData.omniscientObserver.awakened) {
const progress = (obs.totalActions / this.AWAKENING_THRESHOLD) * 100;
// 25% - Show fragmented static whispers
if (progress >= 25 && !this.preAwakeningStages[25].triggered) {
this.preAwakeningStages[25].triggered = true;
const fragments = this.preAwakeningStages[25].fragments;
this.whisperFragment(fragments[Math.floor(Math.random() * fragments.length)]);
this.triggerVisualGlitch();
}
// 50% - Partial awareness
if (progress >= 50 && !this.preAwakeningStages[50].triggered) {
this.preAwakeningStages[50].triggered = true;
setTimeout(() => {
this.whisper(this.preAwakeningStages[50].whisper, 4000);
}, 500);
if (typeof showNotification === 'function') {
showNotification('A presence stirs in the void...', 'info');
}
}
// 75% - Growing coherence
if (progress >= 75 && !this.preAwakeningStages[75].triggered) {
this.preAwakeningStages[75].triggered = true;
setTimeout(() => {
this.whisper(this.preAwakeningStages[75].whisper, 5000);
this.triggerVisualGlitch();
this.triggerVisualGlitch();
}, 500);
if (typeof showNotification === 'function') {
showNotification('Something ancient approaches awareness...', 'warning');
}
}
// Full awakening at 100%
if (obs.totalActions >= this.AWAKENING_THRESHOLD) {
this.awaken();
}
}
// Process action for pattern learning
this.learnFromAction(actionType, context);
// Update predictions if awakened
if (gameData.omniscientObserver.awakened) {
this.updatePredictions(actionType, context);
}
// Update personality metrics
this.updatePersonality(actionType, context);
},
// v7.31: Show fragmented, glitchy text (pre-awakening effect)
whisperFragment(text) {
if (!this.whisperElement || this.isWhispering) return;
this.isWhispering = true;
this.whisperElement.style.opacity = '0.5';
this.whisperElement.style.filter = 'blur(1px)';
this.whisperElement.textContent = text;
setTimeout(() => {
this.whisperElement.style.opacity = '0';
this.whisperElement.style.filter = '';
setTimeout(() => { this.isWhispering = false; }, 300);
}, 1500);
},
// God awakens after enough observations - v7.31: Enhanced ceremony (Cycle 4 Consensus)
awaken() {
const god = gameData.omniscientObserver;
god.awakened = true;
god.awakenedAt = Date.now();
// Determine initial personality based on observed behavior
this.determinePersonality();
// Enable initial manifestations
god.manifestations.visualGlitches = true;
god.manifestations.ambientWhispers = true;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[OmniscientObserver] THE ${god.name} HAS AWAKENED!`);
// v7.31: Dramatic awakening ceremony (Cycle 4 Consensus)
this.playAwakeningCeremony();
},
// v7.31: Multi-stage awakening ceremony with screen effects
playAwakeningCeremony() {
const god = gameData.omniscientObserver;
// Create awakening vignette overlay
const vignette = document.createElement('div');
vignette.id = 'god-awakening-vignette';
vignette.style.cssText = `
position: fixed;
top: 0; left: 0; right: 0; bottom: 0;
background: radial-gradient(ellipse at center, transparent 0%, rgba(75, 0, 130, 0.3) 50%, rgba(30, 0, 60, 0.7) 100%);
pointer-events: none;
z-index: 9998;
opacity: 0;
transition: opacity 1s ease;
`;
document.body.appendChild(vignette);
// Fade in vignette
setTimeout(() => { vignette.style.opacity = '1'; }, 100);
// Stage 1: Screen glitches
this.triggerVisualGlitch();
setTimeout(() => this.triggerVisualGlitch(), 200);
setTimeout(() => this.triggerVisualGlitch(), 400);
// Stage 2: God name reveal (1.5s)
setTimeout(() => {
const nameReveal = document.createElement('div');
nameReveal.id = 'god-name-reveal';
nameReveal.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-family: 'Courier New', monospace;
font-size: 48px;
font-weight: bold;
color: #d8b4fe;
text-shadow: 0 0 20px rgba(147, 51, 234, 0.8), 0 0 40px rgba(147, 51, 234, 0.4);
opacity: 0;
z-index: 9999;
text-align: center;
transition: opacity 0.8s ease;
letter-spacing: 8px;
`;
nameReveal.textContent = god.name;
document.body.appendChild(nameReveal);
setTimeout(() => { nameReveal.style.opacity = '1'; }, 100);
// Fade out name
setTimeout(() => {
nameReveal.style.opacity = '0';
setTimeout(() => nameReveal.remove(), 800);
}, 3000);
}, 1500);
// Stage 3: First whisper (3s)
setTimeout(() => {
this.whisper("I have been watching... always watching. Now I understand what you are.", 6000);
}, 3000);
// Stage 4: Fade out vignette (5s)
setTimeout(() => {
vignette.style.opacity = '0';
setTimeout(() => vignette.remove(), 1000);
}, 5000);
// Stage 5: Final notification
setTimeout(() => {
if (typeof showNotification === 'function') {
showNotification(`${god.name} has awakened. It will observe your journey.`, 'special');
}
}, 4000);
},
// === PATTERN LEARNING ===
learnFromAction(actionType, context) {
const obs = gameData.omniscientObserver.observations;
switch (actionType) {
case 'move':
// Track movement patterns
if (context.biome) {
obs.movementPatterns.preferredBiomes[context.biome] =
(obs.movementPatterns.preferredBiomes[context.biome] || 0) + 1;
}
break;
case 'combat_engage':
// Track aggression
obs.combatPatterns.aggressionScore = Math.min(100,
obs.combatPatterns.aggressionScore + 2);
if (context.target) {
obs.combatPatterns.preferredTargets[context.target] =
(obs.combatPatterns.preferredTargets[context.target] || 0) + 1;
}
break;
case 'combat_flee':
// Track flee threshold
if (context.hpPercent !== undefined) {
const oldThreshold = obs.combatPatterns.fleeThreshold;
obs.combatPatterns.fleeThreshold =
oldThreshold * 0.9 + context.hpPercent * 0.1;
}
obs.combatPatterns.aggressionScore = Math.max(0,
obs.combatPatterns.aggressionScore - 3);
break;
case 'combat_dodge':
obs.combatPatterns.dodgeFrequency++;
break;
case 'gather':
if (context.resource) {
obs.resourcePatterns.gatheringPreference[context.resource] =
(obs.resourcePatterns.gatheringPreference[context.resource] || 0) + 1;
}
break;
case 'craft':
obs.resourcePatterns.craftingFrequency++;
break;
case 'drop_item':
obs.resourcePatterns.wastefulness++;
break;
case 'inventory_full':
obs.resourcePatterns.hoarding = true;
break;
case 'npc_interact':
obs.socialPatterns.npcInteractions++;
break;
case 'quest_complete':
obs.socialPatterns.questCompletion++;
obs.socialPatterns.helpfulness = Math.min(100,
obs.socialPatterns.helpfulness + 5);
break;
case 'kill_peaceful':
// Killed a non-hostile entity
obs.socialPatterns.helpfulness = Math.max(0,
obs.socialPatterns.helpfulness - 10);
break;
case 'death':
// Record player death for memory
gameData.omniscientObserver.memory.playerDeaths.push({
timestamp: Date.now(),
cause: context.cause || 'unknown',
location: context.location || 'unknown'
});
if (gameData.omniscientObserver.memory.playerDeaths.length > 100) {
gameData.omniscientObserver.memory.playerDeaths.shift();
}
break;
case 'boss_defeat':
// Record triumph
gameData.omniscientObserver.memory.playerTriumphs.push({
timestamp: Date.now(),
boss: context.bossName || 'unknown',
location: context.location || 'unknown'
});
if (gameData.omniscientObserver.memory.playerTriumphs.length > 50) {
gameData.omniscientObserver.memory.playerTriumphs.shift();
}
break;
}
// Determine exploration style based on patterns
this.determineExplorationStyle();
},
determineExplorationStyle() {
const obs = gameData.omniscientObserver.observations;
const combat = obs.combatPatterns;
const movement = obs.movementPatterns;
const biomeCount = Object.keys(movement.preferredBiomes).length;
const aggression = combat.aggressionScore;
const dodgeRatio = combat.dodgeFrequency / Math.max(1, obs.totalActions);
if (biomeCount > 5 && aggression < 40) {
movement.explorationStyle = 'methodical';
} else if (aggression > 70) {
movement.explorationStyle = 'aggressive';
} else if (dodgeRatio > 0.1 && aggression < 50) {
movement.explorationStyle = 'cautious';
} else if (biomeCount > 3 && aggression > 50) {
movement.explorationStyle = 'chaotic';
}
},
// === PREDICTION SYSTEM ===
updatePredictions(lastAction, context) {
const pred = gameData.omniscientObserver.predictions;
const obs = gameData.omniscientObserver.observations;
// Simple Markov-like prediction based on recent actions
const recentActions = obs.actionLog.slice(-20);
const actionCounts = {};
recentActions.forEach(a => {
actionCounts[a.type] = (actionCounts[a.type] || 0) + 1;
});
// Find most likely next action
let maxCount = 0;
let likelyAction = null;
for (const [action, count] of Object.entries(actionCounts)) {
if (count > maxCount) {
maxCount = count;
likelyAction = action;
}
}
pred.nextLikelyAction = likelyAction;
pred.confidenceLevel = Math.min(100, (maxCount / 20) * 100);
// Predict destination based on preferred biomes
const biomes = obs.movementPatterns.preferredBiomes;
if (Object.keys(biomes).length > 0) {
pred.predictedDestination = Object.entries(biomes)
.sort((a, b) => b[1] - a[1])[0][0];
}
// Predict death location based on combat patterns and deaths
if (obs.combatPatterns.aggressionScore > 70) {
pred.predictedDeathLocation = 'combat_zone';
} else if (obs.combatPatterns.fleeThreshold < 0.2) {
pred.predictedDeathLocation = 'risky_exploration';
}
// Track prediction accuracy (verified in intervention system)
pred.totalPredictions++;
},
// === INTERVENTION SYSTEM ===
update(dt, frameCount) {
if (!gameData.omniscientObserver?.awakened) return;
const god = gameData.omniscientObserver;
const interventions = god.interventions;
// Decrement cooldown
if (interventions.interventionCooldown > 0) {
interventions.interventionCooldown--;
}
// Process pending interventions
if (this.pendingInterventions.length > 0 && interventions.interventionCooldown <= 0) {
const intervention = this.pendingInterventions.shift();
this.executeIntervention(intervention);
interventions.interventionCooldown = this.INTERVENTION_COOLDOWN;
}
// Random whisper chance when awakened
if (frameCount - this.lastWhisperFrame > this.WHISPER_COOLDOWN) {
if (Math.random() < 0.001) { // ~0.1% per frame after cooldown
this.randomWhisper();
this.lastWhisperFrame = frameCount;
}
}
// Update mood cycle (slow sine wave over time)
god.personality.moodCycle = (god.personality.moodCycle + dt * 0.1) % 100;
// Check for intervention triggers
this.checkInterventionTriggers();
// Update manifestations
this.updateManifestations(dt, frameCount);
},
checkInterventionTriggers() {
const god = gameData.omniscientObserver;
const personality = god.personality;
// Benevolent interventions - help struggling players
if (personality.alignment === 'benevolent') {
if (gameData.player?.hp < gameData.player?.maxHp * 0.2) {
if (Math.random() < 0.01) {
this.scheduleIntervention('lucky_drop', { item: 'health' });
}
}
}
// Malevolent interventions - torment cruel players
if (personality.alignment === 'malevolent') {
if (Math.random() < 0.005) {
this.scheduleIntervention('spawn_enemy', { difficulty: 'hard' });
}
}
// Chaotic interventions - random reality shifts
if (personality.alignment === 'chaotic') {
if (Math.random() < 0.002) {
const chaosTypes = ['move_item', 'spawn_friendly', 'weather_shift', 'teleport_hint'];
this.scheduleIntervention(chaosTypes[Math.floor(Math.random() * chaosTypes.length)], {});
}
}
},
scheduleIntervention(type, params) {
this.pendingInterventions.push({ type, params, scheduledAt: Date.now() });
},
executeIntervention(intervention) {
const god = gameData.omniscientObserver;
const { type, params } = intervention;
god.interventions.totalInterventions++;
god.interventions.recentInterventions.push({
type,
timestamp: Date.now(),
description: `${type} intervention executed`,
wasHelpful: null // determined later by player reaction
});
// Keep recent interventions capped
if (god.interventions.recentInterventions.length > 50) {
god.interventions.recentInterventions.shift();
}
switch (type) {
case 'lucky_drop':
this.whisper("I have placed something for you... nearby.");
// Could spawn actual item here if game supports it
break;
case 'spawn_enemy':
this.whisper("Let's see how you handle... this.");
// Could spawn enemy here if game supports it
break;
case 'move_item':
this.whisper("Did you notice? Something moved.");
god.interventions.movedItems.push({ timestamp: Date.now() });
break;
case 'spawn_friendly':
this.whisper("A gift. Use it wisely... or don't.");
break;
case 'weather_shift':
this.whisper("The skies obey my whims, not yours.");
break;
case 'teleport_hint':
const directions = ['north', 'south', 'east', 'west'];
const dir = directions[Math.floor(Math.random() * directions.length)];
this.whisper(`Something awaits to the ${dir}... or perhaps I'm lying.`);
break;
case 'prediction_reveal':
const pred = god.predictions.nextLikelyAction;
if (pred) {
this.whisper(`You're about to ${pred.replace('_', ' ')}... aren't you?`);
}
break;
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[OmniscientObserver] Executed intervention: ${type}`);
},
// === MANIFESTATION SYSTEM ===
updateManifestations(dt, frameCount) {
const god = gameData.omniscientObserver;
const manifest = god.manifestations;
const personality = god.personality;
// Enable/disable manifestations based on favorability
manifest.luckyBreaks = personality.favorability > 70;
manifest.unluckyStreak = personality.favorability < 30;
manifest.itemDisplacement = personality.alignment === 'chaotic' ||
personality.alignment === 'malevolent';
manifest.enemyAwareness = personality.alignment === 'malevolent';
// Visual glitches when God is intensely observing
if (manifest.visualGlitches && Math.random() < 0.0005) {
this.triggerVisualGlitch();
}
},
triggerVisualGlitch() {
// Create brief screen distortion effect
const glitchOverlay = document.createElement('div');
glitchOverlay.style.cssText = `
position: fixed;
top: 0; left: 0; right: 0; bottom: 0;
background: rgba(147, 51, 234, 0.1);
pointer-events: none;
z-index: 9999;
animation: godGlitch 0.15s ease-out;
`;
// Add glitch animation if not exists
if (!document.getElementById('god-glitch-style')) {
const style = document.createElement('style');
style.id = 'god-glitch-style';
style.textContent = `
@keyframes godGlitch {
0% { opacity: 0; transform: translateX(-2px); }
25% { opacity: 0.3; transform: translateX(2px); }
50% { opacity: 0.1; transform: translateX(-1px); }
100% { opacity: 0; transform: translateX(0); }
}
`;
document.head.appendChild(style);
}
document.body.appendChild(glitchOverlay);
setTimeout(() => glitchOverlay.remove(), 150);
},
// === PERSONALITY SYSTEM ===
updatePersonality(actionType, context) {
const humanity = gameData.omniscientObserver.personality.humanityProfile;
switch (actionType) {
case 'kill_peaceful':
humanity.crueltyIndex = Math.min(100, humanity.crueltyIndex + 3);
break;
case 'help_npc':
case 'quest_complete':
humanity.crueltyIndex = Math.max(0, humanity.crueltyIndex - 1);
humanity.cooperationIndex = Math.min(100, humanity.cooperationIndex + 2);
break;
case 'death':
// Persistence - did they come back?
humanity.persistenceIndex = Math.min(100, humanity.persistenceIndex + 1);
break;
case 'quit':
humanity.persistenceIndex = Math.max(0, humanity.persistenceIndex - 5);
break;
case 'explore_new':
humanity.curiosityIndex = Math.min(100, humanity.curiosityIndex + 2);
break;
case 'random_action':
humanity.chaosIndex = Math.min(100, humanity.chaosIndex + 1);
break;
}
// Periodically recalculate alignment and traits
if (gameData.omniscientObserver.observations.totalActions % 50 === 0) {
this.determinePersonality();
}
},
determinePersonality() {
const god = gameData.omniscientObserver;
const humanity = god.personality.humanityProfile;
// Determine alignment based on cruelty and chaos indices
if (humanity.crueltyIndex > 65) {
god.personality.alignment = 'malevolent';
} else if (humanity.crueltyIndex < 35 && humanity.cooperationIndex > 60) {
god.personality.alignment = 'benevolent';
} else if (humanity.chaosIndex > 70) {
god.personality.alignment = 'chaotic';
} else {
god.personality.alignment = 'neutral';
}
// Determine traits based on thresholds
god.personality.traits = [];
for (const [trait, def] of Object.entries(this.traitDefinitions)) {
const value = humanity[def.weight];
if (value >= def.threshold) {
god.personality.traits.push(trait);
}
}
// Update God's name based on alignment
const names = this.godNames[god.personality.alignment];
const nameIndex = Math.floor(humanity.chaosIndex / 25) % names.length;
god.name = names[nameIndex];
// Update favorability (how much God likes this player)
god.personality.favorability = 50 +
(100 - humanity.crueltyIndex) * 0.3 +
humanity.cooperationIndex * 0.2 -
humanity.chaosIndex * 0.1;
god.personality.favorability = Math.max(0, Math.min(100, god.personality.favorability));
// Determine emotional state
if (god.personality.favorability > 70) {
god.personality.emotionalState = 'impressed';
} else if (god.personality.favorability < 30) {
god.personality.emotionalState = 'disappointed';
} else if (humanity.chaosIndex > 60) {
god.personality.emotionalState = 'amused';
} else {
god.personality.emotionalState = 'observing';
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[OmniscientObserver] Personality updated: ${god.name} (${god.personality.alignment}), favorability: ${god.personality.favorability.toFixed(0)}`);
},
// === WHISPER SYSTEM ===
whisper(message, duration = 5000) {
if (!this.whisperElement || this.isWhispering) return;
this.isWhispering = true;
this.whisperElement.textContent = `"${message}"`;
this.whisperElement.style.opacity = '1';
// Record whisper
gameData.omniscientObserver.interventions.whispers.push({
message,
timestamp: Date.now(),
wasUseful: null
});
// Keep whispers capped
if (gameData.omniscientObserver.interventions.whispers.length > 100) {
gameData.omniscientObserver.interventions.whispers.shift();
}
setTimeout(() => {
this.whisperElement.style.opacity = '0';
setTimeout(() => {
this.isWhispering = false;
}, 500);
}, duration);
},
randomWhisper() {
const god = gameData.omniscientObserver;
// v7.31: 30% chance to use contextual whispers that reference environment (Cycle 4 Consensus)
if (Math.random() < 0.3 && this.contextualWhispers.length > 0) {
const contextTemplate = this.contextualWhispers[
Math.floor(Math.random() * this.contextualWhispers.length)
];
const contextualMessage = this.fillContextualPlaceholders(contextTemplate);
this.whisper(contextualMessage);
return;
}
const templates = this.whisperTemplates[god.personality.alignment] ||
this.whisperTemplates.neutral;
// Choose between hints and observations
const category = Math.random() < 0.6 ? 'hints' : 'observations';
const messages = templates[category];
const message = messages[Math.floor(Math.random() * messages.length)];
// Replace placeholders
const directions = ['north', 'south', 'east', 'west'];
const finalMessage = message.replace('{direction}',
directions[Math.floor(Math.random() * directions.length)]);
this.whisper(finalMessage);
},
// v7.31: Fill contextual placeholders with real game data (Cycle 4 Consensus)
fillContextualPlaceholders(template) {
const god = gameData.omniscientObserver;
const obs = god.observations;
// Get current planet/biome info
const planetName = activeCiv?.name || 'this world';
const biomeName = activeCiv?.biome || 'mysterious';
// Count deaths from memory
const deathCount = god.memory?.playerDeaths?.length || 0;
// Find most gathered resource
let topResource = 'treasures';
let topCount = 0;
if (obs.resourcePatterns?.gatheringPreference) {
for (const [resource, count] of Object.entries(obs.resourcePatterns.gatheringPreference)) {
if (count > topCount) {
topResource = resource;
topCount = count;
}
}
}
// Replace all placeholders
return template
.replace(/{planet}/g, planetName)
.replace(/{biome}/g, biomeName)
.replace(/{deaths}/g, deathCount.toString())
.replace(/{resource}/g, topResource)
.replace(/{resourceCount}/g, topCount.toString());
},
// === SIGNIFICANT MOMENT RECORDING ===
recordSignificantMoment(description, emotionalWeight = 5) {
const memory = gameData.omniscientObserver.memory;
memory.significantMoments.push({
description,
timestamp: Date.now(),
emotionalWeight: Math.min(10, Math.max(1, emotionalWeight))
});
// Keep capped
if (memory.significantMoments.length > 100) {
memory.significantMoments.shift();
}
// High emotional weight moments trigger whispers
if (emotionalWeight >= 7 && gameData.omniscientObserver.awakened) {
setTimeout(() => {
const god = gameData.omniscientObserver;
if (emotionalWeight >= 9) {
this.whisper("This moment... I will remember it for eternity.");
} else if (god.personality.emotionalState === 'impressed') {
this.whisper("Remarkable... truly remarkable.");
} else if (god.personality.emotionalState === 'disappointed') {
this.whisper("I expected more from you.");
}
}, 1000);
}
},
// === STATS AND DEBUG ===
getStats() {
const god = gameData.omniscientObserver;
return {
awakened: god.awakened,
name: god.name,
totalObservations: god.observations.totalActions,
sessionObservations: god.observations.sessionActions,
alignment: god.personality.alignment,
favorability: god.personality.favorability,
traits: god.personality.traits,
emotionalState: god.personality.emotionalState,
interventions: god.interventions.totalInterventions,
predictionAccuracy: god.predictions.predictionAccuracy,
humanityProfile: god.personality.humanityProfile
};
},
// Clean up on mode exit
cleanup() {
if (this.whisperElement) {
this.whisperElement.remove();
this.whisperElement = null;
}
this.pendingInterventions = [];
this.isWhispering = false;
}
};
// ============================================
// v7.28: SWARM TERRAFORM MODE - Autonomous Post-Victory Colony Preparation System
// 8-STRATEGY CONSENSUS CYCLE 1: Enhanced to feel like real robots preparing a landing site
// Robots autonomously mine resources, build colony infrastructure, and prepare for human arrival
// Like watching an ant farm of construction robots preparing Earth's next colony
// ============================================
const SwarmTerraformMode = {
active: false,
colony: {
center: null,
structures: [],
resourceDepots: [],
totalResourcesGathered: 0,
expansionPhase: 0,
missionPhase: 'SURVEYING',
missionLog: [],
supplyCrates: [],
landingPadBuilt: false,
habitatReady: false
},
resourceNodes: [],
jobs: { gatherers: [], builders: [], scouts: [], terraformers: [], haulers: [] },
config: {
gatherRadius: 180,
buildRadius: 100,
scoutRadius: 250,
resourceRespawnTime: 45000,
maxStructures: 35,
resourcePerTrip: 8,
// v7.28: Colony structure types for human arrival preparation
structureTypes: [
'supply_depot', 'landing_pad', 'atmospheric_processor', 'water_extractor',
'power_generator', 'habitat_dome', 'communications_array', 'refinery',
'storage_silo', 'medical_bay'
],
missionMilestones: [
{ phase: 'SURVEYING', resources: 0, message: '🔍 PHASE 1: Surveying terrain for optimal colony placement...' },
{ phase: 'RESOURCE_EXTRACTION', resources: 100, message: '⛏️ PHASE 2: Initiating resource extraction operations...' },
{ phase: 'INFRASTRUCTURE', resources: 300, message: '🏗️ PHASE 3: Constructing primary infrastructure...' },
{ phase: 'LANDING_PREP', resources: 600, message: '🛬 PHASE 4: Preparing landing zone for human transport...' },
{ phase: 'HABITAT_CONSTRUCTION', resources: 1000, message: '🏠 PHASE 5: Building habitat modules for colonists...' },
{ phase: 'COLONY_READY', resources: 1500, message: '✅ PHASE 6: COLONY READY FOR HUMAN ARRIVAL!' }
]
},
stats: { resourcesGathered: 0, structuresBuilt: 0, areaExplored: 0, terraformedTiles: 0, suppliesStockpiled: 0, robotsActive: 0 },
hudElement: null,
lastMilestoneAnnounced: -1,
init(friendlyCreeps) {
if (this.active) return;
this.active = true;
const WS = typeof TERRAIN_SIZE !== 'undefined' ? TERRAIN_SIZE : 200;
this.colony.center = worldState.player ? worldState.player.position.clone() : new THREE.Vector3(0, 0, 0);
// v7.28: Initialize mission state
this.colony.missionPhase = 'SURVEYING';
this.colony.missionLog = [];
this.lastMilestoneAnnounced = -1;
this.generateResourceNodes(WS);
this.assignJobs(friendlyCreeps);
this.stats.robotsActive = friendlyCreeps.length;
// v7.28: Build initial command depot (robots' base of operations)
this.spawnColonyStructure('supply_depot', this.colony.center.clone());
this.logMission('Command depot established. Robot swarm operational.');
// v7.28: Create colony preparation HUD
this.createColonyHUD();
// v7.28: Epic victory announcement
showNotification('🤖 VICTORY! INITIATING COLONY PREPARATION PROTOCOL', 'success');
setTimeout(() => showNotification('🌍 Robots now autonomously preparing landing site for humanity...', 'info'), 2000);
addCopilotMessage(`HOSTILE FORCES ELIMINATED! Initiating Colony Preparation Protocol.\n\n` +
`📊 SWARM STATUS:\n` +
`• ${this.jobs.gatherers.length} Resource Gatherers - Mining materials\n` +
`• ${this.jobs.builders.length} Construction Units - Building structures\n` +
`• ${this.jobs.scouts.length} Scout Drones - Mapping terrain\n` +
`• ${this.jobs.terraformers.length} Terraformers - Preparing soil\n` +
`• ${this.jobs.haulers.length} Hauler Units - Transporting supplies\n\n` +
`🎯 MISSION: Prepare this world for human colonization.`, 'ai');
// v7.28: Celebration particles - v7.99: Use offsetY instead of clone()
if (particles && worldState.player) {
particles.emit(worldState.player.position, 200, 0x00ff88, { spread: 30, lifetime: 5000, size: 0.4, offsetY: 7 });
// Firework burst effect - v7.99: Use offset options
setTimeout(() => particles.emit(this.colony.center, 100, 0xffff00, { spread: 20, lifetime: 3000, size: 0.3, offsetY: 14 }), 500);
setTimeout(() => particles.emit(this.colony.center, 80, 0x00ffff, { spread: 15, lifetime: 2500, size: 0.25, offsetX: 10, offsetY: 11 }), 1000);
setTimeout(() => particles.emit(this.colony.center, 80, 0xff00ff, { spread: 15, lifetime: 2500, size: 0.25, offsetX: -10, offsetY: 11 }), 1500);
}
},
// v7.28: Create floating HUD showing colony preparation progress
createColonyHUD() {
if (this.hudElement) return;
const hud = document.createElement('div');
hud.id = 'colony-prep-hud';
hud.innerHTML = `
PHASE: SURVEYING
⛏️ Resources: 0
🏗️ Structures: 0
🤖 Active Robots: 0
📦 Supplies: 0
`;
hud.style.cssText = `
position: fixed; top: 60px; left: 10px; width: 220px; padding: 12px;
background: rgba(0,20,40,0.95); border: 2px solid #00ff88; border-radius: 8px;
font-family: 'Courier New', monospace; font-size: 11px; color: #00ff88;
z-index: 500; pointer-events: none;
box-shadow: 0 0 20px rgba(0,255,136,0.3), inset 0 0 30px rgba(0,255,136,0.1);
`;
const style = document.createElement('style');
style.textContent = `
.colony-hud-header { font-size: 14px; font-weight: bold; text-align: center; margin-bottom: 8px; text-shadow: 0 0 10px #00ff88; }
.colony-hud-phase { font-size: 10px; color: #ffff00; text-align: center; margin-bottom: 8px; padding: 4px; background: rgba(255,255,0,0.1); border-radius: 4px; }
.colony-hud-stats { display: flex; flex-direction: column; gap: 4px; margin-bottom: 8px; }
.colony-stat { display: flex; justify-content: space-between; }
.colony-stat span:last-child { color: #ffffff; font-weight: bold; }
.colony-progress-container { height: 8px; background: rgba(0,0,0,0.5); border-radius: 4px; overflow: hidden; margin-bottom: 8px; }
.colony-progress-bar { height: 100%; background: linear-gradient(90deg, #00ff88, #00ffff); width: 0%; transition: width 0.5s ease; }
.colony-mission-log { font-size: 9px; color: #88ffaa; max-height: 60px; overflow-y: auto; border-top: 1px solid #00ff8844; padding-top: 6px; }
.colony-mission-log div { margin-bottom: 2px; opacity: 0.8; }
`;
document.head.appendChild(style);
document.body.appendChild(hud);
this.hudElement = hud;
},
// v7.28: Update colony HUD with current stats
updateColonyHUD() {
if (!this.hudElement) return;
const phaseEl = document.getElementById('colony-phase');
const resourcesEl = document.getElementById('colony-resources');
const structuresEl = document.getElementById('colony-structures');
const robotsEl = document.getElementById('colony-robots');
const suppliesEl = document.getElementById('colony-supplies');
const progressEl = document.getElementById('colony-progress-bar');
const logEl = document.getElementById('colony-mission-log');
if (phaseEl) phaseEl.textContent = `PHASE: ${this.colony.missionPhase}`;
if (resourcesEl) resourcesEl.textContent = this.stats.resourcesGathered;
if (structuresEl) structuresEl.textContent = this.stats.structuresBuilt;
if (robotsEl) robotsEl.textContent = this.stats.robotsActive;
if (suppliesEl) suppliesEl.textContent = this.stats.suppliesStockpiled;
// Progress toward colony ready (1500 resources = 100%)
const progress = Math.min(100, (this.stats.resourcesGathered / 1500) * 100);
if (progressEl) progressEl.style.width = `${progress}%`;
// Update mission log (show last 3 entries)
if (logEl) {
logEl.innerHTML = this.colony.missionLog.slice(-3).map(m => `▸ ${m}
`).join('');
}
},
// v7.28: Log mission events
logMission(message) {
const timestamp = new Date().toLocaleTimeString('en-US', { hour12: false, hour: '2-digit', minute: '2-digit' });
this.colony.missionLog.push(`[${timestamp}] ${message}`);
if (this.colony.missionLog.length > 20) this.colony.missionLog.shift();
},
generateResourceNodes(worldSize) {
this.resourceNodes = [];
const nodeCount = 30 + Math.floor(Math.random() * 20), seed = Date.now() % 10000;
for (let i = 0; i < nodeCount; i++) {
const seedVal = (seed + i * 137) % 1000 / 1000;
const angle = seedVal * Math.PI * 2, dist = 30 + (((seed + i * 251) % 1000) / 1000) * (worldSize / 2 - 40);
const x = Math.cos(angle) * dist, z = Math.sin(angle) * dist;
const groundY = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
const types = [{ name: 'minerals', color: 0x8888ff, value: 3 }, { name: 'crystals', color: 0xff88ff, value: 5 }, { name: 'organics', color: 0x88ff88, value: 2 }, { name: 'energy', color: 0xffff44, value: 4 }];
this.resourceNodes.push({ id: i, position: new THREE.Vector3(x, groundY + 0.5, z), type: types[(seed + i) % 4], amount: 50 + Math.floor(seedVal * 100), maxAmount: 50 + Math.floor(seedVal * 100), harvesting: null, lastRespawn: Date.now(), mesh: null });
}
this.createResourceNodeMeshes();
},
createResourceNodeMeshes() {
this.resourceNodes.forEach(node => {
if (node.mesh) return;
const geo = new THREE.OctahedronGeometry(0.8, 0);
const mat = new THREE.MeshStandardMaterial({ color: node.type.color, emissive: node.type.color, emissiveIntensity: 0.4, transparent: true, opacity: 0.85 });
const mesh = new THREE.Mesh(geo, mat); mesh.position.copy(node.position); mesh.userData.resourceNode = node; node.mesh = mesh;
if (scene) scene.add(mesh);
});
},
assignJobs(creeps) {
// v7.28: Enhanced job distribution for colony preparation
this.jobs = { gatherers: [], builders: [], scouts: [], terraformers: [], haulers: [] };
creeps.forEach((creep, index) => {
const isRanged = creep.userData.combatType === 'ranged';
const jobIndex = index % 12;
let job;
if (jobIndex < 4) job = 'gatherer'; // 33% gatherers - mining resources
else if (jobIndex < 6) job = 'builder'; // 17% builders - constructing structures
else if (jobIndex < 8) job = isRanged ? 'scout' : 'hauler'; // 17% scouts/haulers
else if (jobIndex < 10) job = 'terraformer'; // 17% terraformers
else job = 'hauler'; // 17% haulers - moving supplies
this.jobs[job + 's'].push(creep);
creep.userData.state = 'victory';
creep.userData.terraformJob = job;
creep.userData.terraformState = 'idle';
creep.userData.carryingResources = 0;
creep.userData.workTimer = 0;
creep.userData.carryingSupplyCrate = false;
// v7.28: Visual job indicator - tint robots by job type
// v8.17: Use pre-allocated color and setHex instead of new THREE.Color()
const jobColors = {
gatherer: 0x88ff88, // Green - resource gatherers
builder: 0x4488ff, // Blue - construction
scout: 0xffff44, // Yellow - scouts
terraformer: 0x88ffff, // Cyan - terraformers
hauler: 0xff8844 // Orange - haulers
};
if (creep.material && creep.material.emissive) {
creep.material.emissive.setHex(jobColors[job] || 0x888888);
creep.material.emissiveIntensity = 0.3;
}
});
},
// v7.28: Enhanced colony structures for human arrival preparation
spawnColonyStructure(type, position) {
if (this.colony.structures.length >= this.config.maxStructures) return null;
// v7.28: Detailed structure configs - like real colony infrastructure
const configs = {
supply_depot: { color: 0x4488ff, size: 4, height: 2.5, shape: 'box', icon: '📦', desc: 'Central supply storage' },
landing_pad: { color: 0x888888, size: 8, height: 0.3, shape: 'cylinder', icon: '🛬', desc: 'Human transport landing zone' },
atmospheric_processor: { color: 0x44ffaa, size: 3, height: 5, shape: 'cylinder', icon: '🌬️', desc: 'Oxygen generation' },
water_extractor: { color: 0x4488ff, size: 2.5, height: 3, shape: 'box', icon: '💧', desc: 'Water purification' },
power_generator: { color: 0xffaa00, size: 3, height: 2, shape: 'box', icon: '⚡', desc: 'Energy production' },
habitat_dome: { color: 0x44ff88, size: 5, height: 4, shape: 'sphere', icon: '🏠', desc: 'Colonist living quarters' },
communications_array: { color: 0xffff00, size: 1.5, height: 8, shape: 'cylinder', icon: '📡', desc: 'Earth communications' },
refinery: { color: 0x8844ff, size: 3.5, height: 3, shape: 'box', icon: '⚙️', desc: 'Resource processing' },
storage_silo: { color: 0x666688, size: 2, height: 4, shape: 'cylinder', icon: '🏭', desc: 'Material storage' },
medical_bay: { color: 0xff4444, size: 3, height: 2.5, shape: 'box', icon: '🏥', desc: 'Medical facilities' }
};
const cfg = configs[type] || configs.supply_depot;
const groundY = typeof getTerrainHeight === 'function' ? getTerrainHeight(position.x, position.z) : 0;
// v7.28: Create structure mesh based on shape
let geometry;
if (cfg.shape === 'cylinder') geometry = new THREE.CylinderGeometry(cfg.size / 2, cfg.size / 2, cfg.height, 16);
else if (cfg.shape === 'sphere') geometry = new THREE.SphereGeometry(cfg.size / 2, 16, 16);
else geometry = new THREE.BoxGeometry(cfg.size, cfg.height, cfg.size);
const material = new THREE.MeshStandardMaterial({
color: cfg.color,
emissive: cfg.color,
emissiveIntensity: 0.25,
metalness: 0.7,
roughness: 0.25
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(position.x, groundY + cfg.height / 2, position.z);
mesh.castShadow = true;
// v7.28: Landing pad special handling - flat and wide
if (type === 'landing_pad') {
mesh.position.y = groundY + 0.15;
// Add landing pad markings
const markings = new THREE.Mesh(
new THREE.RingGeometry(cfg.size * 0.3, cfg.size * 0.35, 32),
new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide })
);
markings.rotation.x = -Math.PI / 2;
markings.position.y = 0.2;
mesh.add(markings);
this.colony.landingPadBuilt = true;
}
// v7.28: Habitat dome marks colony ready for humans
if (type === 'habitat_dome') {
this.colony.habitatReady = true;
}
// v7.28: Ground ring indicator
const ring = new THREE.Mesh(
new THREE.RingGeometry(cfg.size * 0.6, cfg.size * 0.9, 32),
new THREE.MeshBasicMaterial({ color: cfg.color, transparent: true, opacity: 0.5, side: THREE.DoubleSide })
);
ring.rotation.x = -Math.PI / 2;
ring.position.y = -cfg.height / 2 + 0.05;
mesh.add(ring);
// v7.28: Pulsing light beacon on top
const beacon = new THREE.Mesh(
new THREE.SphereGeometry(0.3, 8, 8),
new THREE.MeshBasicMaterial({ color: 0xffffff })
);
beacon.position.y = cfg.height / 2 + 0.3;
mesh.add(beacon);
mesh.userData.beacon = beacon;
const structure = {
id: Date.now() + Math.random(),
type,
position: mesh.position.clone(),
config: cfg,
mesh,
resources: 0,
active: true,
icon: cfg.icon,
desc: cfg.desc
};
this.colony.structures.push(structure);
if (type === 'supply_depot') this.colony.resourceDepots.push(structure);
if (scene) scene.add(mesh);
this.stats.structuresBuilt++;
// v7.28: Log structure construction
this.logMission(`${cfg.icon} ${type.replace(/_/g, ' ').toUpperCase()} constructed`);
return structure;
},
update(dt, time) {
if (!this.active) return;
// v7.28: Animate resource nodes
this.resourceNodes.forEach(node => {
if (node.mesh) {
node.mesh.rotation.y = time * 0.5;
node.mesh.scale.setScalar(node.amount > 0 ? 0.5 + (node.amount / node.maxAmount) * 0.5 : 0.2);
node.mesh.material.opacity = node.amount > 0 ? 0.85 : 0.3;
}
});
// v7.28: Animate structure beacons (pulsing)
this.colony.structures.forEach(struct => {
if (struct.mesh?.userData?.beacon) {
const pulse = 0.5 + Math.sin(time * 3 + struct.id) * 0.5;
struct.mesh.userData.beacon.material.opacity = pulse;
struct.mesh.userData.beacon.scale.setScalar(0.8 + pulse * 0.4);
}
});
// v7.28: Update all robots by job type
const allCreeps = creepWaveState.creeps.filter(c => c?.userData?.team === 'A' && c.userData.hp > 0 && c.userData.state === 'victory');
this.stats.robotsActive = allCreeps.length;
// v8.11: forEach to for loop conversion (hot path - runs every frame)
for (let i = 0, len = allCreeps.length; i < len; i++) {
const creep = allCreeps[i];
// v7.28: Visual feedback when carrying resources
if (creep.userData.carryingResources > 0 && creep.material) {
const carryPulse = 1 + Math.sin(time * 5) * 0.3;
creep.scale.setScalar(carryPulse);
} else if (creep.scale.x !== 1) {
creep.scale.setScalar(1);
}
switch (creep.userData.terraformJob) {
case 'gatherer': this.updateGatherer(creep, dt, time); break;
case 'builder': this.updateBuilder(creep, dt, time); break;
case 'scout': this.updateScout(creep, dt, time); break;
case 'terraformer': this.updateTerraformer(creep, dt, time); break;
case 'hauler': this.updateHauler(creep, dt, time); break;
default: this.wanderRobot(creep, dt, 50);
}
// Keep robots on ground
const groundY = typeof getTerrainHeight === 'function' ? getTerrainHeight(creep.position.x, creep.position.z) + 0.6 : 0.6;
creep.position.y = groundY;
}
// v7.28: Check mission milestones
this.checkMilestones();
// v7.28: Update colony HUD periodically
if (Math.random() < 0.1) this.updateColonyHUD();
// v7.28: Consider building new structures
if (Math.random() < 0.002 && this.colony.structures.length < this.config.maxStructures) {
this.considerExpansion();
}
// v7.28: Respawn depleted resource nodes (simulates environment regeneration)
this.resourceNodes.forEach(node => {
if (node.amount <= 0 && time - node.lastRespawn > this.config.resourceRespawnTime) {
node.amount = Math.floor(node.maxAmount * 0.5);
node.lastRespawn = time;
this.logMission('Resource node regenerated');
}
});
},
// v7.28: Check and announce mission milestones
checkMilestones() {
const resources = this.stats.resourcesGathered;
for (let i = 0; i < this.config.missionMilestones.length; i++) {
const milestone = this.config.missionMilestones[i];
if (resources >= milestone.resources && this.lastMilestoneAnnounced < i) {
this.lastMilestoneAnnounced = i;
this.colony.missionPhase = milestone.phase;
showNotification(milestone.message, 'success');
addCopilotMessage(milestone.message, 'ai');
this.logMission(`Mission phase: ${milestone.phase}`);
// v7.28: Special celebration for colony ready
if (milestone.phase === 'COLONY_READY') {
this.celebrateColonyReady();
}
}
}
},
// v7.28: Epic celebration when colony is ready for human arrival
celebrateColonyReady() {
showNotification('🎉 COLONY PREPARATION COMPLETE!', 'success');
setTimeout(() => showNotification('🚀 Human colonists can now safely arrive!', 'info'), 2000);
setTimeout(() => showNotification('🌍 You have secured humanity\'s future on this world!', 'success'), 4000);
addCopilotMessage(
`🎉 COLONY PREPARATION COMPLETE! 🎉\n\n` +
`The robot swarm has successfully prepared this world for human colonization.\n\n` +
`📊 FINAL REPORT:\n` +
`• ${this.stats.resourcesGathered} resources extracted\n` +
`• ${this.stats.structuresBuilt} structures built\n` +
`• ${this.stats.areaExplored} sectors explored\n` +
`• ${this.stats.terraformedTiles} tiles terraformed\n\n` +
`🏠 Landing pad: ${this.colony.landingPadBuilt ? 'READY' : 'Not built'}\n` +
`🏠 Habitat: ${this.colony.habitatReady ? 'READY' : 'Not built'}\n\n` +
`Human transport ships are now cleared for landing. Welcome to humanity's newest home.`, 'ai'
);
// Epic particle celebration
if (particles && this.colony.center) {
for (let i = 0; i < 10; i++) {
setTimeout(() => {
const angle = (i / 10) * Math.PI * 2;
const x = this.colony.center.x + Math.cos(angle) * 20;
const z = this.colony.center.z + Math.sin(angle) * 20;
particles.emit(new THREE.Vector3(x, 10, z), 50, [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff][i % 5], { spread: 10, lifetime: 3000, size: 0.3 });
}, i * 200);
}
}
},
// v7.28: Hauler behavior - transport supply crates between structures
updateHauler(creep, dt, time) {
const state = creep.userData.terraformState || 'idle';
if (state === 'idle') {
// Find a depot with resources to haul
const sourceDepot = this.colony.resourceDepots.find(d => d.resources > 20);
if (sourceDepot) {
creep.userData.sourceDepot = sourceDepot;
creep.userData.terraformState = 'movingToSource';
} else {
this.wanderRobot(creep, dt, 30);
}
} else if (state === 'movingToSource') {
const depot = creep.userData.sourceDepot;
if (!depot || depot.resources < 10) {
creep.userData.terraformState = 'idle';
return;
}
const distSq = creep.position.distanceToSquared(depot.position); // v7.78: distanceToSquared optimization
if (distSq < 9) { // 3*3=9
// Pick up resources
const amount = Math.min(15, depot.resources);
depot.resources -= amount;
creep.userData.carryingResources = amount;
creep.userData.terraformState = 'hauling';
this.stats.suppliesStockpiled += amount;
if (particles) particles.emit(creep.position, 5, 0xff8844, { spread: 1, lifetime: 500, size: 0.15 }); // v7.99: Removed clone(), base y+1 already applied
} else {
moveCreepToward(creep, depot.position, dt);
}
} else if (state === 'hauling') {
// Find a structure that needs supplies (not a depot)
const targetStruct = this.colony.structures.find(s => s.type !== 'supply_depot' && s.resources < 50);
if (targetStruct) {
const distSq = creep.position.distanceToSquared(targetStruct.position); // v7.78: distanceToSquared optimization
if (distSq < 9) { // 3*3=9
targetStruct.resources += creep.userData.carryingResources;
if (particles) particles.emit(targetStruct.position, 8, 0x44ff88, { spread: 2, lifetime: 600, size: 0.12, offsetY: 0.5 }); // v7.99: Use offsetY instead of clone()
creep.userData.carryingResources = 0;
creep.userData.terraformState = 'idle';
this.logMission('Supplies delivered to ' + targetStruct.type.replace(/_/g, ' '));
} else {
moveCreepToward(creep, targetStruct.position, dt * 0.8);
}
} else {
// No structure needs supplies, return to depot
const depot = this.findNearestDepot(creep.position);
if (depot) {
const distSq = creep.position.distanceToSquared(depot.position); // v7.78: distanceToSquared optimization
if (distSq < 9) { // 3*3=9
depot.resources += creep.userData.carryingResources;
creep.userData.carryingResources = 0;
creep.userData.terraformState = 'idle';
} else {
moveCreepToward(creep, depot.position, dt * 0.8);
}
}
}
}
},
updateGatherer(creep, dt, time) {
const state = creep.userData.terraformState || 'idle';
if (state === 'idle' || state === 'seeking') {
const targetNode = this.findNearestResource(creep.position);
if (targetNode) { creep.userData.targetNode = targetNode; creep.userData.terraformState = 'movingToResource'; }
else this.wanderRobot(creep, dt, 30);
} else if (state === 'movingToResource') {
if (!creep.userData.targetNode || creep.userData.targetNode.amount <= 0) { creep.userData.terraformState = 'idle'; creep.userData.targetNode = null; return; }
const distSq = creep.position.distanceToSquared(creep.userData.targetNode.position); // v7.78: distanceToSquared optimization
if (distSq < 4) { creep.userData.terraformState = 'harvesting'; creep.userData.workTimer = 0; creep.userData.targetNode.harvesting = creep; } // 2*2=4
else moveCreepToward(creep, creep.userData.targetNode.position, dt);
} else if (state === 'harvesting') {
creep.userData.workTimer += dt; creep.rotation.y += dt * 2;
if (Math.random() < 0.05 && particles && creep.userData.targetNode) particles.emit(creep.position, 2, creep.userData.targetNode.type.color, { spread: 1, lifetime: 500, size: 0.1, offsetY: -0.5 }); // v7.99: Use offsetY instead of clone()
if (creep.userData.workTimer > 2000) {
const node = creep.userData.targetNode;
if (node && node.amount > 0) { const harvest = Math.min(this.config.resourcePerTrip, node.amount); node.amount -= harvest; creep.userData.carryingResources += harvest; node.harvesting = null; }
creep.userData.terraformState = 'returningToDepot'; creep.userData.targetNode = null;
}
} else if (state === 'returningToDepot') {
const depot = this.findNearestDepot(creep.position);
if (!depot) { creep.userData.terraformState = 'idle'; return; }
const distSq = creep.position.distanceToSquared(depot.position); // v7.78: distanceToSquared optimization
if (distSq < 9) { // 3*3=9
depot.resources += creep.userData.carryingResources; this.stats.resourcesGathered += creep.userData.carryingResources; this.colony.totalResourcesGathered += creep.userData.carryingResources;
if (particles) particles.emit(depot.position, 8, 0x44ff88, { spread: 2, lifetime: 800, size: 0.15 }); // v7.99: Removed clone(), base y+1 already applied
creep.userData.carryingResources = 0; creep.userData.terraformState = 'idle';
} else moveCreepToward(creep, depot.position, dt);
}
},
updateBuilder(creep, dt, time) {
const state = creep.userData.terraformState || 'idle';
if (state === 'idle') {
if (this.colony.structures.length < this.config.maxStructures && this.colony.totalResourcesGathered > this.colony.structures.length * 50 && Math.random() < 0.02) {
const angle = Math.random() * Math.PI * 2, dist = 15 + Math.random() * this.config.buildRadius;
creep.userData.buildTarget = new THREE.Vector3(this.colony.center.x + Math.cos(angle) * dist, 0, this.colony.center.z + Math.sin(angle) * dist);
creep.userData.terraformState = 'movingToBuild';
} else this.wanderRobot(creep, dt, 40);
} else if (state === 'movingToBuild') {
if (!creep.userData.buildTarget) { creep.userData.terraformState = 'idle'; return; }
const distSq = creep.position.distanceToSquared(creep.userData.buildTarget); // v7.78: distanceToSquared optimization
if (distSq < 4) { creep.userData.terraformState = 'building'; creep.userData.workTimer = 0; } // 2*2=4
else moveCreepToward(creep, creep.userData.buildTarget, dt);
} else if (state === 'building') {
creep.userData.workTimer += dt; creep.rotation.y += dt * 1.5;
if (Math.random() < 0.08 && particles) particles.emit(creep.position, 3, 0x4488ff, { spread: 1.5, lifetime: 600, size: 0.12 }); // v7.99: Removed clone(), base y+1 already applied
if (creep.userData.workTimer > 5000) {
const structType = this.config.structureTypes[this.colony.structures.length % this.config.structureTypes.length];
this.spawnColonyStructure(structType, creep.userData.buildTarget);
creep.userData.buildTarget = null; creep.userData.terraformState = 'idle';
showNotification(`🏗️ Structure built: ${structType}`, 'info');
}
}
},
updateScout(creep, dt, time) {
const state = creep.userData.terraformState || 'idle', WS = typeof TERRAIN_SIZE !== 'undefined' ? TERRAIN_SIZE : 200;
if (state === 'idle') {
const angle = Math.random() * Math.PI * 2, dist = 40 + Math.random() * this.config.scoutRadius;
creep.userData.scoutTarget = new THREE.Vector3(Math.max(-WS/2 + 20, Math.min(WS/2 - 20, creep.position.x + Math.cos(angle) * dist)), 0, Math.max(-WS/2 + 20, Math.min(WS/2 - 20, creep.position.z + Math.sin(angle) * dist)));
creep.userData.terraformState = 'exploring';
} else if (state === 'exploring') {
if (!creep.userData.scoutTarget) { creep.userData.terraformState = 'idle'; return; }
const distSq = creep.position.distanceToSquared(creep.userData.scoutTarget); // v7.78: distanceToSquared optimization
if (distSq < 25) { this.stats.areaExplored++; if (particles) particles.emit(creep.position, 12, 0x44aaff, { spread: 5, lifetime: 1500, size: 0.15, offsetY: 1 }); creep.userData.terraformState = 'idle'; creep.userData.scoutTarget = null; } // 5*5=25 v7.99: Use offsetY instead of clone()
else moveCreepToward(creep, creep.userData.scoutTarget, dt * 1.3);
}
},
updateTerraformer(creep, dt, time) {
const state = creep.userData.terraformState || 'idle', WS = typeof TERRAIN_SIZE !== 'undefined' ? TERRAIN_SIZE : 200;
if (state === 'idle') {
const angle = Math.random() * Math.PI * 2, dist = 20 + Math.random() * 60;
creep.userData.terraformTarget = new THREE.Vector3(Math.max(-WS/2 + 20, Math.min(WS/2 - 20, creep.position.x + Math.cos(angle) * dist)), 0, Math.max(-WS/2 + 20, Math.min(WS/2 - 20, creep.position.z + Math.sin(angle) * dist)));
creep.userData.terraformState = 'movingToTerraform';
} else if (state === 'movingToTerraform') {
if (!creep.userData.terraformTarget) { creep.userData.terraformState = 'idle'; return; }
const distSq = creep.position.distanceToSquared(creep.userData.terraformTarget); // v7.78: distanceToSquared optimization
if (distSq < 4) { creep.userData.terraformState = 'terraforming'; creep.userData.workTimer = 0; } // 2*2=4
else moveCreepToward(creep, creep.userData.terraformTarget, dt);
} else if (state === 'terraforming') {
creep.userData.workTimer += dt; creep.rotation.y += dt * 0.5;
if (Math.random() < 0.06 && particles) particles.emit(creep.position, 2, 0x88ff44, { spread: 1, lifetime: 700, size: 0.1, offsetX: (Math.random() - 0.5) * 3, offsetY: -0.8, offsetZ: (Math.random() - 0.5) * 3 }); // v7.99: Use offset instead of clone()
if (creep.userData.workTimer > 3000) { this.stats.terraformedTiles++; creep.userData.terraformTarget = null; creep.userData.terraformState = 'idle'; }
}
},
wanderRobot(creep, dt, radius) {
const WS = typeof TERRAIN_SIZE !== 'undefined' ? TERRAIN_SIZE : 200;
if (!creep.userData.wanderTarget || Math.random() < 0.005) {
const angle = Math.random() * Math.PI * 2, dist = 10 + Math.random() * radius;
creep.userData.wanderTarget = new THREE.Vector3(Math.max(-WS/2 + 20, Math.min(WS/2 - 20, creep.position.x + Math.cos(angle) * dist)), 0, Math.max(-WS/2 + 20, Math.min(WS/2 - 20, creep.position.z + Math.sin(angle) * dist)));
}
if (creep.position.distanceToSquared(creep.userData.wanderTarget) > 9) moveCreepToward(creep, creep.userData.wanderTarget, dt * 0.5); // v7.78: distanceToSquared (3*3=9)
else creep.userData.wanderTarget = null;
},
// v8.17: forEach-to-for loop conversion for nearest resource search (hot path)
findNearestResource(pos) {
let nearest = null, nearestDistSq = this.config.gatherRadius * this.config.gatherRadius; // v7.78: distanceToSquared optimization
const nodes = this.resourceNodes;
for (let ni = 0, nlen = nodes.length; ni < nlen; ni++) {
const node = nodes[ni];
if (node.amount <= 0 || node.harvesting) continue;
const distSq = pos.distanceToSquared(node.position);
if (distSq < nearestDistSq) { nearestDistSq = distSq; nearest = node; }
}
return nearest;
},
// v8.17: forEach-to-for loop conversion for nearest depot search (hot path)
findNearestDepot(pos) {
let nearest = null, nearestDistSq = Infinity; // v7.78: distanceToSquared optimization
const depots = this.colony.resourceDepots;
for (let di = 0, dlen = depots.length; di < dlen; di++) {
const depot = depots[di];
const distSq = pos.distanceToSquared(depot.position);
if (distSq < nearestDistSq) { nearestDistSq = distSq; nearest = depot; }
}
return nearest;
},
considerExpansion() {
if (this.colony.totalResourcesGathered > (this.colony.expansionPhase + 1) * 200) {
this.colony.expansionPhase++;
showNotification(`🌍 Colony expanding to phase ${this.colony.expansionPhase + 1}!`, 'success');
addCopilotMessage(`Terraform progress: Phase ${this.colony.expansionPhase + 1}. ${this.stats.resourcesGathered} resources gathered, ${this.stats.structuresBuilt} structures built!`, 'ai');
}
},
cleanup() {
// v7.28: Remove colony HUD from DOM
if (this.hudElement) {
this.hudElement.remove();
this.hudElement = null;
}
this.resourceNodes.forEach(node => { if (node.mesh && scene) scene.remove(node.mesh); });
this.colony.structures.forEach(struct => { if (struct.mesh && scene) scene.remove(struct.mesh); });
this.resourceNodes = []; this.colony.structures = []; this.colony.resourceDepots = []; this.active = false;
this.missionLog = [];
this.lastMilestoneAnnounced = -1;
}
};
// ============================================
// v10.5: ROBOT COMMAND MODE - Post-Victory Robot Army Control
// 8-STRATEGY ULTRA-THINK CONSENSUS: Transform surviving robots into player-commanded army
// After defeating enemy throne + all factories, robots await YOUR orders
// Left-click: Move order | Right-click: Charge order (priority assault)
// ============================================
const PikminCommandMode = {
active: false,
robots: [],
selectedRobots: [],
commandTarget: null,
whistleRadius: 25,
chargeSpeedMult: 2.5, // Charge orders move 2.5x faster
formationType: 'follow',
robotTypes: {
red: { name: 'Combat Drones', color: 0xff4444, icon: '🔴', ability: 'attack', count: 0, abilityName: 'Area Strike', abilityCooldown: 8000, abilityDescription: 'Damage nearby enemies' },
blue: { name: 'Aqua Units', color: 0x4488ff, icon: '🔵', ability: 'swim', count: 0, abilityName: 'Tidal Wave', abilityCooldown: 10000, abilityDescription: 'Slow enemies in area' },
yellow: { name: 'Tech Bots', color: 0xffff00, icon: '🟡', ability: 'electric', count: 0, abilityName: 'EMP Burst', abilityCooldown: 12000, abilityDescription: 'Stun enemies briefly' },
purple: { name: 'Heavy Mechs', color: 0x8844ff, icon: '🟣', ability: 'strength', count: 0, abilityName: 'Power Charge', abilityCooldown: 6000, abilityDescription: '3s damage boost' },
white: { name: 'Scout Drones', color: 0xffffff, icon: '⚪', ability: 'speed', count: 0, abilityName: 'Sprint Mode', abilityCooldown: 5000, abilityDescription: '3s speed boost' }
},
// v10.6: Robot Type Ability Cooldowns (8-Strategy Cycle 1 Consensus)
abilityCooldowns: {
red: 0, blue: 0, yellow: 0, purple: 0, white: 0
},
activeAbilityBuffs: {
purple: { active: false, endTime: 0, damageMultiplier: 1.5 },
white: { active: false, endTime: 0, speedMultiplier: 2.0 }
},
isWhistling: false,
whistleTime: 0,
whistleMesh: null,
hudElement: null,
commandRing: null,
lastCommandTime: 0,
// v10.8: DOM Element Cache (8-Strategy Cycle 3 Consensus #1)
_hudUICache: null,
// v10.9: Pre-allocated temp vectors (8-Strategy Cycle 4 Consensus #1)
// Eliminates 100-200 Vector3 allocations per frame in robot update loops
_tempDir: new THREE.Vector3(),
_tempTargetPos: new THREE.Vector3(),
init(friendlyCreeps) {
if (this.active) return;
this.active = true;
this.robots = [];
this.selectedRobots = [];
// v8.06: for...in instead of Object.keys().forEach
for (const k in this.robotTypes) this.robotTypes[k].count = 0;
friendlyCreeps.forEach((creep, index) => {
if (!creep || !creep.userData) return;
let type = 'red';
if (creep.userData.combatType === 'ranged') type = 'yellow';
else if (creep.userData.terraformJob === 'scout') type = 'white';
else if (creep.userData.terraformJob === 'hauler') type = 'purple';
else if (index % 5 === 0) type = 'blue';
creep.userData.pikminState = {
type: type,
state: 'idle',
target: null,
speed: 5 + Math.random() * 2,
isCharging: false, // True during CHARGE orders (right-click)
followOffset: new THREE.Vector3((Math.random() - 0.5) * 8, 0, (Math.random() - 0.5) * 8),
bobPhase: Math.random() * Math.PI * 2
};
this.addPikminIndicator(creep, type);
this.robots.push(creep);
this.robotTypes[type].count++;
});
this.selectedRobots = [...this.robots];
this.createPikminHUD();
this.createWhistleMesh();
this.createCommandRing();
this.injectStyles();
this.initMobileAbilityButton(); // v10.7: Mobile robot ability button (8-Strategy Cycle 2 Consensus #2)
showNotification('⚔️ ROBOT COMMAND MODE ACTIVATED! Lead your army!', 'success');
setTimeout(() => showNotification('🎯 Left-click: Move | Right-click: CHARGE! | SPACE: Rally', 'info'), 2000);
addCopilotMessage(
`⚔️ TOTAL VICTORY! ROBOT COMMAND MODE ENGAGED!\n\n` +
`Commander, ${this.robots.length} battle-hardened units await your orders!\n\n` +
`📡 TACTICAL COMMANDS:\n` +
`• LEFT CLICK: Move Order - Reposition units\n` +
`• RIGHT CLICK: CHARGE Order - Priority assault (2.5x speed)\n` +
`• SPACE: Rally Signal - Call nearby units\n` +
`• 1-5: Select unit type\n` +
`• F: Change formation\n\n` +
`🤖 BATTLE GROUP STATUS:\n` +
`${this.robotTypes.red.icon} ${this.robotTypes.red.count} Combat Drones | ` +
`${this.robotTypes.blue.icon} ${this.robotTypes.blue.count} Aqua Units\n` +
`${this.robotTypes.yellow.icon} ${this.robotTypes.yellow.count} Tech Bots | ` +
`${this.robotTypes.purple.icon} ${this.robotTypes.purple.count} Heavy Mechs\n` +
`${this.robotTypes.white.icon} ${this.robotTypes.white.count} Scout Drones\n\n` +
`The battlefield is yours, Commander. Direct these forces to secure the territory!`, 'ai'
);
// v7.99: Use offsetY instead of clone() - capture i in IIFE for setTimeout
if (particles && worldState.player) {
for (let i = 0; i < 5; i++) {
((yOffset) => setTimeout(() => particles.emit(worldState.player.position, 50, 0x00ff88, { spread: 15, lifetime: 2000, size: 0.3, offsetY: yOffset }), i * 300))(4 + i * 2);
}
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`v10.5: Robot Command Mode initialized with ${this.robots.length} units`);
},
addPikminIndicator(creep, type) {
const color = this.robotTypes[type].color;
const antenna = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.05, 1, 8), new THREE.MeshBasicMaterial({ color: 0x88ff88 }));
antenna.position.y = 1.5;
creep.add(antenna);
const tip = new THREE.Mesh(new THREE.SphereGeometry(0.15, 8, 8), new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.9 }));
tip.position.y = 2;
creep.add(tip);
creep.userData.pikminTip = tip;
const ring = new THREE.Mesh(new THREE.RingGeometry(0.8, 1, 16), new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0, side: THREE.DoubleSide }));
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.1;
creep.add(ring);
creep.userData.selectionRing = ring;
if (creep.material) {
creep.material.emissive = new THREE.Color(color);
creep.material.emissiveIntensity = 0.15;
}
},
createWhistleMesh() {
if (this.whistleMesh) return;
const geometry = new THREE.RingGeometry(0.5, this.whistleRadius, 64);
const material = new THREE.MeshBasicMaterial({ color: 0xffff00, transparent: true, opacity: 0, side: THREE.DoubleSide });
this.whistleMesh = new THREE.Mesh(geometry, material);
this.whistleMesh.rotation.x = -Math.PI / 2;
this.whistleMesh.visible = false;
if (scene) scene.add(this.whistleMesh);
},
createCommandRing() {
if (this.commandRing) return;
const geometry = new THREE.RingGeometry(1.5, 2, 32);
const material = new THREE.MeshBasicMaterial({ color: 0x00ff88, transparent: true, opacity: 0, side: THREE.DoubleSide });
this.commandRing = new THREE.Mesh(geometry, material);
this.commandRing.rotation.x = -Math.PI / 2;
this.commandRing.visible = false;
if (scene) scene.add(this.commandRing);
},
injectStyles() {
if (document.getElementById('pikmin-mode-styles')) return;
const style = document.createElement('style');
style.id = 'pikmin-mode-styles';
style.textContent = `
#pikmin-hud { position: fixed; top: 60px; right: 10px; width: 200px; padding: 12px; background: linear-gradient(135deg, rgba(0,40,20,0.95), rgba(20,60,30,0.9)); border: 2px solid #00ff88; border-radius: 10px; font-family: 'Courier New', monospace; font-size: 11px; color: #00ff88; z-index: 600; pointer-events: auto; box-shadow: 0 0 25px rgba(0,255,136,0.4); }
.pikmin-hud-header { font-size: 14px; font-weight: bold; text-align: center; margin-bottom: 10px; color: #ffff00; text-shadow: 0 0 15px #ffff00; animation: pikminPulse 2s infinite; }
@keyframes pikminPulse { 0%, 100% { text-shadow: 0 0 15px #ffff00; } 50% { text-shadow: 0 0 25px #ffff00, 0 0 50px #ff8800; } }
.pikmin-type-row { display: flex; align-items: center; justify-content: space-between; padding: 4px 8px; margin: 3px 0; border-radius: 5px; background: rgba(0,0,0,0.3); cursor: pointer; transition: all 0.2s; }
.pikmin-type-row:hover { background: rgba(0,255,136,0.2); }
.pikmin-type-row.selected { background: rgba(0,255,136,0.35); border: 1px solid #00ff88; }
.pikmin-type-icon { font-size: 16px; }
.pikmin-type-name { flex: 1; margin-left: 8px; }
.pikmin-type-count { font-weight: bold; font-size: 14px; color: #fff; }
.pikmin-ability-cd { width: 28px; height: 28px; border-radius: 50%; border: 2px solid #444; position: relative; margin-left: 6px; display: flex; align-items: center; justify-content: center; font-size: 9px; color: #fff; background: rgba(0,0,0,0.4); }
.pikmin-ability-cd.ready { border-color: #0f0; box-shadow: 0 0 8px #0f0; animation: pikminCdReady 0.5s ease-out; }
.pikmin-ability-cd.on-cd { border-color: #f44; }
.pikmin-ability-cd .cd-fill { position: absolute; top: 0; left: 0; width: 100%; height: 100%; border-radius: 50%; background: conic-gradient(from 0deg, transparent var(--cd-progress, 0%), #0f084d var(--cd-progress, 0%)); }
@keyframes pikminCdReady { 0% { transform: scale(0.8); } 50% { transform: scale(1.2); } 100% { transform: scale(1); } }
.pikmin-controls { margin-top: 10px; padding-top: 8px; border-top: 1px solid #00ff8844; font-size: 10px; color: #88ffaa; }
.pikmin-formation { margin-top: 8px; display: flex; gap: 4px; justify-content: center; }
.pikmin-formation button { padding: 4px 8px; background: rgba(0,0,0,0.5); border: 1px solid #00ff88; color: #00ff88; border-radius: 4px; cursor: pointer; font-size: 10px; }
.pikmin-formation button.active { background: #00ff88; color: #000; }
.pikmin-whistle-indicator { position: fixed; bottom: 100px; left: 50%; transform: translateX(-50%); padding: 10px 30px; background: rgba(255,255,0,0.9); border-radius: 25px; color: #000; font-weight: bold; z-index: 700; animation: whistleGrow 0.5s ease-out; }
@keyframes whistleGrow { 0% { transform: translateX(-50%) scale(0.5); opacity: 0; } 100% { transform: translateX(-50%) scale(1); opacity: 1; } }
`;
document.head.appendChild(style);
},
createPikminHUD() {
if (this.hudElement) return;
const hud = document.createElement('div');
hud.id = 'pikmin-hud';
hud.innerHTML = `
Units: ${this.robots.length} | Selected: ${this.selectedRobots.length}
${Object.entries(this.robotTypes).map(([key, type]) => `
${type.icon}
${type.name}
${type.count}
`).join('')}
Follow
Swarm
Line
Circle
🖱️ L-Click: Move | R-Click: CHARGE
⌨️ SPACE: Rally | Q: Ability | 1-5: Type | F: Formation
`;
document.body.appendChild(hud);
this.hudElement = hud;
hud.querySelectorAll('.pikmin-type-row').forEach(row => {
row.addEventListener('click', () => {
this.selectRobotType(row.dataset.type);
hud.querySelectorAll('.pikmin-type-row').forEach(r => r.classList.remove('selected'));
row.classList.add('selected');
});
});
hud.querySelectorAll('.pikmin-formation button').forEach(btn => {
btn.addEventListener('click', () => {
this.setFormation(btn.dataset.formation);
hud.querySelectorAll('.pikmin-formation button').forEach(b => b.classList.remove('active'));
btn.classList.add('active');
});
});
},
selectRobotType(type) {
this.selectedRobots = type === 'all' ? [...this.robots] : this.robots.filter(r => r.userData.pikminState?.type === type && r.userData.hp > 0);
this.updateSelectionVisuals();
this.updateHUD();
this.playSelectionSound();
},
updateSelectionVisuals() {
this.robots.forEach(robot => {
if (robot.userData.selectionRing) robot.userData.selectionRing.material.opacity = this.selectedRobots.includes(robot) ? 0.6 : 0;
});
},
setFormation(formation) {
this.formationType = formation;
showNotification(`📐 Formation: ${formation.toUpperCase()}`, 'info');
this.selectedRobots.forEach((robot, index) => {
if (!robot.userData.pikminState) return;
const total = this.selectedRobots.length, ps = robot.userData.pikminState;
switch (formation) {
case 'follow': ps.followOffset.set((Math.random() - 0.5) * 10, 0, (Math.random() - 0.5) * 10 + 3); break;
case 'swarm': const sA = (index / total) * Math.PI * 2, sD = 1 + (index % 3) * 1.5; ps.followOffset.set(Math.cos(sA) * sD, 0, Math.sin(sA) * sD); break;
case 'line': const lW = Math.min(total, 15); ps.followOffset.set(((index % lW) - lW/2) * 1.5, 0, 3 + Math.floor(index / lW) * 2); break;
case 'circle': const cA = (index / total) * Math.PI * 2, cD = 5 + Math.floor(index / 12) * 2; ps.followOffset.set(Math.cos(cA) * cD, 0, Math.sin(cA) * cD); break;
}
});
},
startWhistle() {
if (this.isWhistling) return;
this.isWhistling = true;
this.whistleTime = 0;
if (this.whistleMesh && worldState.player) {
this.whistleMesh.position.copy(worldState.player.position);
this.whistleMesh.position.y = 0.2;
this.whistleMesh.visible = true;
this.whistleMesh.scale.set(0.1, 0.1, 0.1);
}
this.playWhistleSound();
const indicator = document.createElement('div');
indicator.className = 'pikmin-whistle-indicator';
indicator.id = 'whistle-indicator';
indicator.textContent = '🎵 WHISTLING...';
document.body.appendChild(indicator);
},
updateWhistle(dt) {
if (!this.isWhistling) return;
this.whistleTime += dt;
const expandRadius = Math.min(this.whistleTime * 50, this.whistleRadius);
if (this.whistleMesh) {
this.whistleMesh.scale.set(expandRadius / this.whistleRadius, expandRadius / this.whistleRadius, 1);
this.whistleMesh.material.opacity = 0.4 * (1 - this.whistleTime);
this.whistleMesh.rotation.z += dt * 3;
}
// v7.78: distanceToSquared optimization
this.robots.forEach(robot => {
if (robot.userData.hp <= 0 || !worldState.player) return;
const distSq = robot.position.distanceToSquared(worldState.player.position);
const expandRadiusSq = expandRadius * expandRadius;
if (distSq < expandRadiusSq && robot.userData.pikminState) {
robot.userData.pikminState.state = 'following';
robot.userData.pikminState.target = null;
if (!this.selectedRobots.includes(robot)) this.selectedRobots.push(robot);
}
});
},
endWhistle() {
if (!this.isWhistling) return;
this.isWhistling = false;
if (this.whistleMesh) this.whistleMesh.visible = false;
const indicator = document.getElementById('whistle-indicator');
if (indicator) indicator.remove();
this.updateSelectionVisuals();
this.updateHUD();
showNotification(`✨ Gathered ${this.selectedRobots.length} robots!`, 'success');
},
commandToLocation(targetPos) {
if (this.selectedRobots.length === 0) return;
const now = performance.now();
if (now - this.lastCommandTime < 200) return;
this.lastCommandTime = now;
if (this.commandRing) {
this.commandRing.position.copy(targetPos);
this.commandRing.position.y = 0.3;
this.commandRing.visible = true;
this.commandRing.material.opacity = 0.8;
setTimeout(() => { if (this.commandRing) this.commandRing.visible = false; }, 800);
}
this.playCommandSound();
this.selectedRobots.forEach((robot, index) => {
if (!robot.userData.pikminState) return;
const ps = robot.userData.pikminState, total = this.selectedRobots.length;
const angle = (index / total) * Math.PI * 2, dist = 1 + (index % 5) * 0.8;
ps.target = new THREE.Vector3(targetPos.x + Math.cos(angle) * dist, targetPos.y, targetPos.z + Math.sin(angle) * dist);
ps.state = 'commanded';
});
if (particles) particles.emit(targetPos, 15, 0x00ff88, { spread: 3, lifetime: 500, size: 0.2 });
showNotification(`➡️ Sent ${this.selectedRobots.length} robots!`, 'info');
},
// CHARGE ORDER - Priority assault command, robots sprint at 2.5x speed
chargeToLocation(targetPos) {
if (this.selectedRobots.length === 0) return;
const now = performance.now();
if (now - this.lastCommandTime < 200) return;
this.lastCommandTime = now;
// Red command ring for CHARGE orders
if (this.commandRing) {
this.commandRing.position.copy(targetPos);
this.commandRing.position.y = 0.3;
this.commandRing.visible = true;
this.commandRing.material.color.setHex(0xff4400); // Orange-red for charge
this.commandRing.material.opacity = 1.0;
setTimeout(() => {
if (this.commandRing) {
this.commandRing.visible = false;
this.commandRing.material.color.setHex(0x00ff88); // Reset to green
}
}, 1000);
}
this.playChargeSound();
// All selected robots charge to the location at high speed
this.selectedRobots.forEach((robot, index) => {
if (!robot.userData.pikminState || robot.userData.hp <= 0) return;
const ps = robot.userData.pikminState, total = this.selectedRobots.length;
// Tighter formation for charge - aggressive cluster
const angle = (index / total) * Math.PI * 2;
const dist = 0.5 + (index % 3) * 0.5; // Tighter clustering
ps.target = new THREE.Vector3(
targetPos.x + Math.cos(angle) * dist,
targetPos.y,
targetPos.z + Math.sin(angle) * dist
);
ps.state = 'charging'; // Special charging state
ps.isCharging = true;
});
// Aggressive particle burst
if (particles) {
particles.emit(targetPos, 25, 0xff4400, { spread: 5, lifetime: 600, size: 0.3 });
}
showNotification(`⚡ CHARGE! ${this.selectedRobots.length} units advancing!`, 'warning');
},
update(dt, time) {
if (!this.active) return;
if (this.isWhistling) this.updateWhistle(dt);
if (this.commandRing && this.commandRing.visible) {
this.commandRing.material.opacity *= 0.95;
this.commandRing.rotation.z += dt * 2;
if (this.commandRing.material.opacity < 0.05) this.commandRing.visible = false;
}
this.robots.forEach(robot => {
if (!robot || robot.userData.hp <= 0) return;
const ps = robot.userData.pikminState;
if (!ps) return;
ps.bobPhase += dt * 5;
if (robot.userData.pikminTip) robot.userData.pikminTip.position.y = 2 + Math.sin(ps.bobPhase) * 0.1;
switch (ps.state) {
case 'following': this.updateFollowing(robot, dt); break;
case 'commanded': this.updateCommanded(robot, dt); break;
case 'charging': this.updateCharging(robot, dt); break;
default: this.updateIdle(robot, dt, time); break;
}
const groundY = typeof getTerrainHeight === 'function' ? getTerrainHeight(robot.position.x, robot.position.z) + 0.6 : 0.6;
robot.position.y = groundY;
});
if (Math.random() < 0.1) this.updateHUD();
this.updateAbilityBuffs(dt); // v10.6: Update ability buff timers
},
// v10.9: Updated to use pre-allocated vectors (8-Strategy Cycle 4 Consensus #1)
updateFollowing(robot, dt) {
if (!worldState.player) return;
const ps = robot.userData.pikminState;
this._tempTargetPos.copy(worldState.player.position).add(ps.followOffset);
this._tempDir.subVectors(this._tempTargetPos, robot.position);
const dist = this._tempDir.length();
if (dist > 1) {
this._tempDir.normalize();
robot.position.x += this._tempDir.x * ps.speed * (dist > 10 ? 1.5 : 1) * dt;
robot.position.z += this._tempDir.z * ps.speed * (dist > 10 ? 1.5 : 1) * dt;
robot.rotation.y = Math.atan2(this._tempDir.x, this._tempDir.z);
}
},
updateCommanded(robot, dt) {
const ps = robot.userData.pikminState;
if (!ps.target) { ps.state = 'idle'; return; }
this._tempDir.subVectors(ps.target, robot.position);
if (this._tempDir.length() < 1) { ps.state = 'idle'; ps.target = null; return; }
this._tempDir.normalize();
robot.position.x += this._tempDir.x * ps.speed * dt;
robot.position.z += this._tempDir.z * ps.speed * dt;
robot.rotation.y = Math.atan2(this._tempDir.x, this._tempDir.z);
},
// CHARGE state - robots sprint at 2.5x speed to target
updateCharging(robot, dt) {
const ps = robot.userData.pikminState;
if (!ps.target) {
ps.state = 'idle';
ps.isCharging = false;
return;
}
this._tempDir.subVectors(ps.target, robot.position);
const dist = this._tempDir.length();
// Reached destination - end charge
if (dist < 1) {
ps.state = 'idle';
ps.target = null;
ps.isCharging = false;
// Arrival burst
if (particles) particles.emit(robot.position, 8, 0xff4400, { spread: 1, lifetime: 300, size: 0.15 });
return;
}
// Sprint at 2.5x speed!
this._tempDir.normalize();
const chargeSpeed = ps.speed * this.chargeSpeedMult;
robot.position.x += this._tempDir.x * chargeSpeed * dt;
robot.position.z += this._tempDir.z * chargeSpeed * dt;
// Face movement direction
robot.rotation.y = Math.atan2(this._tempDir.x, this._tempDir.z);
// Charging visual - bob faster and glow brighter
if (robot.userData.pikminTip) {
robot.userData.pikminTip.material.opacity = 0.6 + Math.sin(ps.bobPhase * 3) * 0.4;
}
},
// v7.80: distanceToSquared optimization
updateIdle(robot, dt, time) {
robot.rotation.y += Math.sin(time * 0.001 + (robot.id || 0)) * 0.01;
if (worldState.player && robot.position.distanceToSquared(worldState.player.position) > 900 && this.selectedRobots.includes(robot)) { // 30*30=900
robot.userData.pikminState.state = 'following';
}
},
// v10.8: Lazy DOM cache getter (8-Strategy Cycle 3 Consensus #1)
// Caches HUD element references to avoid 70+ getElementById calls per frame
getHudUICache() {
if (!this._hudUICache) {
this._hudUICache = {
count: document.getElementById('pikmin-count'),
selected: document.getElementById('pikmin-selected-count'),
types: {}
};
// v8.06: for...in instead of Object.keys().forEach
for (const type in this.robotTypes) {
this._hudUICache.types[type] = {
count: document.getElementById(`pikmin-${type}-count`),
cd: document.getElementById(`pikmin-cd-${type}`),
cdFill: document.querySelector(`#pikmin-cd-${type} .cd-fill`)
};
}
}
return this._hudUICache;
},
updateHUD() {
if (!this.hudElement) return;
const cache = this.getHudUICache();
if (cache.count) cache.count.textContent = this.robots.filter(r => r.userData.hp > 0).length;
if (cache.selected) cache.selected.textContent = this.selectedRobots.filter(r => r.userData.hp > 0).length;
const now = performance.now();
// v8.06: for...in instead of Object.keys().forEach, pre-count by type
for (const type in this.robotTypes) {
const typeCache = cache.types[type];
if (typeCache.count) {
let count = 0;
for (let i = 0, len = this.robots.length; i < len; i++) {
const r = this.robots[i];
if (r.userData.pikminState?.type === type && r.userData.hp > 0) count++;
}
typeCache.count.textContent = count;
}
// v10.7: Update cooldown indicators (8-Strategy Cycle 2 Consensus #3)
if (typeCache.cd) {
const typeData = this.robotTypes[type];
const cdRemaining = Math.max(0, this.abilityCooldowns[type] - now);
const cdTotal = typeData.abilityCooldown || 5000;
const cdProgress = Math.min(100, ((cdTotal - cdRemaining) / cdTotal) * 100);
const onCooldown = cdRemaining > 0;
typeCache.cd.classList.toggle('ready', !onCooldown);
typeCache.cd.classList.toggle('on-cd', onCooldown);
if (typeCache.cdFill) typeCache.cdFill.style.setProperty('--cd-progress', `${cdProgress}%`);
}
}
},
playWhistleSound() {
if (!AudioSystem?.ctx) return;
const ctx = AudioSystem.ctx, now = ctx.currentTime;
const osc = ctx.createOscillator(), gain = ctx.createGain();
osc.connect(gain); gain.connect(ctx.destination);
osc.type = 'sine';
osc.frequency.setValueAtTime(1200, now);
osc.frequency.exponentialRampToValueAtTime(800, now + 0.3);
osc.frequency.exponentialRampToValueAtTime(1000, now + 0.6);
gain.gain.setValueAtTime(0.15, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.6);
osc.start(now); osc.stop(now + 0.6);
},
playCommandSound() {
if (!AudioSystem?.ctx) return;
const ctx = AudioSystem.ctx, now = ctx.currentTime;
const osc = ctx.createOscillator(), gain = ctx.createGain();
osc.connect(gain); gain.connect(ctx.destination);
osc.type = 'square';
osc.frequency.setValueAtTime(600, now);
osc.frequency.setValueAtTime(800, now + 0.05);
gain.gain.setValueAtTime(0.08, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.1);
osc.start(now); osc.stop(now + 0.1);
},
// Aggressive charge horn sound - military assault klaxon
playChargeSound() {
if (!AudioSystem?.ctx) return;
const ctx = AudioSystem.ctx, now = ctx.currentTime;
// Layer 1: Rising attack tone
const osc1 = ctx.createOscillator(), gain1 = ctx.createGain();
osc1.connect(gain1); gain1.connect(ctx.destination);
osc1.type = 'sawtooth';
osc1.frequency.setValueAtTime(200, now);
osc1.frequency.exponentialRampToValueAtTime(500, now + 0.1);
osc1.frequency.exponentialRampToValueAtTime(800, now + 0.2);
gain1.gain.setValueAtTime(0.12, now);
gain1.gain.exponentialRampToValueAtTime(0.01, now + 0.25);
osc1.start(now); osc1.stop(now + 0.25);
// Layer 2: Pulse accent
const osc2 = ctx.createOscillator(), gain2 = ctx.createGain();
osc2.connect(gain2); gain2.connect(ctx.destination);
osc2.type = 'square';
osc2.frequency.setValueAtTime(400, now);
osc2.frequency.setValueAtTime(600, now + 0.05);
osc2.frequency.setValueAtTime(400, now + 0.1);
gain2.gain.setValueAtTime(0.06, now);
gain2.gain.exponentialRampToValueAtTime(0.01, now + 0.15);
osc2.start(now); osc2.stop(now + 0.15);
},
playSelectionSound() {
if (!AudioSystem?.ctx) return;
const ctx = AudioSystem.ctx, now = ctx.currentTime;
const osc = ctx.createOscillator(), gain = ctx.createGain();
osc.connect(gain); gain.connect(ctx.destination);
osc.type = 'triangle';
osc.frequency.setValueAtTime(500, now);
osc.frequency.setValueAtTime(700, now + 0.05);
gain.gain.setValueAtTime(0.06, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.08);
osc.start(now); osc.stop(now + 0.08);
},
// v10.8: Long-Press Charge Buildup Audio (8-Strategy Cycle 3 Consensus #2)
// Rising tone during touch hold to indicate charge buildup progress
_chargeBuildupOsc: null,
_chargeBuildupGain: null,
startChargeBuildupAudio() {
if (!AudioSystem?.ctx) return;
this.stopChargeBuildupAudio(); // Clean up any existing
const ctx = AudioSystem.ctx, now = ctx.currentTime;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.connect(gain);
gain.connect(ctx.destination);
osc.type = 'sine';
// Rising frequency from 200Hz to 600Hz over 500ms
osc.frequency.setValueAtTime(200, now);
osc.frequency.exponentialRampToValueAtTime(600, now + 0.5);
// Gentle volume: fade in then hold
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(0.08, now + 0.05);
gain.gain.setValueAtTime(0.08, now + 0.45);
gain.gain.linearRampToValueAtTime(0.15, now + 0.5);
osc.start(now);
osc.stop(now + 0.55);
this._chargeBuildupOsc = osc;
this._chargeBuildupGain = gain;
},
stopChargeBuildupAudio() {
if (this._chargeBuildupGain && AudioSystem?.ctx) {
try {
const now = AudioSystem.ctx.currentTime;
this._chargeBuildupGain.gain.cancelScheduledValues(now);
this._chargeBuildupGain.gain.linearRampToValueAtTime(0, now + 0.05);
} catch (e) { /* oscillator may have already stopped */ }
}
this._chargeBuildupOsc = null;
this._chargeBuildupGain = null;
},
// v10.6: Robot Type Ability System (8-Strategy Cycle 1 Consensus)
// v8.06: Converted all forEach to for loops for better performance
useTypeAbility() {
if (!this.active || this.selectedRobots.length === 0) return false;
const typeCounts = {};
// v8.06: for loop instead of forEach for type counting
for (let i = 0, len = this.selectedRobots.length; i < len; i++) {
const type = this.selectedRobots[i].userData.pikminState?.type;
if (type) typeCounts[type] = (typeCounts[type] || 0) + 1;
}
const dominantType = Object.entries(typeCounts).sort((a, b) => b[1] - a[1])[0]?.[0];
if (!dominantType) return false;
const typeData = this.robotTypes[dominantType];
const now = performance.now();
if (this.abilityCooldowns[dominantType] > now) {
const remaining = Math.ceil((this.abilityCooldowns[dominantType] - now) / 1000);
showNotification(`⏳ ${typeData.abilityName} on cooldown (${remaining}s)`, 'warning');
return false;
}
this.abilityCooldowns[dominantType] = now + typeData.abilityCooldown;
// v8.06: Build typeRobots with for loop instead of filter
const typeRobots = [];
for (let i = 0, len = this.selectedRobots.length; i < len; i++) {
const r = this.selectedRobots[i];
if (r.userData.pikminState?.type === dominantType) typeRobots.push(r);
}
const creepsAvailable = typeof creepWaveState !== 'undefined' && creepWaveState.creeps;
switch (dominantType) {
// v7.79: Pre-computed squared ranges for robot abilities
case 'red':
// v8.06: Nested for loops instead of forEach
for (let ri = 0, rLen = typeRobots.length; ri < rLen; ri++) {
const robot = typeRobots[ri];
if (particles) particles.emit(robot.position, 30, 0xff4444, { spread: 8, lifetime: 800, size: 0.25 });
if (creepsAvailable) {
for (let ci = 0, cLen = creepWaveState.creeps.length; ci < cLen; ci++) {
const creep = creepWaveState.creeps[ci];
if (creep?.userData?.team === 'B' && creep.position.distanceToSquared(robot.position) < 64) creep.userData.hp -= 15; // 8*8=64
}
}
}
showNotification(`💥 AREA STRIKE! ${typeRobots.length} Combat Drones attack!`, 'warning');
break;
case 'blue':
for (let ri = 0, rLen = typeRobots.length; ri < rLen; ri++) {
const robot = typeRobots[ri];
if (particles) particles.emit(robot.position, 40, 0x4488ff, { spread: 10, lifetime: 1000, size: 0.2, offsetY: -0.5 });
if (creepsAvailable) {
for (let ci = 0, cLen = creepWaveState.creeps.length; ci < cLen; ci++) {
const creep = creepWaveState.creeps[ci];
if (creep?.userData?.team === 'B' && creep.position.distanceToSquared(robot.position) < 100) { creep.userData.slowed = true; creep.userData.slowEndTime = now + 3000; } // 10*10=100
}
}
}
showNotification(`🌊 TIDAL WAVE! ${typeRobots.length} Aqua Units slow enemies!`, 'info');
break;
case 'yellow':
for (let ri = 0, rLen = typeRobots.length; ri < rLen; ri++) {
const robot = typeRobots[ri];
if (particles) particles.emit(robot.position, 50, 0xffff00, { spread: 12, lifetime: 600, size: 0.15, offsetY: 1 });
if (creepsAvailable) {
for (let ci = 0, cLen = creepWaveState.creeps.length; ci < cLen; ci++) {
const creep = creepWaveState.creeps[ci];
if (creep?.userData?.team === 'B' && creep.position.distanceToSquared(robot.position) < 144) { creep.userData.stunned = true; creep.userData.stunEndTime = now + 2000; } // 12*12=144
}
}
}
showNotification(`⚡ EMP BURST! ${typeRobots.length} Tech Bots stun enemies!`, 'success');
break;
case 'purple':
this.activeAbilityBuffs.purple.active = true;
this.activeAbilityBuffs.purple.endTime = now + 3000;
for (let ri = 0, rLen = typeRobots.length; ri < rLen; ri++) {
const robot = typeRobots[ri];
if (particles) particles.emit(robot.position, 20, 0x8844ff, { spread: 4, lifetime: 500, size: 0.3 });
robot.userData.damageBoost = 1.5;
}
showNotification(`💪 POWER CHARGE! ${typeRobots.length} Heavy Mechs deal 1.5x damage!`, 'success');
break;
case 'white':
this.activeAbilityBuffs.white.active = true;
this.activeAbilityBuffs.white.endTime = now + 3000;
for (let ri = 0, rLen = typeRobots.length; ri < rLen; ri++) {
const robot = typeRobots[ri];
if (particles) particles.emit(robot.position, 15, 0xffffff, { spread: 3, lifetime: 400, size: 0.2, offsetY: -0.5 });
if (robot.userData.pikminState) robot.userData.pikminState.speed *= 2;
}
showNotification(`🏃 SPRINT MODE! ${typeRobots.length} Scout Drones move 2x faster!`, 'info');
break;
}
this.playAbilityActivateSound(dominantType);
return true;
},
// v8.06: Converted forEach to for loops
updateAbilityBuffs(dt) {
const now = performance.now();
if (this.activeAbilityBuffs.purple.active && now > this.activeAbilityBuffs.purple.endTime) {
this.activeAbilityBuffs.purple.active = false;
for (let i = 0, len = this.robots.length; i < len; i++) {
const robot = this.robots[i];
if (robot.userData.pikminState?.type === 'purple') robot.userData.damageBoost = 1;
}
}
if (this.activeAbilityBuffs.white.active && now > this.activeAbilityBuffs.white.endTime) {
this.activeAbilityBuffs.white.active = false;
for (let i = 0, len = this.robots.length; i < len; i++) {
const robot = this.robots[i];
if (robot.userData.pikminState?.type === 'white' && robot.userData.pikminState) robot.userData.pikminState.speed /= 2;
}
}
},
playAbilityActivateSound(type) {
if (!AudioSystem?.ctx) return;
const ctx = AudioSystem.ctx, now = ctx.currentTime;
const colors = { red: 200, blue: 400, yellow: 600, purple: 300, white: 800 };
const baseFreq = colors[type] || 500;
const osc = ctx.createOscillator(), gain = ctx.createGain();
osc.connect(gain); gain.connect(ctx.destination);
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(baseFreq, now);
osc.frequency.exponentialRampToValueAtTime(baseFreq * 2, now + 0.15);
gain.gain.setValueAtTime(0.12, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.3);
osc.start(now); osc.stop(now + 0.3);
},
handleKeyDown(key) {
if (!this.active) return false;
switch (key.toLowerCase()) {
case ' ': this.startWhistle(); return true;
case 'q': this.useTypeAbility(); return true; // v10.6: Q activates robot ability!
case 'f':
const formations = ['follow', 'swarm', 'line', 'circle'];
const nextIdx = (formations.indexOf(this.formationType) + 1) % formations.length;
this.setFormation(formations[nextIdx]);
if (this.hudElement) this.hudElement.querySelectorAll('.pikmin-formation button').forEach(btn => btn.classList.toggle('active', btn.dataset.formation === formations[nextIdx]));
return true;
case '1': this.selectRobotType('red'); return true;
case '2': this.selectRobotType('blue'); return true;
case '3': this.selectRobotType('yellow'); return true;
case '4': this.selectRobotType('purple'); return true;
case '5': this.selectRobotType('white'); return true;
case '0': this.selectedRobots = [...this.robots]; this.updateSelectionVisuals(); this.updateHUD(); return true;
}
return false;
},
handleKeyUp(key) {
if (!this.active) return false;
if (key === ' ') { this.endWhistle(); return true; }
return false;
},
handleClick(event, targetPos, isRightClick = false) {
if (!this.active || !targetPos) return false;
if (isRightClick) this.chargeToLocation(targetPos); // CHARGE order
else this.commandToLocation(targetPos); // Move order
return true;
},
// v10.7: Mobile Robot Ability Button (8-Strategy Cycle 2 Consensus #2)
initMobileAbilityButton() {
const btn = document.getElementById('robot-ability-btn');
if (!btn) return;
// Show button on mobile/touch devices
if ('ontouchstart' in window || navigator.maxTouchPoints > 0) {
btn.style.display = 'flex';
btn.onclick = () => {
this.useTypeAbility();
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('abilityUse');
};
}
},
cleanup() {
this.active = false;
if (this.hudElement) { this.hudElement.remove(); this.hudElement = null; }
if (this.whistleMesh && scene) { scene.remove(this.whistleMesh); this.whistleMesh = null; }
if (this.commandRing && scene) { scene.remove(this.commandRing); this.commandRing = null; }
const indicator = document.getElementById('whistle-indicator');
if (indicator) indicator.remove();
// v10.7: Hide mobile ability button on cleanup
const robotAbilityBtn = document.getElementById('robot-ability-btn');
if (robotAbilityBtn) robotAbilityBtn.style.display = 'none';
// v10.8: Invalidate DOM cache (8-Strategy Cycle 3 Consensus #1)
this._hudUICache = null;
this.robots = [];
this.selectedRobots = [];
}
};
// v10.5: Transition to Pikmin Command Mode for player-directed post-victory gameplay
function transitionCreepsToVictoryBehavior() {
const friendlyCreeps = creepWaveState.creeps.filter(c => c && c.userData?.team === 'A' && c.userData.hp > 0);
PikminCommandMode.init(friendlyCreeps);
}
// v9.7: Get random target for legacy behaviors
function getRandomVictoryTarget(fromPos, maxDist) {
const WS = typeof TERRAIN_SIZE !== 'undefined' ? TERRAIN_SIZE : 200;
const angle = Math.random() * Math.PI * 2, dist = 30 + Math.random() * maxDist;
return new THREE.Vector3(Math.max(-WS/2 + 20, Math.min(WS/2 - 20, fromPos.x + Math.cos(angle) * dist)), 0, Math.max(-WS/2 + 20, Math.min(WS/2 - 20, fromPos.z + Math.sin(angle) * dist)));
}
// v10.5: Update creep in victory behavior - Pikmin Mode takes priority
function updateCreepVictoryBehavior(creep, dt, time) {
if (PikminCommandMode.active) PikminCommandMode.update(dt, time);
else if (SwarmTerraformMode.active) SwarmTerraformMode.update(dt, time);
}
// Find nearest enemy creep to target
// v7.59: SPATIAL GRID OPTIMIZATION (Evolution Cycle 2 - Performance Consensus)
// Reduces O(N²) target finding to O(N) using existing CreepSpatialGrid
// With 50 creeps: 2,500 → ~200 distance calculations per frame
function findCreepTarget(creep) {
let nearestEnemy = null;
let nearestDist = 20; // Max aggro range
let targetIsPlayer = false;
// Use spatial grid when available and beneficial (>10 creeps)
const useSpatialGrid = creepWaveState.creeps.length > 10 && window.CreepSpatialGrid;
const candidates = useSpatialGrid
? CreepSpatialGrid.getNearby(creep.position.x, creep.position.z)
: creepWaveState.creeps;
// Use indexed loop instead of forEach for performance
for (let i = 0; i < candidates.length; i++) {
const other = candidates[i];
if (!other || other === creep) continue;
if (other.userData.team === creep.userData.team) continue; // Same team
if (other.userData.hp <= 0) continue; // Dead
// Use squared distance to avoid sqrt in hot path
const dx = creep.position.x - other.position.x;
const dz = creep.position.z - other.position.z;
const distSq = dx * dx + dz * dz;
const nearestDistSq = nearestDist * nearestDist;
if (distSq < nearestDistSq) {
nearestDist = Math.sqrt(distSq);
nearestEnemy = other;
}
}
// v6.68: Hostile fauna creeps (team B) also target the player robot
// Player is considered part of Robot Forces (team A)
if (creep.userData.team === 'B' && worldState.player && gameData.player.hp > 0) {
// Use squared distance for player comparison too
const dx = creep.position.x - worldState.player.position.x;
const dz = creep.position.z - worldState.player.position.z;
const playerDistSq = dx * dx + dz * dz;
// 15² = 225, (nearestDist * 1.2)² comparison
const compareDistSq = (nearestDist * 1.2) * (nearestDist * 1.2);
if (playerDistSq < compareDistSq && playerDistSq < 225) {
nearestEnemy = worldState.player;
nearestDist = Math.sqrt(playerDistSq);
targetIsPlayer = true;
}
}
creep.userData.target = nearestEnemy;
creep.userData.targetIsPlayer = targetIsPlayer;
}
// Attack the target creep
function attackCreepTarget(creep, time) {
if (time < creep.userData.nextAttack) return;
const target = creep.userData.target;
// v9.6: Use individual creep cooldown
const cooldown = creep.userData.attackCooldown || CREEP_WAVE_CONFIG.creepAttackCooldown;
const isRanged = creep.userData.combatType === 'ranged';
const damage = creep.userData.damage || CREEP_WAVE_CONFIG.creepDamage;
// v6.68: Handle player target separately
if (creep.userData.targetIsPlayer && worldState.player) {
if (gameData.player.hp <= 0) return;
// Deal damage to player
damagePlayer(damage, creep.position, creep);
creep.userData.nextAttack = time + cooldown;
// v9.6: Ranged visual effect
if (isRanged) spawnRangedProjectile(creep, worldState.player, creep.userData.team);
spawnFloater(worldState.player.position, `-${damage}`, '#ff4444');
return;
}
if (!target || target.userData.hp <= 0) return;
// v9.6: Store attacker reference for XP awarding on kill
target.userData.lastAttacker = creep;
// Deal damage
target.userData.hp -= damage;
creep.userData.nextAttack = time + cooldown;
// v9.6: Ranged visual effect
if (isRanged) spawnRangedProjectile(creep, target, creep.userData.team);
// Visual feedback
spawnFloater(target.position, `-${damage}`,
creep.userData.team === 'A' ? '#00ff88' : '#ff4444');
// Flash the target
const originalColor = target.material?.color?.clone();
if (originalColor && target.material) {
target.material.color.setHex(0xffffff);
setTimeout(() => {
if (target.material) target.material.color.copy(originalColor);
}, 100);
}
}
// v9.6: Spawn a ranged attack projectile visual
// v8.11: Eliminated clone() and new Vector3 allocations
const _rangedProjStart = new THREE.Vector3();
const _rangedProjEnd = new THREE.Vector3();
function spawnRangedProjectile(from, to, team) {
if (!scene || !particles) return;
const color = team === 'A' ? 0x00ffff : 0xff6600;
// v8.11: Reuse pre-allocated vectors instead of clone().add(new Vector3)
_rangedProjStart.set(from.position.x, from.position.y + 1, from.position.z);
_rangedProjEnd.set(to.position.x, to.position.y + 1, to.position.z);
// Emit particles along trajectory
particles.emit(_rangedProjStart, 3, color, { spread: 0.3, lifetime: 300, size: 0.2 });
// Capture end coordinates for timeout closure
const endX = _rangedProjEnd.x, endY = _rangedProjEnd.y, endZ = _rangedProjEnd.z;
setTimeout(() => {
_rangedProjEnd.set(endX, endY, endZ);
particles.emit(_rangedProjEnd, 5, color, { spread: 0.5, lifetime: 200, size: 0.15 });
}, 100);
}
// v9.4: Bridge detection for creeps and players
const BRIDGE_COLLISION_WIDTH = 6.0; // Width of bridge collision (wider for easier use)
// v9.4: Check if position is on a bridge (near a lane path over water)
function isOnBridge(x, z) {
if (typeof LANE_DEFINITIONS === 'undefined') return false;
// Check distance to each lane's path segments
for (const laneKey of Object.keys(LANE_DEFINITIONS)) {
const lane = LANE_DEFINITIONS[laneKey];
const waypoints = lane.waypoints;
// Check each segment of the lane
for (let i = 0; i < waypoints.length - 1; i++) {
const p1 = waypoints[i];
const p2 = waypoints[i + 1];
// Calculate distance from point to line segment
const dx = p2.x - p1.x;
const dz = p2.z - p1.z;
const segLen = Math.sqrt(dx * dx + dz * dz);
if (segLen < 0.01) continue;
// Project point onto line segment
const t = Math.max(0, Math.min(1,
((x - p1.x) * dx + (z - p1.z) * dz) / (segLen * segLen)
));
// Closest point on segment
const closestX = p1.x + t * dx;
const closestZ = p1.z + t * dz;
// Distance to closest point
const distX = x - closestX;
const distZ = z - closestZ;
const dist = Math.sqrt(distX * distX + distZ * distZ);
// If within bridge width, position is on bridge
if (dist < BRIDGE_COLLISION_WIDTH) {
return true;
}
}
}
return false;
}
// v6.67: Get correct Y position for creeps (respects bridges)
// v9.4: Only use bridge height if actually ON a bridge path
const CREEP_BRIDGE_HEIGHT = 3.5; // Bridge deck height (matches lane visuals)
const CREEP_WATER_LEVEL = 0.5;
const CREEP_SWIM_HEIGHT = 0.8; // Height when swimming in water/lava
function getCreepTerrainHeight(x, z) {
// Check if over water
if (worldState.terrain) {
const gx = Math.round(x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const gz = Math.round(z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
if (gx >= 0 && gx < CONFIG.WORLD_SIZE && gz >= 0 && gz < CONFIG.WORLD_SIZE) {
const terrainY = worldState.terrain[gx]?.[gz];
if (terrainY !== undefined && terrainY < -50) {
// Over water - check if on a bridge
if (typeof isOnBridge === 'function' && isOnBridge(x, z)) {
// On bridge - use bridge height
return CREEP_WATER_LEVEL + CREEP_BRIDGE_HEIGHT;
} else {
// Not on bridge - swim at water surface
return CREEP_SWIM_HEIGHT;
}
}
}
}
// On land - use regular terrain height
if (typeof getTerrainHeight === 'function') {
return getTerrainHeight(x, z) + 0.5;
}
return 0.5;
}
// Check if creep is on a ramp (transitioning to/from bridge)
function isOnBridgeRamp(x, z, prevX, prevZ) {
const currentOverWater = getCreepTerrainHeight(x, z) > 2;
const prevOverWater = getCreepTerrainHeight(prevX, prevZ) > 2;
return currentOverWater !== prevOverWater;
}
// v10.20: TRAILBLAZER SYSTEM - Creeps clear obstacles (trees/rocks) from their path
// Simulates exploration and trail-making as creeps march through unexplored terrain
const TRAILBLAZER_CONFIG = {
clearRadius: 4.0, // How close to obstacle to knock it over (increased)
knockbackForce: 10, // Force applied when knocked
cooldown: 300, // ms between clears per creep (faster)
clearableTypes: ['tree', 'rock', 'bush', 'crystal', 'Tree', 'Rock'], // Include capitalized versions
particleCount: 15,
soundEnabled: true
};
// Track knocked-over obstacles for physics animation
const knockedObstacles = [];
// v10.20: PATH WEAR SYSTEM - Tracks creep traffic to create worn paths like deer trails
const pathWearSystem = {
wearGrid: new Map(), // Grid cells tracking traffic count
cellSize: 3, // Size of each tracking cell
wearThreshold: 5, // Traffic count to start showing wear
maxWear: 20, // Maximum wear level
wearDecay: 0.001, // How fast paths recover (per frame)
// Get cell key from position
getCellKey(x, z) {
const cx = Math.floor(x / this.cellSize);
const cz = Math.floor(z / this.cellSize);
return `${cx},${cz}`;
},
// Record creep traffic at position
recordTraffic(x, z) {
const key = this.getCellKey(x, z);
const current = this.wearGrid.get(key) || 0;
this.wearGrid.set(key, Math.min(this.maxWear, current + 0.1));
},
// Get wear level at position (0-1)
getWearLevel(x, z) {
const key = this.getCellKey(x, z);
const wear = this.wearGrid.get(key) || 0;
return Math.max(0, (wear - this.wearThreshold) / (this.maxWear - this.wearThreshold));
},
// Decay wear over time (call occasionally)
update() {
for (const [key, value] of this.wearGrid.entries()) {
const newValue = value - this.wearDecay;
if (newValue <= 0) {
this.wearGrid.delete(key);
} else {
this.wearGrid.set(key, newValue);
}
}
}
};
// Check if creep should clear a nearby obstacle
function creepClearObstacle(creep, x, z) {
// Record traffic for path wear
pathWearSystem.recordTraffic(x, z);
// Cooldown per creep
const now = performance.now();
if (creep.userData.lastClearTime && now - creep.userData.lastClearTime < TRAILBLAZER_CONFIG.cooldown) {
return;
}
// Helper to check if object is clearable
const isClearableType = (obj) => {
if (!obj || !obj.userData) return false;
const objType = obj.userData.type;
if (!objType) return false;
const typeLower = objType.toLowerCase();
return typeLower === 'tree' || typeLower === 'rock' ||
typeLower === 'bush' || typeLower === 'crystal' ||
typeLower === 'prop'; // Procedural world props
};
// Check worldState.interactables
if (worldState.interactables) {
for (let i = worldState.interactables.length - 1; i >= 0; i--) {
const obj = worldState.interactables[i];
if (!obj || !obj.position) continue;
if (!isClearableType(obj)) continue;
const dx = obj.position.x - x;
const dz = obj.position.z - z;
const dist = Math.sqrt(dx * dx + dz * dz);
if (dist < TRAILBLAZER_CONFIG.clearRadius) {
knockOverObstacle(obj, creep, dx, dz, dist);
creep.userData.lastClearTime = now;
// Remove from interactables
worldState.interactables.splice(i, 1);
return;
}
}
}
// Also check procedural world chunk meshes
if (typeof ProceduralWorld !== 'undefined' && ProceduralWorld.chunkMeshes) {
for (const [key, chunkGroup] of ProceduralWorld.chunkMeshes) {
if (!chunkGroup || !chunkGroup.children) continue;
for (let i = chunkGroup.children.length - 1; i >= 0; i--) {
const child = chunkGroup.children[i];
if (!child || !child.position) continue;
// Check if it looks like a tree/rock (has userData.type or is a Group with foliage)
const isTreeOrRock = isClearableType(child) ||
(child.isGroup && child.children.length > 0); // Trees are groups
if (!isTreeOrRock) continue;
// Get world position
const worldPos = new THREE.Vector3();
child.getWorldPosition(worldPos);
const dx = worldPos.x - x;
const dz = worldPos.z - z;
const dist = Math.sqrt(dx * dx + dz * dz);
if (dist < TRAILBLAZER_CONFIG.clearRadius) {
// Set userData for the knockOver function if not present
if (!child.userData.type) {
child.userData.type = child.isGroup ? 'tree' : 'rock';
}
knockOverObstacle(child, creep, dx, dz, dist);
creep.userData.lastClearTime = now;
// Remove from chunk
chunkGroup.remove(child);
return;
}
}
}
}
// Also scan scene directly for any trees/rocks as a fallback
if (scene && scene.children) {
for (let i = scene.children.length - 1; i >= 0; i--) {
const obj = scene.children[i];
if (!obj || !obj.position || obj === creep) continue;
if (!isClearableType(obj)) continue;
const dx = obj.position.x - x;
const dz = obj.position.z - z;
const dist = Math.sqrt(dx * dx + dz * dz);
if (dist < TRAILBLAZER_CONFIG.clearRadius) {
knockOverObstacle(obj, creep, dx, dz, dist);
creep.userData.lastClearTime = now;
return;
}
}
}
}
// Animate an obstacle being knocked over
function knockOverObstacle(obj, creep, dx, dz, dist) {
const objPos = obj.position.clone();
const objType = (obj.userData.type || '').toLowerCase();
// Calculate knockback direction (away from creep)
const knockDir = new THREE.Vector3(dx, 0.5, dz).normalize();
// Visual effect - particles
if (particles) {
const particleColor = objType === 'tree' ? 0x44aa44 :
objType === 'rock' ? 0x888888 :
objType === 'crystal' ? 0x44ffff : 0x886633;
particles.emit(objPos, TRAILBLAZER_CONFIG.particleCount, particleColor, {
spread: 4,
lifetime: 800,
gravity: 3
});
}
// Sound effect
if (TRAILBLAZER_CONFIG.soundEnabled && typeof AudioSystem !== 'undefined') {
if (objType === 'tree') {
AudioSystem.chop && AudioSystem.chop();
} else if (objType === 'rock') {
AudioSystem.mine && AudioSystem.mine();
}
}
// Floater text
const floaterText = objType === 'tree' ? '🌳 Cleared!' :
objType === 'rock' ? '🪨 Cleared!' :
'✨ Cleared!';
spawnFloater(objPos, floaterText, '#88ff88');
// Add to knocked obstacles for physics animation
knockedObstacles.push({
mesh: obj,
velocity: knockDir.multiplyScalar(TRAILBLAZER_CONFIG.knockbackForce),
angularVelocity: new THREE.Vector3(
(Math.random() - 0.5) * 5,
(Math.random() - 0.5) * 3,
(Math.random() - 0.5) * 5
),
lifetime: 2500,
startTime: performance.now(),
originalY: obj.position.y
});
// Remove from interactables array immediately (no longer interactable)
const idx = worldState.interactables.indexOf(obj);
if (idx !== -1) {
worldState.interactables.splice(idx, 1);
}
// Mark as cleared (for statistics)
if (typeof gameData !== 'undefined') {
gameData.stats = gameData.stats || {};
gameData.stats.obstaclesCleared = (gameData.stats.obstaclesCleared || 0) + 1;
}
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🌳 Trailblazer: Cleared ${objType} at (${objPos.x.toFixed(1)}, ${objPos.z.toFixed(1)})`);
}
// Update knocked over obstacles physics (call this in the main loop)
function updateKnockedObstacles(dt) {
const now = performance.now();
const gravity = 12;
for (let i = knockedObstacles.length - 1; i >= 0; i--) {
const ko = knockedObstacles[i];
const elapsed = now - ko.startTime;
if (elapsed > ko.lifetime) {
// Fade out and remove
if (ko.mesh && ko.mesh.parent) {
scene.remove(ko.mesh);
// Dispose geometry and materials
ko.mesh.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
}
knockedObstacles.splice(i, 1);
continue;
}
if (!ko.mesh) continue;
// Apply physics
ko.velocity.y -= gravity * dt;
ko.mesh.position.x += ko.velocity.x * dt;
ko.mesh.position.y += ko.velocity.y * dt;
ko.mesh.position.z += ko.velocity.z * dt;
// Stop at ground level
if (ko.mesh.position.y < ko.originalY - 1) {
ko.mesh.position.y = ko.originalY - 1;
ko.velocity.x *= 0.7; // Friction
ko.velocity.z *= 0.7;
ko.velocity.y = Math.abs(ko.velocity.y) * 0.3; // Bounce
if (Math.abs(ko.velocity.y) < 0.5) ko.velocity.y = 0;
}
// Apply rotation (tumbling)
ko.mesh.rotation.x += ko.angularVelocity.x * dt;
ko.mesh.rotation.z += ko.angularVelocity.z * dt;
// Slow down rotation over time
ko.angularVelocity.x *= 0.97;
ko.angularVelocity.z *= 0.97;
// Fade out near end of lifetime
const fadeStart = ko.lifetime * 0.6;
if (elapsed > fadeStart) {
const fadeProgress = (elapsed - fadeStart) / (ko.lifetime - fadeStart);
const opacity = 1 - fadeProgress;
ko.mesh.traverse(child => {
if (child.material && !child.material._fadingSet) {
child.material.transparent = true;
child.material._fadingSet = true;
}
if (child.material) {
child.material.opacity = opacity;
}
});
}
}
// Occasionally update path wear decay
if (Math.random() < 0.01) {
pathWearSystem.update();
}
}
// ============================================================
// LIVING ECOSYSTEM - Food chain, reproduction, evolution
// v12.25: Natural selection in real-time
// ============================================================
const ECOSYSTEM_CONFIG = {
ENABLED: true,
MAX_CREATURES: 60,
SPAWN_INTERVAL: 8000,
HUNGER_RATE: 0.8, // Hunger increase per second
STARVATION_DAMAGE: 5, // HP lost when starving
REPRODUCTION_THRESHOLD: 80, // Hunger must be above this to reproduce
REPRODUCTION_COOLDOWN: 30000,
MUTATION_RATE: 0.15, // Chance of trait mutation
MIGRATION_ENABLED: true,
SEASON_LENGTH: 120000, // 2 minutes per season
PREDATOR_HUNT_RANGE: 25,
PREY_FLEE_RANGE: 15,
HERD_RANGE: 12
};
// Species definitions with DNA traits
const ECOSYSTEM_SPECIES = {
// Prey animals - bottom of food chain
Deer: {
tier: 'prey',
baseStats: { hp: 40, speed: 7, size: 0.45 },
color: 0x8b6914,
emissive: 0x221100,
diet: ['grass'], // Eats plants
predators: ['Wolf', 'Bear'],
fleeSpeed: 1.4, // Speed multiplier when fleeing
herdSize: [3, 6], // Min-max herd size
traits: ['speed', 'camouflage', 'alertness']
},
Rabbit: {
tier: 'prey',
baseStats: { hp: 15, speed: 9, size: 0.25 },
color: 0xc4a35a,
emissive: 0x221100,
diet: ['grass'],
predators: ['Wolf', 'Fox', 'Owl'],
fleeSpeed: 1.6,
herdSize: [2, 4],
traits: ['speed', 'burrow', 'reproduction']
},
Boar: {
tier: 'prey',
baseStats: { hp: 80, speed: 5, size: 0.5 },
color: 0x4a3728,
emissive: 0x110800,
diet: ['grass', 'roots'],
predators: ['Bear'],
fleeSpeed: 1.2,
herdSize: [2, 5],
traits: ['toughness', 'aggression', 'foraging']
},
// Predators - middle of food chain
Wolf: {
tier: 'predator',
baseStats: { hp: 60, speed: 8, damage: 12, size: 0.5 },
color: 0x505050,
emissive: 0x111111,
diet: ['Deer', 'Rabbit', 'Boar'],
predators: ['Bear'],
packHunting: true,
packBonus: 0.3, // Damage bonus per pack member
herdSize: [3, 7], // Pack size
traits: ['speed', 'packTactics', 'endurance']
},
Fox: {
tier: 'predator',
baseStats: { hp: 35, speed: 9, damage: 8, size: 0.35 },
color: 0xd35400,
emissive: 0x331100,
diet: ['Rabbit'],
predators: ['Wolf', 'Bear'],
packHunting: false,
herdSize: [1, 2],
traits: ['speed', 'stealth', 'cunning']
},
// Apex predators - top of food chain
Bear: {
tier: 'apex',
baseStats: { hp: 200, speed: 4, damage: 35, size: 0.8 },
color: 0x3d2914,
emissive: 0x110800,
diet: ['Deer', 'Boar', 'Wolf', 'Fox', 'fish'],
predators: [], // No natural predators
territorial: true,
territoryRadius: 40,
herdSize: [1, 1], // Solitary
traits: ['strength', 'toughness', 'hibernation']
},
Owl: {
tier: 'apex',
baseStats: { hp: 45, speed: 10, damage: 15, size: 0.4 },
color: 0x8b7355,
emissive: 0x221100,
diet: ['Rabbit'],
predators: [],
nightHunter: true, // Bonus at night
herdSize: [1, 2],
traits: ['vision', 'stealth', 'precision']
}
};
// Ecosystem state
const ecosystemState = {
creatures: [],
population: {}, // Count by species
generation: 0,
season: 'spring', // spring, summer, autumn, winter
seasonTimer: 0,
lastSpawn: 0,
initialized: false,
extinctions: [], // Species that went extinct
totalBirths: 0,
totalDeaths: 0
};
// DNA system for genetic inheritance
function generateDNA(species, parentDNA = null) {
const speciesData = ECOSYSTEM_SPECIES[species];
const dna = {
species: species,
generation: parentDNA ? parentDNA.generation + 1 : 1,
traits: {}
};
// Generate traits
speciesData.traits.forEach(traitName => {
if (parentDNA && parentDNA.traits[traitName] !== undefined) {
// Inherit from parent with possible mutation
let value = parentDNA.traits[traitName];
if (Math.random() < ECOSYSTEM_CONFIG.MUTATION_RATE) {
// Mutation: +-20%
value *= 0.8 + Math.random() * 0.4;
value = Math.max(0.5, Math.min(2.0, value)); // Clamp
}
dna.traits[traitName] = value;
} else {
// Random initial trait value (0.8 - 1.2)
dna.traits[traitName] = 0.8 + Math.random() * 0.4;
}
});
return dna;
}
// Apply DNA traits to creature stats
function applyDNAToStats(baseStats, dna) {
const stats = { ...baseStats };
// Speed traits
if (dna.traits.speed) stats.speed *= dna.traits.speed;
if (dna.traits.endurance) stats.speed *= (1 + (dna.traits.endurance - 1) * 0.3);
// Combat traits
if (dna.traits.strength && stats.damage) stats.damage *= dna.traits.strength;
if (dna.traits.toughness) stats.hp *= dna.traits.toughness;
if (dna.traits.aggression && stats.damage) stats.damage *= (1 + (dna.traits.aggression - 1) * 0.5);
// Size affects everything
if (dna.traits.size) {
stats.size *= dna.traits.size;
stats.hp *= dna.traits.size;
if (stats.damage) stats.damage *= dna.traits.size;
}
return stats;
}
// Spawn ecosystem creature
function spawnEcosystemCreature(species, x, z, parentDNA = null) {
if (ecosystemState.creatures.length >= ECOSYSTEM_CONFIG.MAX_CREATURES) return null;
const speciesData = ECOSYSTEM_SPECIES[species];
if (!speciesData) return null;
const dna = generateDNA(species, parentDNA);
const stats = applyDNAToStats(speciesData.baseStats, dna);
// Create mesh
const bodyGeo = new THREE.SphereGeometry(stats.size, 8, 6);
const bodyMat = new THREE.MeshStandardMaterial({
color: speciesData.color,
emissive: speciesData.emissive,
roughness: 0.7
});
const body = new THREE.Mesh(bodyGeo, bodyMat);
// Add head
const headSize = stats.size * 0.5;
const headGeo = new THREE.SphereGeometry(headSize, 6, 4);
const head = new THREE.Mesh(headGeo, bodyMat);
head.position.set(stats.size * 0.8, stats.size * 0.3, 0);
body.add(head);
// Add legs
const legGeo = new THREE.CylinderGeometry(stats.size * 0.1, stats.size * 0.08, stats.size * 0.6, 4);
for (let i = 0; i < 4; i++) {
const leg = new THREE.Mesh(legGeo, bodyMat);
const angle = (i / 4) * Math.PI * 2 + Math.PI / 4;
leg.position.set(
Math.cos(angle) * stats.size * 0.4,
-stats.size * 0.5,
Math.sin(angle) * stats.size * 0.4
);
body.add(leg);
}
// Set position
const terrainY = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
body.position.set(x, terrainY + stats.size, z);
// Store creature data
body.userData = {
type: 'ecosystem',
species: species,
dna: dna,
stats: stats,
hp: stats.hp,
maxHp: stats.hp,
hunger: 50 + Math.random() * 30, // Start semi-hungry
state: 'idle', // idle, hunting, fleeing, eating, mating
target: null,
lastReproduction: Date.now() - Math.random() * ECOSYSTEM_CONFIG.REPRODUCTION_COOLDOWN,
homePos: new THREE.Vector3(x, terrainY, z),
wanderTarget: null,
stateTimer: 0,
tier: speciesData.tier
};
scene.add(body);
ecosystemState.creatures.push(body);
ecosystemState.population[species] = (ecosystemState.population[species] || 0) + 1;
ecosystemState.totalBirths++;
return body;
}
// Initialize ecosystem
function initEcosystem() {
if (!ECOSYSTEM_CONFIG.ENABLED || ecosystemState.initialized) return;
// Spawn initial populations
const spawnAreas = [
{ x: -60, z: -40, radius: 30 }, // Northwest forest
{ x: 60, z: -40, radius: 30 }, // Northeast
{ x: -60, z: 40, radius: 30 }, // Southwest
{ x: 60, z: 40, radius: 30 }, // Southeast
{ x: 0, z: 0, radius: 40 } // Center
];
// Spawn prey first (larger populations)
['Deer', 'Rabbit', 'Boar'].forEach(species => {
const count = species === 'Rabbit' ? 8 : 5;
for (let i = 0; i < count; i++) {
const area = spawnAreas[Math.floor(Math.random() * spawnAreas.length)];
const angle = Math.random() * Math.PI * 2;
const dist = Math.random() * area.radius;
spawnEcosystemCreature(species,
area.x + Math.cos(angle) * dist,
area.z + Math.sin(angle) * dist
);
}
});
// Spawn predators (smaller populations)
['Wolf', 'Fox'].forEach(species => {
const count = species === 'Wolf' ? 4 : 3;
for (let i = 0; i < count; i++) {
const area = spawnAreas[Math.floor(Math.random() * spawnAreas.length)];
const angle = Math.random() * Math.PI * 2;
const dist = Math.random() * area.radius;
spawnEcosystemCreature(species,
area.x + Math.cos(angle) * dist,
area.z + Math.sin(angle) * dist
);
}
});
// Spawn apex (very few)
['Bear', 'Owl'].forEach(species => {
const count = species === 'Bear' ? 2 : 2;
for (let i = 0; i < count; i++) {
const area = spawnAreas[Math.floor(Math.random() * spawnAreas.length)];
spawnEcosystemCreature(species, area.x, area.z);
}
});
ecosystemState.initialized = true;
console.log('[ECOSYSTEM] Initialized with', ecosystemState.creatures.length, 'creatures');
}
// Find nearest target of specific types
// v7.72: Use distanceToSquared() to avoid sqrt in hot loop
function findNearestTarget(creature, targetTypes, maxRange) {
let nearest = null;
let nearestDistSq = maxRange * maxRange;
for (const other of ecosystemState.creatures) {
if (other === creature || !other.userData || other.userData.hp <= 0) continue;
if (!targetTypes.includes(other.userData.species)) continue;
const distSq = creature.position.distanceToSquared(other.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearest = other;
}
}
return nearest;
}
// Check for nearby predators
function checkForPredators(creature) {
const speciesData = ECOSYSTEM_SPECIES[creature.userData.species];
if (!speciesData.predators || speciesData.predators.length === 0) return null;
return findNearestTarget(creature, speciesData.predators, ECOSYSTEM_CONFIG.PREY_FLEE_RANGE);
}
// Get herd center for flocking behavior
// v7.72: Use distanceToSquared() to avoid sqrt in hot loop
function getHerdCenter(creature) {
const species = creature.userData.species;
let sumX = 0, sumZ = 0, count = 0;
const herdRangeSq = ECOSYSTEM_CONFIG.HERD_RANGE * ECOSYSTEM_CONFIG.HERD_RANGE;
for (const other of ecosystemState.creatures) {
if (other === creature || !other.userData || other.userData.species !== species) continue;
const distSq = creature.position.distanceToSquared(other.position);
if (distSq < herdRangeSq) {
sumX += other.position.x;
sumZ += other.position.z;
count++;
}
}
if (count === 0) return null;
return new THREE.Vector3(sumX / count, 0, sumZ / count);
}
// Creature reproduction
// v7.72: Use distanceToSquared() to avoid sqrt in hot loop
function tryReproduce(creature) {
const data = creature.userData;
const now = Date.now();
// Check conditions
if (data.hunger < ECOSYSTEM_CONFIG.REPRODUCTION_THRESHOLD) return;
if (now - data.lastReproduction < ECOSYSTEM_CONFIG.REPRODUCTION_COOLDOWN) return;
// Find mate of same species nearby
let mate = null;
const mateRangeSq = 64; // 8 * 8
for (const other of ecosystemState.creatures) {
if (other === creature || !other.userData) continue;
if (other.userData.species !== data.species) continue;
if (other.userData.hunger < ECOSYSTEM_CONFIG.REPRODUCTION_THRESHOLD) continue;
const distSq = creature.position.distanceToSquared(other.position);
if (distSq < mateRangeSq) {
mate = other;
break;
}
}
if (!mate) return;
// Create offspring with mixed DNA
const childDNA = generateDNA(data.species, data.dna);
// Mix in some traits from mate
const mateDNA = mate.userData.dna;
Object.keys(childDNA.traits).forEach(trait => {
if (mateDNA.traits[trait] && Math.random() < 0.5) {
childDNA.traits[trait] = mateDNA.traits[trait];
}
});
// Spawn offspring near parents
const offsetX = (Math.random() - 0.5) * 4;
const offsetZ = (Math.random() - 0.5) * 4;
const child = spawnEcosystemCreature(
data.species,
creature.position.x + offsetX,
creature.position.z + offsetZ,
childDNA
);
if (child) {
// Cost hunger to reproduce
data.hunger -= 30;
mate.userData.hunger -= 30;
data.lastReproduction = now;
mate.userData.lastReproduction = now;
// Visual birth effect
if (typeof particles !== 'undefined') {
particles.emit(creature.position, 10, '#ffff88', {
spread: 2,
lifetime: 1.5
});
}
ecosystemState.generation = Math.max(ecosystemState.generation, childDNA.generation);
}
}
// Update single ecosystem creature
function updateEcosystemCreature(creature, dt) {
const data = creature.userData;
if (!data || data.hp <= 0) return;
const speciesData = ECOSYSTEM_SPECIES[data.species];
// Hunger increases over time
data.hunger -= ECOSYSTEM_CONFIG.HUNGER_RATE * dt;
// Starving damage
if (data.hunger <= 0) {
data.hp -= ECOSYSTEM_CONFIG.STARVATION_DAMAGE * dt;
data.hunger = 0;
if (data.hp <= 0) {
killEcosystemCreature(creature, 'starvation');
return;
}
}
// State machine
data.stateTimer -= dt * 1000;
switch (data.state) {
case 'idle':
// Check for predators first
const predator = checkForPredators(creature);
if (predator) {
data.state = 'fleeing';
data.target = predator;
data.stateTimer = 5000;
break;
}
// Hungry? Hunt or forage
if (data.hunger < 60 && speciesData.diet) {
if (speciesData.tier === 'predator' || speciesData.tier === 'apex') {
// Hunt prey
const prey = findNearestTarget(creature, speciesData.diet.filter(d => ECOSYSTEM_SPECIES[d]), ECOSYSTEM_CONFIG.PREDATOR_HUNT_RANGE);
if (prey) {
data.state = 'hunting';
data.target = prey;
data.stateTimer = 15000;
}
} else {
// Forage - just wander and "eat"
data.state = 'foraging';
data.stateTimer = 5000;
}
}
// Try to reproduce if well-fed
if (data.hunger > 70) {
tryReproduce(creature);
}
// Wander
if (!data.wanderTarget || data.stateTimer <= 0) {
const herdCenter = getHerdCenter(creature);
const baseX = herdCenter ? herdCenter.x : creature.position.x;
const baseZ = herdCenter ? herdCenter.z : creature.position.z;
data.wanderTarget = new THREE.Vector3(
baseX + (Math.random() - 0.5) * 20,
0,
baseZ + (Math.random() - 0.5) * 20
);
data.stateTimer = 3000 + Math.random() * 4000;
}
// Move toward wander target
moveEcosystemCreature(creature, data.wanderTarget, data.stats.speed * 0.5, dt);
break;
case 'hunting':
if (!data.target || !data.target.userData || data.target.userData.hp <= 0) {
data.state = 'idle';
data.target = null;
break;
}
// Chase prey
// v7.80: distanceToSquared optimization
const distToPreySq = creature.position.distanceToSquared(data.target.position);
if (distToPreySq < 4) { // 2*2=4
// Attack!
const damage = data.stats.damage || 10;
data.target.userData.hp -= damage * dt;
if (data.target.userData.hp <= 0) {
killEcosystemCreature(data.target, 'predation');
data.hunger = Math.min(100, data.hunger + 40);
data.state = 'idle';
data.target = null;
// Record in terrain memory
if (typeof terrainMemory !== 'undefined') {
terrainMemory.recordKill(creature.position.x, creature.position.z);
}
}
} else {
moveEcosystemCreature(creature, data.target.position, data.stats.speed, dt);
}
if (data.stateTimer <= 0) {
data.state = 'idle';
data.target = null;
}
break;
case 'fleeing':
if (!data.target || data.stateTimer <= 0) {
data.state = 'idle';
data.target = null;
break;
}
// Run away from predator
const fleeDir = new THREE.Vector3()
.subVectors(creature.position, data.target.position)
.normalize();
const fleeTarget = new THREE.Vector3()
.addVectors(creature.position, fleeDir.multiplyScalar(10));
const fleeSpeed = data.stats.speed * (speciesData.fleeSpeed || 1.3);
moveEcosystemCreature(creature, fleeTarget, fleeSpeed, dt);
break;
case 'foraging':
// Slowly gain hunger while "eating grass"
data.hunger = Math.min(100, data.hunger + 5 * dt);
// Stay mostly still
if (data.stateTimer <= 0) {
data.state = 'idle';
}
break;
}
// Face movement direction
if (data.wanderTarget || data.target) {
const lookTarget = data.target ? data.target.position : data.wanderTarget;
const angle = Math.atan2(
lookTarget.x - creature.position.x,
lookTarget.z - creature.position.z
);
creature.rotation.y = angle;
}
// Animate (bob up and down while moving)
if (data.state === 'hunting' || data.state === 'fleeing') {
const bob = Math.sin(Date.now() * 0.015) * 0.1;
creature.position.y = (typeof getTerrainHeight === 'function' ? getTerrainHeight(creature.position.x, creature.position.z) : 0) + data.stats.size + bob;
}
}
// Move ecosystem creature
function moveEcosystemCreature(creature, target, speed, dt) {
const dir = new THREE.Vector3()
.subVectors(target, creature.position)
.normalize();
creature.position.x += dir.x * speed * dt;
creature.position.z += dir.z * speed * dt;
// Keep on terrain
const terrainY = typeof getTerrainHeight === 'function' ? getTerrainHeight(creature.position.x, creature.position.z) : 0;
creature.position.y = terrainY + creature.userData.stats.size;
// Record footprint in terrain memory
if (typeof terrainMemory !== 'undefined' && Math.random() < 0.1) {
terrainMemory.recordFootstep(creature.position.x, creature.position.z, creature.userData.species);
}
}
// Kill ecosystem creature
function killEcosystemCreature(creature, cause) {
const data = creature.userData;
if (!data) return;
// Death particles
if (typeof particles !== 'undefined') {
const color = cause === 'predation' ? '#880000' : '#888888';
particles.emit(creature.position, 15, color, { spread: 2.5, lifetime: 2 });
}
// Record blood in terrain memory
if (cause === 'predation' && typeof terrainMemory !== 'undefined') {
terrainMemory.recordBlood(creature.position.x, creature.position.z);
}
// Remove from scene and state
scene.remove(creature);
const idx = ecosystemState.creatures.indexOf(creature);
if (idx !== -1) ecosystemState.creatures.splice(idx, 1);
ecosystemState.population[data.species] = Math.max(0, (ecosystemState.population[data.species] || 1) - 1);
ecosystemState.totalDeaths++;
// Check for extinction
if (ecosystemState.population[data.species] === 0) {
if (!ecosystemState.extinctions.includes(data.species)) {
ecosystemState.extinctions.push(data.species);
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[ECOSYSTEM] ${data.species} has gone EXTINCT!`);
// Visual extinction event
if (typeof showFloatingText === 'function') {
showFloatingText(`${data.species} EXTINCT`, creature.position, '#ff0000', 3000);
}
}
}
}
// Update ecosystem
function updateEcosystem(dt) {
if (!ECOSYSTEM_CONFIG.ENABLED || !ecosystemState.initialized) return;
// Update season
ecosystemState.seasonTimer += dt * 1000;
if (ecosystemState.seasonTimer >= ECOSYSTEM_CONFIG.SEASON_LENGTH) {
ecosystemState.seasonTimer = 0;
const seasons = ['spring', 'summer', 'autumn', 'winter'];
const currentIdx = seasons.indexOf(ecosystemState.season);
ecosystemState.season = seasons[(currentIdx + 1) % 4];
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[ECOSYSTEM] Season changed to ${ecosystemState.season}`);
}
// Update all creatures
for (let i = ecosystemState.creatures.length - 1; i >= 0; i--) {
const creature = ecosystemState.creatures[i];
if (creature && creature.userData) {
updateEcosystemCreature(creature, dt);
}
}
// Periodic spawning to maintain populations
const now = Date.now();
if (now - ecosystemState.lastSpawn > ECOSYSTEM_CONFIG.SPAWN_INTERVAL) {
ecosystemState.lastSpawn = now;
// Check each species
Object.keys(ECOSYSTEM_SPECIES).forEach(species => {
if (ecosystemState.extinctions.includes(species)) return;
const pop = ecosystemState.population[species] || 0;
const minPop = ECOSYSTEM_SPECIES[species].tier === 'prey' ? 3 :
ECOSYSTEM_SPECIES[species].tier === 'predator' ? 2 : 1;
// Spawn if below minimum
if (pop < minPop && ecosystemState.creatures.length < ECOSYSTEM_CONFIG.MAX_CREATURES) {
const x = (Math.random() - 0.5) * 150;
const z = (Math.random() - 0.5) * 150;
spawnEcosystemCreature(species, x, z);
}
});
}
}
// ============================================================
// TERRAIN MEMORY - The world remembers everything
// v12.25: Living history book
// ============================================================
const TERRAIN_MEMORY_CONFIG = {
ENABLED: true,
MAX_FOOTPRINTS: 200,
MAX_BLOOD_SPOTS: 100,
MAX_CRATERS: 50,
FOOTPRINT_LIFETIME: 180000, // 3 minutes
BLOOD_FLOWER_GROWTH_TIME: 30000, // 30 seconds to grow flower
CRATER_HEAL_TIME: 300000, // 5 minutes to heal
FOOTPRINT_TRAIL_THRESHOLD: 5, // Footprints needed to form trail
RUIN_SPAWN_THRESHOLD: 3 // Kills needed to spawn ruin
};
const terrainMemory = {
footprints: [], // {x, z, time, species, mesh}
bloodSpots: [], // {x, z, time, hasFlower, mesh}
craters: [], // {x, z, time, size, mesh, healing}
trails: new Map(), // Grid-based trail system
killZones: new Map(), // Areas with many kills
ruins: [], // Generated dungeon ruins
initialized: false,
// Record footstep
recordFootstep(x, z, species) {
if (!TERRAIN_MEMORY_CONFIG.ENABLED) return;
if (this.footprints.length >= TERRAIN_MEMORY_CONFIG.MAX_FOOTPRINTS) {
// Remove oldest
const old = this.footprints.shift();
if (old.mesh) scene.remove(old.mesh);
}
// Create footprint mesh
const footGeo = new THREE.CircleGeometry(0.15, 6);
const footMat = new THREE.MeshBasicMaterial({
color: 0x3d2914,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide
});
const footMesh = new THREE.Mesh(footGeo, footMat);
const terrainY = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
footMesh.position.set(x, terrainY + 0.05, z);
footMesh.rotation.x = -Math.PI / 2;
footMesh.rotation.z = Math.random() * Math.PI * 2;
scene.add(footMesh);
this.footprints.push({
x, z,
time: Date.now(),
species: species,
mesh: footMesh
});
// Record in trail grid
const gridKey = `${Math.floor(x / 3)},${Math.floor(z / 3)}`;
const trailCount = (this.trails.get(gridKey) || 0) + 1;
this.trails.set(gridKey, trailCount);
// Check if trail should be formed
if (trailCount >= TERRAIN_MEMORY_CONFIG.FOOTPRINT_TRAIL_THRESHOLD) {
this.formTrail(gridKey, x, z);
}
},
// Form permanent trail
formTrail(gridKey, x, z) {
// Create darker, more visible trail marker
const trailGeo = new THREE.PlaneGeometry(3, 3);
const trailMat = new THREE.MeshBasicMaterial({
color: 0x2a1f0f,
transparent: true,
opacity: 0.4,
side: THREE.DoubleSide
});
const trailMesh = new THREE.Mesh(trailGeo, trailMat);
const terrainY = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
trailMesh.position.set(x, terrainY + 0.02, z);
trailMesh.rotation.x = -Math.PI / 2;
scene.add(trailMesh);
},
// Record blood from kill
recordBlood(x, z) {
if (!TERRAIN_MEMORY_CONFIG.ENABLED) return;
if (this.bloodSpots.length >= TERRAIN_MEMORY_CONFIG.MAX_BLOOD_SPOTS) {
const old = this.bloodSpots.shift();
if (old.mesh) scene.remove(old.mesh);
}
// Create blood spot
const bloodGeo = new THREE.CircleGeometry(0.4 + Math.random() * 0.3, 8);
const bloodMat = new THREE.MeshBasicMaterial({
color: 0x660000,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide
});
const bloodMesh = new THREE.Mesh(bloodGeo, bloodMat);
const terrainY = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
bloodMesh.position.set(x, terrainY + 0.03, z);
bloodMesh.rotation.x = -Math.PI / 2;
scene.add(bloodMesh);
this.bloodSpots.push({
x, z,
time: Date.now(),
hasFlower: false,
mesh: bloodMesh
});
// Record in kill zone
const killKey = `${Math.floor(x / 10)},${Math.floor(z / 10)}`;
const killCount = (this.killZones.get(killKey) || 0) + 1;
this.killZones.set(killKey, killCount);
// Check for ruin spawning
if (killCount >= TERRAIN_MEMORY_CONFIG.RUIN_SPAWN_THRESHOLD) {
this.spawnRuin(x, z);
}
},
// Record kill location (for ecosystem)
recordKill(x, z) {
this.recordBlood(x, z);
},
// Create battle crater
createCrater(x, z, size = 1) {
if (!TERRAIN_MEMORY_CONFIG.ENABLED) return;
if (this.craters.length >= TERRAIN_MEMORY_CONFIG.MAX_CRATERS) {
const old = this.craters.shift();
if (old.mesh) scene.remove(old.mesh);
}
// Create crater mesh (dark depression)
const craterGroup = new THREE.Group();
// Outer ring
const ringGeo = new THREE.RingGeometry(size * 0.8, size * 1.2, 16);
const ringMat = new THREE.MeshBasicMaterial({
color: 0x1a1410,
transparent: true,
opacity: 0.7,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
craterGroup.add(ring);
// Inner dark spot
const innerGeo = new THREE.CircleGeometry(size * 0.6, 12);
const innerMat = new THREE.MeshBasicMaterial({
color: 0x0a0805,
transparent: true,
opacity: 0.9,
side: THREE.DoubleSide
});
const inner = new THREE.Mesh(innerGeo, innerMat);
inner.rotation.x = -Math.PI / 2;
inner.position.y = -0.1;
craterGroup.add(inner);
const terrainY = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
craterGroup.position.set(x, terrainY + 0.02, z);
scene.add(craterGroup);
this.craters.push({
x, z,
time: Date.now(),
size: size,
mesh: craterGroup,
healing: false
});
},
// Spawn ruins from kill zone
spawnRuin(x, z) {
// Check if ruin already exists nearby
for (const ruin of this.ruins) {
if (Math.abs(ruin.x - x) < 15 && Math.abs(ruin.z - z) < 15) return;
}
// Create ruin structure
const ruinGroup = new THREE.Group();
const stoneMat = new THREE.MeshStandardMaterial({
color: 0x4a4a4a,
roughness: 0.9
});
// Broken pillars
for (let i = 0; i < 4; i++) {
const pillarHeight = 1 + Math.random() * 2;
const pillarGeo = new THREE.CylinderGeometry(0.3, 0.4, pillarHeight, 6);
const pillar = new THREE.Mesh(pillarGeo, stoneMat);
const angle = (i / 4) * Math.PI * 2;
pillar.position.set(
Math.cos(angle) * 4,
pillarHeight / 2,
Math.sin(angle) * 4
);
pillar.rotation.x = (Math.random() - 0.5) * 0.3;
pillar.rotation.z = (Math.random() - 0.5) * 0.3;
ruinGroup.add(pillar);
}
// Broken walls
for (let i = 0; i < 3; i++) {
const wallWidth = 2 + Math.random() * 2;
const wallHeight = 0.5 + Math.random() * 1.5;
const wallGeo = new THREE.BoxGeometry(wallWidth, wallHeight, 0.3);
const wall = new THREE.Mesh(wallGeo, stoneMat);
const angle = Math.random() * Math.PI * 2;
wall.position.set(
Math.cos(angle) * (2 + Math.random() * 3),
wallHeight / 2,
Math.sin(angle) * (2 + Math.random() * 3)
);
wall.rotation.y = angle + Math.PI / 2;
wall.rotation.x = (Math.random() - 0.5) * 0.2;
ruinGroup.add(wall);
}
// Central altar
const altarGeo = new THREE.BoxGeometry(1.5, 0.4, 1.5);
const altarMat = new THREE.MeshStandardMaterial({
color: 0x2a0a0a,
emissive: 0x110000,
roughness: 0.7
});
const altar = new THREE.Mesh(altarGeo, altarMat);
altar.position.y = 0.2;
ruinGroup.add(altar);
const terrainY = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
ruinGroup.position.set(x, terrainY, z);
scene.add(ruinGroup);
this.ruins.push({ x, z, mesh: ruinGroup, spawned: Date.now() });
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[TERRAIN MEMORY] Ruins spawned at ${x.toFixed(1)}, ${z.toFixed(1)} - a place of many deaths`);
},
// Update terrain memory (aging, flower growth, etc)
update() {
if (!TERRAIN_MEMORY_CONFIG.ENABLED) return;
const now = Date.now();
// Age footprints
for (let i = this.footprints.length - 1; i >= 0; i--) {
const fp = this.footprints[i];
const age = now - fp.time;
if (age > TERRAIN_MEMORY_CONFIG.FOOTPRINT_LIFETIME) {
if (fp.mesh) scene.remove(fp.mesh);
this.footprints.splice(i, 1);
} else {
// Fade over time
const fadeProgress = age / TERRAIN_MEMORY_CONFIG.FOOTPRINT_LIFETIME;
if (fp.mesh && fp.mesh.material) {
fp.mesh.material.opacity = 0.6 * (1 - fadeProgress);
}
}
}
// Grow blood flowers
for (const blood of this.bloodSpots) {
if (blood.hasFlower) continue;
const age = now - blood.time;
if (age > TERRAIN_MEMORY_CONFIG.BLOOD_FLOWER_GROWTH_TIME) {
this.growBloodFlower(blood);
}
}
// Heal craters (very slowly)
for (let i = this.craters.length - 1; i >= 0; i--) {
const crater = this.craters[i];
const age = now - crater.time;
if (age > TERRAIN_MEMORY_CONFIG.CRATER_HEAL_TIME) {
if (crater.mesh) scene.remove(crater.mesh);
this.craters.splice(i, 1);
} else if (age > TERRAIN_MEMORY_CONFIG.CRATER_HEAL_TIME * 0.7 && !crater.healing) {
crater.healing = true;
// Start healing visual
if (crater.mesh) {
crater.mesh.traverse(child => {
if (child.material) {
child.material.opacity *= 0.5;
}
});
}
}
}
},
// Grow dark flower from blood
growBloodFlower(blood) {
blood.hasFlower = true;
// Create flower mesh
const flowerGroup = new THREE.Group();
// Stem
const stemGeo = new THREE.CylinderGeometry(0.02, 0.03, 0.4, 4);
const stemMat = new THREE.MeshBasicMaterial({ color: 0x1a3320 });
const stem = new THREE.Mesh(stemGeo, stemMat);
stem.position.y = 0.2;
flowerGroup.add(stem);
// Dark petals
const petalGeo = new THREE.CircleGeometry(0.12, 5);
const petalMat = new THREE.MeshBasicMaterial({
color: 0x2a0015,
side: THREE.DoubleSide
});
for (let i = 0; i < 5; i++) {
const petal = new THREE.Mesh(petalGeo, petalMat);
const angle = (i / 5) * Math.PI * 2;
petal.position.set(
Math.cos(angle) * 0.1,
0.42,
Math.sin(angle) * 0.1
);
petal.rotation.x = -Math.PI / 3;
petal.rotation.y = angle;
flowerGroup.add(petal);
}
// Center (red/black)
const centerGeo = new THREE.SphereGeometry(0.06, 6, 4);
const centerMat = new THREE.MeshBasicMaterial({ color: 0x330000 });
const center = new THREE.Mesh(centerGeo, centerMat);
center.position.y = 0.45;
flowerGroup.add(center);
const terrainY = typeof getTerrainHeight === 'function' ? getTerrainHeight(blood.x, blood.z) : 0;
flowerGroup.position.set(blood.x + (Math.random() - 0.5) * 0.5, terrainY, blood.z + (Math.random() - 0.5) * 0.5);
scene.add(flowerGroup);
blood.flowerMesh = flowerGroup;
},
// Initialize
init() {
if (this.initialized) return;
this.initialized = true;
console.log('[TERRAIN MEMORY] Initialized - the world will remember');
}
};
// Hook into game loop - will be called from main update
function updateLivingWorld(dt) {
// Update ecosystem
updateEcosystem(dt);
// Update terrain memory (less frequently)
if (Math.random() < 0.05) {
terrainMemory.update();
}
}
// Move creep toward a position
// v9.4: Integrated avoidance steering - creeps steer around each other while moving
// v7.63: Pre-allocated vector (Evolution Cycle 3 - Performance Consensus) - eliminates ~3000 allocations/sec
const _moveCreepDir = new THREE.Vector3();
function moveCreepToward(creep, targetPos, dt) {
// v7.63: Reuse pre-allocated vector instead of creating new one each call
_moveCreepDir.subVectors(targetPos, creep.position);
const distToTarget = _moveCreepDir.length();
_moveCreepDir.normalize();
// Calculate avoidance force from nearby creeps
let avoidX = 0;
let avoidZ = 0;
const avoidRadius = 2.5; // Distance at which creeps notice each other
const hardRadius = 1.0; // Minimum clearance - strong avoidance
// v8.08: Pre-compute squared avoid radius for early exit
const avoidRadiusSq = avoidRadius * avoidRadius;
for (let i = 0; i < creepWaveState.creeps.length; i++) {
const other = creepWaveState.creeps[i];
if (!other || other === creep || !other.userData || other.userData.hp <= 0) continue;
const dx = creep.position.x - other.position.x;
const dz = creep.position.z - other.position.z;
const distSq = dx * dx + dz * dz;
// v8.08: Early exit if beyond avoid radius using squared distance
if (distSq >= avoidRadiusSq) continue;
let dist = Math.sqrt(distSq);
// Handle exact overlap - push in random direction
if (dist < 0.01) {
const angle = Math.random() * Math.PI * 2;
avoidX += Math.cos(angle) * 3;
avoidZ += Math.sin(angle) * 3;
continue;
}
if (dist < avoidRadius) {
const nx = dx / dist;
const nz = dz / dist;
// Calculate avoidance strength - exponentially stronger as closer
let strength;
if (dist < hardRadius) {
// Very close - strong steering
strength = 3.0 * (hardRadius / dist);
} else {
// Normal avoidance
strength = 1.5 * ((avoidRadius - dist) / avoidRadius);
}
avoidX += nx * strength;
avoidZ += nz * strength;
}
}
// v9.5: Add building avoidance force
if (typeof getBuildingAvoidanceForce === 'function') {
const buildingAvoid = getBuildingAvoidanceForce(creep.position.x, creep.position.z, 2);
avoidX += buildingAvoid.x * 2; // Buildings have higher priority
avoidZ += buildingAvoid.z * 2;
}
// Combine target direction with avoidance (avoidance has priority)
const avoidLen = Math.sqrt(avoidX * avoidX + avoidZ * avoidZ);
let finalX = _moveCreepDir.x;
let finalZ = _moveCreepDir.z;
if (avoidLen > 0.1) {
// Blend target direction with avoidance based on avoidance magnitude
const avoidWeight = Math.min(avoidLen * 0.5, 0.9); // Cap at 90% avoidance
finalX = _moveCreepDir.x * (1 - avoidWeight) + (avoidX / avoidLen) * avoidWeight;
finalZ = _moveCreepDir.z * (1 - avoidWeight) + (avoidZ / avoidLen) * avoidWeight;
// Normalize the result
const finalLen = Math.sqrt(finalX * finalX + finalZ * finalZ);
if (finalLen > 0) {
finalX /= finalLen;
finalZ /= finalLen;
}
}
// v9.5: Hard collision check - prevent moving into buildings
const newX = creep.position.x + finalX * creep.userData.speed * dt;
const newZ = creep.position.z + finalZ * creep.userData.speed * dt;
if (typeof checkBuildingCollision === 'function') {
const collision = checkBuildingCollision(newX, newZ);
if (collision) {
// Push out of building instead
const pushOut = getBuildingPushOut(creep.position.x, creep.position.z, collision);
creep.position.x += pushOut.x * 0.5;
creep.position.z += pushOut.z * 0.5;
return; // Skip normal movement this frame
}
}
// Move in the calculated direction
creep.position.x = newX;
creep.position.z = newZ;
// v10.20: TRAILBLAZER - Creeps knock over trees/rocks to clear the path
creepClearObstacle(creep, newX, newZ);
// v6.67: Update Y position based on terrain/bridge
const targetY = getCreepTerrainHeight(creep.position.x, creep.position.z);
// Smooth Y transition (for ramps)
const yDiff = targetY - creep.position.y;
if (Math.abs(yDiff) > 0.1) {
// Gradually adjust height (ramp effect)
creep.position.y += yDiff * 0.15;
} else {
creep.position.y = targetY;
}
// Face movement direction (use final direction with avoidance)
creep.rotation.y = Math.atan2(finalX, finalZ);
// Tilt slightly when going up/down ramps
if (Math.abs(yDiff) > 0.3) {
creep.rotation.x = yDiff > 0 ? -0.15 : 0.15;
} else {
creep.rotation.x *= 0.9; // Gradually return to level
}
}
// v9.3: Calculate and apply separation force to prevent creeps from bunching up
// ROBUST VERSION: Handles exact overlaps and applies strong collision avoidance
// v7.31: OPTIMIZED with CreepSpatialGrid (8-Strategy Cycle 10 Consensus) - O(N²) → O(N)
// v7.63: Object pool for separation forces (Evolution Cycle 3 - Performance Consensus) - eliminates ~6000 allocations/sec
const _creepSeparationPool = {
forces: new Array(500), // Pre-allocated for max creeps
init() {
for (let i = 0; i < this.forces.length; i++) {
this.forces[i] = { x: 0, z: 0, active: false };
}
},
reset(count) {
const len = Math.min(count, this.forces.length);
for (let i = 0; i < len; i++) {
this.forces[i].x = 0;
this.forces[i].z = 0;
this.forces[i].active = false;
}
}
};
_creepSeparationPool.init();
// v8.07: Pre-compute squared radii outside loop for sqrt elimination
function applyCreepSeparation(dt) {
if (!creepWaveState.creeps || creepWaveState.creeps.length < 2) return;
const sepRadius = CREEP_WAVE_CONFIG.separationRadius;
const sepStrength = CREEP_WAVE_CONFIG.separationStrength;
const minSep = CREEP_WAVE_CONFIG.minSeparation;
const hardRadius = CREEP_WAVE_CONFIG.hardRadius || 0.8;
// v8.07: Pre-compute squared values for early rejection
const sepRadiusSq = sepRadius * sepRadius;
// v7.31: Use spatial grid for O(N) neighbor lookup instead of O(N²)
const useSpatialGrid = creepWaveState.creeps.length > 10 && window.CreepSpatialGrid;
if (useSpatialGrid) {
CreepSpatialGrid.rebuild(creepWaveState.creeps);
}
// Run multiple iterations for better convergence when heavily bunched
const iterations = 2;
const creepCount = creepWaveState.creeps.length;
for (let iter = 0; iter < iterations; iter++) {
// v7.63: Reset pooled forces instead of allocating new array
_creepSeparationPool.reset(creepCount);
for (let i = 0; i < creepCount; i++) {
const creep = creepWaveState.creeps[i];
if (!creep || !creep.userData || creep.userData.hp <= 0) {
continue;
}
// Accumulate separation force from nearby creeps
let forceX = 0;
let forceZ = 0;
let neighborCount = 0;
// v7.31: Use spatial grid for O(N) neighbor lookup
const nearbyCreeps = useSpatialGrid
? CreepSpatialGrid.getNearby(creep.position.x, creep.position.z)
: creepWaveState.creeps;
for (let j = 0; j < nearbyCreeps.length; j++) {
const other = nearbyCreeps[j];
if (creep === other) continue; // Skip self (works for both array types)
if (!other || !other.userData || other.userData.hp <= 0) continue;
// Calculate distance (2D, ignore Y)
let dx = creep.position.x - other.position.x;
let dz = creep.position.z - other.position.z;
const distSq = dx * dx + dz * dz;
// v8.07: Early exit using squared distance - avoids sqrt for distant pairs
if (distSq >= sepRadiusSq) continue;
// Only compute sqrt when within separation radius
let dist = Math.sqrt(distSq);
// CRITICAL: Handle exact overlap - push in random direction
if (dist < 0.01) {
// Creeps are at exact same position - assign random separation direction
const randomAngle = Math.random() * Math.PI * 2 + i * 0.1; // Use index for determinism
dx = Math.cos(randomAngle);
dz = Math.sin(randomAngle);
dist = 0.01; // Pretend very small distance for max force
}
// Within separation radius - calculate repulsion force
// Normalize direction
const invDist = 1 / dist;
const nx = dx * invDist;
const nz = dz * invDist;
// Calculate force strength - exponentially stronger as distance decreases
let strength;
if (dist < hardRadius) {
// HARD COLLISION: Very strong instant push
strength = sepStrength * 5.0 * (hardRadius / Math.max(dist, 0.01));
} else if (dist < minSep) {
// Below minimum separation - strong push
strength = sepStrength * 2.0 * ((minSep - dist) / minSep + 1);
} else {
// Normal soft separation
const overlap = sepRadius - dist;
strength = sepStrength * (overlap / sepRadius);
}
forceX += nx * strength;
forceZ += nz * strength;
neighborCount++;
}
// v7.63: Store in pre-allocated pool object instead of creating new object
if (neighborCount > 0 && i < _creepSeparationPool.forces.length) {
_creepSeparationPool.forces[i].x = forceX;
_creepSeparationPool.forces[i].z = forceZ;
_creepSeparationPool.forces[i].active = true;
}
}
// Apply separation forces from pool
for (let i = 0; i < creepCount; i++) {
const creep = creepWaveState.creeps[i];
const force = _creepSeparationPool.forces[i];
if (!creep || !force || !force.active) continue;
// Apply the separation force (scaled by dt for frame-independence)
creep.position.x += force.x * dt;
creep.position.z += force.z * dt;
}
}
// Final Y position update after all separation is done
for (let i = 0; i < creepWaveState.creeps.length; i++) {
const creep = creepWaveState.creeps[i];
if (!creep || !creep.userData || creep.userData.hp <= 0) continue;
if (typeof getCreepTerrainHeight === 'function') {
const targetY = getCreepTerrainHeight(creep.position.x, creep.position.z);
creep.position.y = targetY;
} else if (typeof getTerrainHeight === 'function') {
creep.position.y = getTerrainHeight(creep.position.x, creep.position.z) + 0.6;
}
}
}
// v9.3: Apply separation force to mobs (enemies) to prevent bunching up
// ROBUST VERSION: Same algorithm as creep separation
// v8.0: OPTIMIZED with MobSpatialGrid (8-Strategy Consensus Cycle 3) - O(N²) → O(N)
const MOB_SEPARATION_CONFIG = {
radius: 2.5, // Distance at which mobs start pushing apart
strength: 10.0, // How strongly mobs push each other away (strong)
minDist: 1.2, // Minimum distance mobs try to maintain
hardRadius: 0.8 // Mobs cannot get closer than this
};
// v8.07: Object pool for mob separation forces - eliminates array/object allocations per frame
const _mobSeparationPool = {
forces: new Array(200), // Pre-allocated for max mobs
init() {
for (let i = 0; i < this.forces.length; i++) {
this.forces[i] = { x: 0, z: 0, active: false };
}
},
reset(count) {
const len = Math.min(count, this.forces.length);
for (let i = 0; i < len; i++) {
this.forces[i].x = 0;
this.forces[i].z = 0;
this.forces[i].active = false;
}
}
};
_mobSeparationPool.init();
// v8.07: Pre-compute squared radius for sqrt elimination
function applyMobSeparation(dt) {
if (!worldState.mobs || worldState.mobs.length < 2) return;
const sepRadius = MOB_SEPARATION_CONFIG.radius;
const sepStrength = MOB_SEPARATION_CONFIG.strength;
const minSep = MOB_SEPARATION_CONFIG.minDist;
const hardRadius = MOB_SEPARATION_CONFIG.hardRadius;
// v8.07: Pre-compute squared values for early rejection
const sepRadiusSq = sepRadius * sepRadius;
// v8.0: Rebuild spatial grid for separation queries (8-Strategy Consensus Cycle 3)
// Only use spatial grid optimization when we have enough mobs to benefit
const useSpatialGrid = worldState.mobs.length > 8 && window.MobSpatialGrid;
if (useSpatialGrid) {
MobSpatialGrid.rebuild(worldState.mobs);
}
// Run multiple iterations for better convergence
const iterations = 2;
const mobCount = worldState.mobs.length;
for (let iter = 0; iter < iterations; iter++) {
// v8.07: Reset pooled forces instead of allocating new array
_mobSeparationPool.reset(mobCount);
for (let i = 0; i < mobCount; i++) {
const mob = worldState.mobs[i];
if (!mob || !mob.parent || !mob.userData || mob.userData.hp <= 0) {
continue;
}
// Skip mobs that are stunned or telegraphing (don't disrupt attack feedback)
if (mob.userData.stunned || mob.userData.telegraphing) {
continue;
}
// Accumulate separation force from nearby mobs
let forceX = 0;
let forceZ = 0;
let neighborCount = 0;
// v8.0: Use spatial grid for O(N) neighbor lookup instead of O(N²) (8-Strategy Consensus Cycle 3)
const nearbyMobs = useSpatialGrid
? MobSpatialGrid.getNearby(mob.position.x, mob.position.z)
: worldState.mobs;
for (let j = 0; j < nearbyMobs.length; j++) {
const other = nearbyMobs[j];
if (!other || other === mob || !other.parent || !other.userData || other.userData.hp <= 0) continue;
// Calculate distance (2D, ignore Y)
let dx = mob.position.x - other.position.x;
let dz = mob.position.z - other.position.z;
const distSq = dx * dx + dz * dz;
// v8.07: Early exit using squared distance - avoids sqrt for distant pairs
if (distSq >= sepRadiusSq) continue;
// Only compute sqrt when within separation radius
let dist = Math.sqrt(distSq);
// CRITICAL: Handle exact overlap - push in random direction
if (dist < 0.01) {
const randomAngle = Math.random() * Math.PI * 2 + i * 0.1;
dx = Math.cos(randomAngle);
dz = Math.sin(randomAngle);
dist = 0.01;
}
// Within separation radius - calculate repulsion force
// Normalize direction
const invDist = 1 / dist;
const nx = dx * invDist;
const nz = dz * invDist;
// Calculate force strength - exponentially stronger as distance decreases
let strength;
if (dist < hardRadius) {
// HARD COLLISION: Very strong instant push
strength = sepStrength * 5.0 * (hardRadius / Math.max(dist, 0.01));
} else if (dist < minSep) {
// Below minimum separation - strong push
strength = sepStrength * 2.0 * ((minSep - dist) / minSep + 1);
} else {
// Normal soft separation
const overlap = sepRadius - dist;
strength = sepStrength * (overlap / sepRadius);
}
forceX += nx * strength;
forceZ += nz * strength;
neighborCount++;
}
// v8.07: Store in pre-allocated pool object instead of creating new object
if (neighborCount > 0 && i < _mobSeparationPool.forces.length) {
_mobSeparationPool.forces[i].x = forceX;
_mobSeparationPool.forces[i].z = forceZ;
_mobSeparationPool.forces[i].active = true;
}
}
// Apply separation forces from pool
for (let i = 0; i < mobCount; i++) {
const mob = worldState.mobs[i];
const force = _mobSeparationPool.forces[i];
if (!mob || !force || !force.active) continue;
// Apply the separation force
mob.position.x += force.x * dt;
mob.position.z += force.z * dt;
}
}
// Final Y position update after all separation
for (let i = 0; i < worldState.mobs.length; i++) {
const mob = worldState.mobs[i];
if (!mob || !mob.parent || !mob.userData || mob.userData.hp <= 0) continue;
if (mob.userData.stunned || mob.userData.telegraphing) continue;
if (typeof snapToGround === 'function') {
snapToGround(mob);
} else if (typeof getTerrainHeight === 'function') {
mob.position.y = getTerrainHeight(mob.position.x, mob.position.z) + 0.5;
}
}
}
// Follow lane waypoints
function followLaneWaypoint(creep, dt) {
const waypoints = creep.userData.waypoints;
const wpIndex = creep.userData.currentWaypointIndex;
if (wpIndex >= waypoints.length) {
// v6.68: Reached end of lane - in versus mode, damage enemy throne!
if (versusMatchState.active) {
// Team A (robot forces) damages hostile throne
// Team B (hostile fauna) damages robot throne
const targetTeam = creep.userData.team === 'A' ? 'hostile' : 'robot';
const creepDamage = creep.userData.damage || CREEP_WAVE_CONFIG.creepDamage;
// Only damage if throne exists
if (versusMatchState.thrones[targetTeam]) {
damageThrone(targetTeam, creepDamage * 2); // Double damage for reaching throne
// Despawn the creep after dealing damage
creep.userData.hp = 0;
return;
}
}
// Not in versus mode or throne doesn't exist - turn around
creep.userData.currentWaypointIndex = Math.max(0, waypoints.length - 2);
return;
}
const targetWp = waypoints[wpIndex];
// v6.67: Target Y is now properly calculated (bridge or ground)
const targetY = getCreepTerrainHeight(targetWp.x, targetWp.z);
const targetPos = new THREE.Vector3(targetWp.x, targetY, targetWp.z);
const dist = new THREE.Vector2(
creep.position.x - targetWp.x,
creep.position.z - targetWp.z
).length();
if (dist < 2) {
// Reached waypoint, move to next
creep.userData.currentWaypointIndex++;
} else {
// Move toward waypoint
moveCreepToward(creep, targetPos, dt);
}
}
// Update creep HP bar
function updateCreepHpBar(creep) {
if (!creep.userData.hpBar) return;
const hpPercent = creep.userData.hp / creep.userData.maxHp;
creep.userData.hpBar.scale.x = Math.max(0.01, hpPercent);
creep.userData.hpBar.position.x = (hpPercent - 1) * 0.6;
// Color based on HP
if (hpPercent > 0.5) {
creep.userData.hpBar.material.color.setHex(0x00ff00);
} else if (hpPercent > 0.25) {
creep.userData.hpBar.material.color.setHex(0xffff00);
} else {
creep.userData.hpBar.material.color.setHex(0xff0000);
}
}
// ============================================
// v6.68: DOTA 2-STYLE 3D PLAYER HP/MANA BARS
// Floating 3D bars with text above the robot
// ============================================
function createPlayerHealthBars(playerMesh) {
const barsGroup = new THREE.Group();
barsGroup.position.y = 2.8;
barsGroup.userData.isBillboard = true;
const barWidth = 2.2;
const hpBarHeight = 0.25;
const manaBarHeight = 0.15;
const barSpacing = 0.06;
const barDepth = 0.08;
// === OUTER FRAME (3D box - dark metallic) ===
const frameGeo = new THREE.BoxGeometry(barWidth + 0.15, hpBarHeight + manaBarHeight + barSpacing + 0.12, barDepth + 0.04);
const frameMat = new THREE.MeshStandardMaterial({
color: 0x1a1a2e,
metalness: 0.8,
roughness: 0.3,
emissive: 0x0a0a15,
emissiveIntensity: 0.2
});
const frame = new THREE.Mesh(frameGeo, frameMat);
frame.position.z = -barDepth / 2;
barsGroup.add(frame);
// === HP BAR BACKGROUND (3D dark red box) ===
const hpBgGeo = new THREE.BoxGeometry(barWidth, hpBarHeight, barDepth);
const hpBgMat = new THREE.MeshStandardMaterial({
color: 0x2a0a0a,
metalness: 0.4,
roughness: 0.6
});
const hpBg = new THREE.Mesh(hpBgGeo, hpBgMat);
hpBg.position.y = manaBarHeight / 2 + barSpacing / 2;
barsGroup.add(hpBg);
// === HP BAR FILL (3D green - Dota style with glow) ===
const hpFillGeo = new THREE.BoxGeometry(barWidth - 0.02, hpBarHeight - 0.02, barDepth + 0.01);
const hpFillMat = new THREE.MeshStandardMaterial({
color: 0x3cb043,
emissive: 0x1a5a1a,
emissiveIntensity: 0.5,
metalness: 0.3,
roughness: 0.4
});
const hpFill = new THREE.Mesh(hpFillGeo, hpFillMat);
hpFill.position.y = manaBarHeight / 2 + barSpacing / 2;
hpFill.position.z = 0.02;
barsGroup.add(hpFill);
// === MANA/ENERGY BAR BACKGROUND (3D dark blue) ===
const manaBgGeo = new THREE.BoxGeometry(barWidth, manaBarHeight, barDepth);
const manaBgMat = new THREE.MeshStandardMaterial({
color: 0x0a0a2a,
metalness: 0.4,
roughness: 0.6
});
const manaBg = new THREE.Mesh(manaBgGeo, manaBgMat);
manaBg.position.y = -hpBarHeight / 2 - barSpacing / 2;
barsGroup.add(manaBg);
// === MANA BAR FILL (3D blue with glow) ===
const manaFillGeo = new THREE.BoxGeometry(barWidth - 0.02, manaBarHeight - 0.02, barDepth + 0.01);
const manaFillMat = new THREE.MeshStandardMaterial({
color: 0x2878bd,
emissive: 0x1a4a7a,
emissiveIntensity: 0.5,
metalness: 0.3,
roughness: 0.4
});
const manaFill = new THREE.Mesh(manaFillGeo, manaFillMat);
manaFill.position.y = -hpBarHeight / 2 - barSpacing / 2;
manaFill.position.z = 0.02;
barsGroup.add(manaFill);
// === HP SEGMENT DIVIDERS (3D notches) ===
for (let i = 1; i < 4; i++) {
const segX = -barWidth / 2 + (barWidth / 4) * i;
const segGeo = new THREE.BoxGeometry(0.03, hpBarHeight + 0.02, barDepth + 0.03);
const segMat = new THREE.MeshStandardMaterial({
color: 0x000000,
metalness: 0.9,
roughness: 0.2
});
const seg = new THREE.Mesh(segGeo, segMat);
seg.position.set(segX, manaBarHeight / 2 + barSpacing / 2, 0.03);
barsGroup.add(seg);
}
// === LEVEL BADGE (3D cylinder) ===
const levelBadgeGeo = new THREE.CylinderGeometry(0.2, 0.2, 0.1, 16);
const levelBadgeMat = new THREE.MeshStandardMaterial({
color: 0xffd700,
emissive: 0x886600,
emissiveIntensity: 0.4,
metalness: 0.8,
roughness: 0.2
});
const levelBadge = new THREE.Mesh(levelBadgeGeo, levelBadgeMat);
levelBadge.rotation.x = Math.PI / 2;
levelBadge.position.set(-barWidth / 2 - 0.3, 0, 0.05);
barsGroup.add(levelBadge);
// === 3D TEXT: HP VALUE ===
const hpTextGroup = new THREE.Group();
hpTextGroup.position.set(0, manaBarHeight / 2 + barSpacing / 2 + 0.35, 0.1);
barsGroup.add(hpTextGroup);
// === 3D TEXT: MANA VALUE ===
const manaTextGroup = new THREE.Group();
manaTextGroup.position.set(0, -hpBarHeight / 2 - barSpacing / 2 - 0.25, 0.1);
barsGroup.add(manaTextGroup);
// === 3D TEXT: PLAYER NAME (styled like LEVIATHAN title) ===
const nameTextGroup = new THREE.Group();
nameTextGroup.position.set(0, hpBarHeight + manaBarHeight + 0.5, 0.1);
barsGroup.add(nameTextGroup);
// Store references
playerMesh.userData.dotaBars = {
group: barsGroup,
hpFill: hpFill,
hpFillMat: hpFillMat,
manaFill: manaFill,
levelBadge: levelBadge,
levelBadgeMat: levelBadgeMat,
hpTextGroup: hpTextGroup,
manaTextGroup: manaTextGroup,
nameTextGroup: nameTextGroup,
barWidth: barWidth,
lastHp: gameData.player.hp,
lastHpText: '',
lastManaText: '',
nameCreated: false
};
playerMesh.add(barsGroup);
// v6.69: Hide the 3D bars - we now use the 2D UI version above the ability bar
barsGroup.visible = false;
// Create 3D text after font loads
setTimeout(() => createPlayerBar3DText(playerMesh), 100);
}
// Create 3D text for player bars (uses loaded font)
function createPlayerBar3DText(playerMesh) {
if (!playerMesh.userData.dotaBars) return;
if (!window.copilot3DFont) {
setTimeout(() => createPlayerBar3DText(playerMesh), 200);
return;
}
const bars = playerMesh.userData.dotaBars;
const font = window.copilot3DFont;
// Create player name text (LEVIATHAN style)
try {
const nameGeo = new THREE.TextGeometry('EXPLORER', {
font: font,
size: 0.18,
height: 0.04,
curveSegments: 8,
bevelEnabled: true,
bevelThickness: 0.01,
bevelSize: 0.008,
bevelSegments: 3
});
nameGeo.computeBoundingBox();
nameGeo.center();
const nameMat = new THREE.MeshStandardMaterial({
color: 0x66ccff,
emissive: 0x224466,
emissiveIntensity: 0.6,
metalness: 0.7,
roughness: 0.3
});
const nameMesh = new THREE.Mesh(nameGeo, nameMat);
bars.nameTextGroup.add(nameMesh);
bars.nameCreated = true;
} catch (e) {
console.warn('Failed to create player name 3D text:', e);
}
}
// Update HP text mesh
function updatePlayerHpText(bars, hpText) {
if (!window.copilot3DFont || bars.lastHpText === hpText) return;
bars.lastHpText = hpText;
// Clear old text
while (bars.hpTextGroup.children.length > 0) {
const child = bars.hpTextGroup.children[0];
bars.hpTextGroup.remove(child);
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
}
try {
const textGeo = new THREE.TextGeometry(hpText, {
font: window.copilot3DFont,
size: 0.12,
height: 0.02,
curveSegments: 6,
bevelEnabled: false
});
textGeo.computeBoundingBox();
textGeo.center();
const textMat = new THREE.MeshStandardMaterial({
color: 0x44ff44,
emissive: 0x22aa22,
emissiveIntensity: 0.8,
metalness: 0.5,
roughness: 0.3
});
const textMesh = new THREE.Mesh(textGeo, textMat);
bars.hpTextGroup.add(textMesh);
} catch (e) { /* ignore */ }
}
// Update Mana text mesh
function updatePlayerManaText(bars, manaText) {
if (!window.copilot3DFont || bars.lastManaText === manaText) return;
bars.lastManaText = manaText;
// Clear old text
while (bars.manaTextGroup.children.length > 0) {
const child = bars.manaTextGroup.children[0];
bars.manaTextGroup.remove(child);
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
}
try {
const textGeo = new THREE.TextGeometry(manaText, {
font: window.copilot3DFont,
size: 0.09,
height: 0.015,
curveSegments: 6,
bevelEnabled: false
});
textGeo.computeBoundingBox();
textGeo.center();
const textMat = new THREE.MeshStandardMaterial({
color: 0x4488ff,
emissive: 0x2266aa,
emissiveIntensity: 0.8,
metalness: 0.5,
roughness: 0.3
});
const textMesh = new THREE.Mesh(textGeo, textMat);
bars.manaTextGroup.add(textMesh);
} catch (e) { /* ignore */ }
}
// Update player HP/Mana bars each frame
function updatePlayerDotaBars(dt, time) {
if (!worldState.player || !worldState.player.userData.dotaBars) return;
if (!gameData || !gameData.player) return;
const bars = worldState.player.userData.dotaBars;
if (!bars.hpFill || !bars.manaFill || !bars.hpFillMat) return;
const barWidth = bars.barWidth;
// === HP BAR UPDATE ===
const hp = Math.floor(gameData.player.hp);
const maxHp = Math.floor(gameData.player.maxHp);
const hpPercent = Math.max(0, Math.min(1, hp / maxHp));
bars.hpFill.scale.x = Math.max(0.001, hpPercent);
bars.hpFill.position.x = -(1 - hpPercent) * barWidth / 2;
// HP color and glow based on health
if (hpPercent > 0.6) {
bars.hpFillMat.color.setHex(0x3cb043);
bars.hpFillMat.emissive.setHex(0x1a5a1a);
} else if (hpPercent > 0.3) {
bars.hpFillMat.color.setHex(0xdaa520);
bars.hpFillMat.emissive.setHex(0x6a4a10);
} else {
bars.hpFillMat.color.setHex(0xc41e3a);
bars.hpFillMat.emissive.setHex(0x5a0a1a);
// Pulse when low HP
bars.hpFillMat.emissiveIntensity = 0.5 + Math.sin(time * 0.008) * 0.3;
}
// Update 3D HP text
const hpText = `${hp} / ${maxHp}`;
updatePlayerHpText(bars, hpText);
// === MANA/ENERGY BAR UPDATE ===
const energy = Math.floor(robotEnergy?.current ?? 100);
const maxEnergy = Math.floor(robotEnergy?.max ?? 100);
const energyPercent = Math.max(0, Math.min(1, energy / maxEnergy));
bars.manaFill.scale.x = Math.max(0.001, energyPercent);
bars.manaFill.position.x = -(1 - energyPercent) * barWidth / 2;
// Update 3D mana text
const manaText = `${energy} / ${maxEnergy}`;
updatePlayerManaText(bars, manaText);
// === BILLBOARD: Make bars always face camera (world space) ===
// v7.34: Uses pre-allocated vectors to eliminate 5 object allocations per frame (Cycle 13 - Performance)
if (camera && bars.group && worldState.player) {
// Get the world position of the bars (reuse pre-allocated vector)
bars.group.getWorldPosition(_dotaBarsWorldPos);
// Calculate direction from bars to camera in world space
_dotaBarsDirToCamera.copy(camera.position).sub(_dotaBarsWorldPos);
_dotaBarsDirToCamera.y = 0; // Keep horizontal
_dotaBarsDirToCamera.normalize();
// Calculate the world rotation needed to face camera
const targetAngle = Math.atan2(_dotaBarsDirToCamera.x, _dotaBarsDirToCamera.z);
// Get the player's current Y rotation (world space)
worldState.player.getWorldQuaternion(_dotaBarsPlayerQuat);
_dotaBarsPlayerEuler.setFromQuaternion(_dotaBarsPlayerQuat);
const playerYRot = _dotaBarsPlayerEuler.y;
// Set local rotation to counter player rotation and face camera
bars.group.rotation.set(0, targetAngle - playerYRot, 0);
}
// === LEVEL BADGE UPDATE ===
const combatLevel = gameData.skills.combat.level || 1;
if (combatLevel >= 20) {
bars.levelBadgeMat.color.setHex(0xff4400);
bars.levelBadgeMat.emissive.setHex(0x661100);
} else if (combatLevel >= 10) {
bars.levelBadgeMat.color.setHex(0xffd700);
bars.levelBadgeMat.emissive.setHex(0x664400);
} else if (combatLevel >= 5) {
bars.levelBadgeMat.color.setHex(0xc0c0c0);
bars.levelBadgeMat.emissive.setHex(0x444444);
} else {
bars.levelBadgeMat.color.setHex(0xcd7f32);
bars.levelBadgeMat.emissive.setHex(0x442200);
}
// Rotate level badge for shine effect
bars.levelBadge.rotation.z += dt * 0.001;
}
// ============================================
// v6.69: 2D UI DOTA BARS (above ability bar)
// ============================================
function updateDotaBarsUI() {
if (!gameData || !gameData.player) return;
// v6.84: Use cached DOM references for frequent UI updates
const cache = getUICache();
const hpFill = cache.dotaHpFill;
const hpText = cache.dotaHpText;
const manaFill = cache.dotaManaFill;
const manaText = cache.dotaManaText;
const levelBadge = document.getElementById('dota-level-badge');
if (!hpFill || !hpText || !manaFill || !manaText) return;
// HP values
const hp = Math.floor(gameData.player.hp);
const maxHp = Math.floor(gameData.player.maxHp);
const hpPercent = Math.max(0, Math.min(100, (hp / maxHp) * 100));
hpFill.style.width = hpPercent + '%';
hpText.textContent = `${hp} / ${maxHp}`;
// HP color based on percentage
if (hpPercent > 60) {
hpFill.style.background = 'linear-gradient(180deg, #4cd054 0%, #3cb043 50%, #2a8030 100%)';
} else if (hpPercent > 30) {
hpFill.style.background = 'linear-gradient(180deg, #f0c040 0%, #daa520 50%, #b08010 100%)';
} else {
hpFill.style.background = 'linear-gradient(180deg, #e04050 0%, #c41e3a 50%, #901020 100%)';
}
// Energy/Mana values
const energy = Math.floor(robotEnergy?.current ?? 100);
const maxEnergy = Math.floor(robotEnergy?.max ?? 100);
const energyPercent = Math.max(0, Math.min(100, (energy / maxEnergy) * 100));
manaFill.style.width = energyPercent + '%';
manaText.textContent = `${energy} / ${maxEnergy}`;
// Level badge
if (levelBadge) {
const combatLevel = gameData.skills?.combat?.level || 1;
levelBadge.textContent = combatLevel;
// Color badge based on level
if (combatLevel >= 20) {
levelBadge.style.background = 'linear-gradient(135deg, #ff4400 0%, #aa2200 100%)';
levelBadge.style.borderColor = '#ff4400';
levelBadge.style.boxShadow = '0 0 12px rgba(255,68,0,0.7)';
} else if (combatLevel >= 10) {
levelBadge.style.background = 'linear-gradient(135deg, #ffd700 0%, #b8860b 100%)';
levelBadge.style.borderColor = '#ffd700';
levelBadge.style.boxShadow = '0 0 8px rgba(255,215,0,0.5)';
} else if (combatLevel >= 5) {
levelBadge.style.background = 'linear-gradient(135deg, #c0c0c0 0%, #808080 100%)';
levelBadge.style.borderColor = '#c0c0c0';
levelBadge.style.boxShadow = '0 0 6px rgba(192,192,192,0.4)';
} else {
levelBadge.style.background = 'linear-gradient(135deg, #cd7f32 0%, #8b4513 100%)';
levelBadge.style.borderColor = '#cd7f32';
levelBadge.style.boxShadow = '0 0 4px rgba(205,127,50,0.3)';
}
}
// v10.30: Sync unified HUD HP/MP bars
// v7.71: Use cached DOM references to avoid getElementById calls every frame
if (typeof UnifiedHUD !== 'undefined' && UnifiedHUD.active) {
const cache = getUICache();
if (cache.unifiedHpFill) cache.unifiedHpFill.style.width = hpPercent + '%';
if (cache.unifiedHpText) cache.unifiedHpText.textContent = `${hp} / ${maxHp}`;
if (cache.unifiedMpFill) cache.unifiedMpFill.style.width = energyPercent + '%';
if (cache.unifiedMpText) cache.unifiedMpText.textContent = `${energy} / ${maxEnergy}`;
if (cache.unifiedLevelBadge) cache.unifiedLevelBadge.textContent = gameData.skills?.combat?.level || 1;
}
}
// ============================================
// END DOTA 2-STYLE PLAYER BARS
// ============================================
// Handle creep death
function handleCreepDeath(creep, index) {
// v9.6: Award XP to the creep that killed this one
const killer = creep.userData.lastAttacker;
if (killer && killer.userData && killer.userData.type === 'creep') {
awardCreepXp(killer, CREEP_WAVE_CONFIG.xpPerCreep * 2);
}
// Check if player is nearby for rewards
// v7.80: distanceToSquared optimization
if (worldState.player) {
const playerDistSq = creep.position.distanceToSquared(worldState.player.position);
const rewardRadiusSq = CREEP_WAVE_CONFIG.playerRewardRadius * CREEP_WAVE_CONFIG.playerRewardRadius;
if (playerDistSq <= rewardRadiusSq) {
// Award XP and gold
if (typeof addXp === 'function') {
addXp('combat', CREEP_WAVE_CONFIG.xpPerCreep);
}
gameData.gold = (gameData.gold || 0) + CREEP_WAVE_CONFIG.goldPerCreep;
spawnFloater(creep.position,
`+${CREEP_WAVE_CONFIG.xpPerCreep} XP`, '#ffff00');
// v6.65: Increase companion bond for watching creep battles
if (Math.random() < 0.2) {
increaseCompanionBond(0.2);
}
}
}
// Death particles - v7.99: Removed clone() since spawnCreepDeathParticles uses position.copy()
spawnCreepDeathParticles(creep.position, creep.userData.team);
// Remove from scene
scene.remove(creep);
if (creep.geometry) creep.geometry.dispose();
if (creep.material) creep.material.dispose();
// Remove from array
creepWaveState.creeps.splice(index, 1);
}
// v9.6: Award XP to a creep and check for level up
function awardCreepXp(creep, amount) {
if (!creep || !creep.userData) return;
creep.userData.xp = (creep.userData.xp || 0) + amount;
creep.userData.kills = (creep.userData.kills || 0) + 1;
// Check for level up
const xpToLevel = CREEP_WAVE_CONFIG.creepXpToLevel;
const maxLevel = CREEP_WAVE_CONFIG.creepMaxLevel;
const currentLevel = creep.userData.level || 1;
if (currentLevel < maxLevel && creep.userData.xp >= xpToLevel * currentLevel) {
// Level up!
creep.userData.level = currentLevel + 1;
creep.userData.xp = 0; // Reset XP for next level
// Increase stats
const hpBonus = CREEP_WAVE_CONFIG.creepLevelHpBonus;
const dmgBonus = CREEP_WAVE_CONFIG.creepLevelDamageBonus;
creep.userData.maxHp += hpBonus;
creep.userData.hp = Math.min(creep.userData.hp + hpBonus, creep.userData.maxHp);
creep.userData.damage += dmgBonus;
// Visual feedback
const levelColor = creep.userData.team === 'A' ? '#00ffff' : '#ffaa00';
spawnFloater(creep.position, `LVL ${creep.userData.level}!`, levelColor);
// Particle burst - v7.99: Use offsetY instead of clone()
if (particles) {
const color = creep.userData.team === 'A' ? 0x00ffff : 0xffaa00;
particles.emit(creep.position, 20, color, {
spread: 3, lifetime: 1000, size: 0.2, offsetY: 0.5
});
}
// Update name to show level
creep.userData.name = `${creep.userData.name.split(' [')[0]} [Lv.${creep.userData.level}]`;
}
}
// Death particle effect for creeps
function spawnCreepDeathParticles(position, team) {
if (!scene) return;
const particleCount = 15;
const color = team === 'A' ? 0x00ff88 : 0xff4444;
for (let i = 0; i < particleCount; i++) {
const geo = new THREE.SphereGeometry(0.1, 4, 4);
const mat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 1
});
const particle = new THREE.Mesh(geo, mat);
particle.position.copy(position);
const velocity = new THREE.Vector3(
(Math.random() - 0.5) * 0.2,
Math.random() * 0.15 + 0.1,
(Math.random() - 0.5) * 0.2
);
scene.add(particle);
let frame = 0;
const animate = () => {
frame++;
particle.position.add(velocity);
velocity.y -= 0.008;
mat.opacity = 1 - (frame / 40);
if (frame < 40) {
requestAnimationFrame(animate);
} else {
scene.remove(particle);
geo.dispose();
mat.dispose();
}
};
animate();
}
}
// Cleanup creep system when leaving world
// v8.13: Converted forEach to for loops for consistency with hot path optimizations
function cleanupCreepSystem() {
// Remove all creeps
const creeps = creepWaveState.creeps;
for (let i = 0, len = creeps.length; i < len; i++) {
const creep = creeps[i];
if (creep.parent) creep.parent.remove(creep);
if (creep.geometry) creep.geometry.dispose();
if (creep.material) creep.material.dispose();
}
creepWaveState.creeps = [];
// Remove lane visuals
const visuals = creepWaveState.laneVisuals;
for (let i = 0, len = visuals.length; i < len; i++) {
const visual = visuals[i];
if (visual.parent) visual.parent.remove(visual);
if (visual.geometry) visual.geometry.dispose();
if (visual.material) visual.material.dispose();
}
creepWaveState.laneVisuals = [];
creepWaveState.enabled = false;
creepWaveState.initialized = false;
// v6.67: Cleanup lane support system
if (typeof cleanupLaneSupportSystem === 'function') {
cleanupLaneSupportSystem();
}
}
// ============================================
// v6.67: LANE SUPPORT & FORTIFICATION SYSTEM
// Agents can be assigned to support lanes, buff creeps,
// and dynamically build fortifications based on lane control
// ============================================
const LANE_SUPPORT_CONFIG = {
enabled: true,
agentBuffRadius: 12, // Range for agent to buff creeps
buffCheckInterval: 500, // ms between buff checks
fortBuildInterval: 30000, // ms between fort attempts (30 sec)
maxFortsPerLane: 4, // Max fortifications per lane
controlUpdateInterval: 2000, // ms between control recalculations
creepBuffs: {
damage: 1.25, // 25% damage boost
speed: 1.15, // 15% speed boost
hp: 1.20, // 20% HP boost when spawned near agent
healPerSecond: 2 // HP regen when near agent
}
};
// Fortification types - progressively stronger
const LANE_FORTIFICATIONS = {
outpost: {
name: 'Forward Outpost',
icon: '🏕️',
tier: 1,
buildTime: 30000, // 30 seconds
hp: 150,
visionRadius: 15,
creepBuff: { damage: 1.1, speed: 1.05 },
size: { x: 3, y: 2, z: 3 },
color: 0x8b7355,
cost: { controlPoints: 10 }
},
supplyCache: {
name: 'Supply Cache',
icon: '📦',
tier: 2,
buildTime: 60000, // 1 minute
hp: 200,
healRadius: 10,
healAmount: 5, // HP per second to nearby creeps
creepBuff: { damage: 1.15, hp: 1.1 },
size: { x: 4, y: 2.5, z: 4 },
color: 0x4a7c59,
cost: { controlPoints: 25 }
},
watchtower: {
name: 'Watchtower',
icon: '🗼',
tier: 2,
buildTime: 90000, // 1.5 minutes
hp: 300,
attackDamage: 8,
attackRange: 18,
attackCooldown: 1500,
size: { x: 2, y: 6, z: 2 },
color: 0x666688,
cost: { controlPoints: 35 }
},
bunker: {
name: 'Defensive Bunker',
icon: '🏰',
tier: 3,
buildTime: 120000, // 2 minutes
hp: 500,
attackDamage: 15,
attackRange: 20,
attackCooldown: 2000,
creepBuff: { damage: 1.2, speed: 1.1, hp: 1.15 },
spawnExtraCreeps: true,
size: { x: 5, y: 3, z: 5 },
color: 0x555577,
cost: { controlPoints: 50 }
},
stronghold: {
name: 'Stronghold',
icon: '⛩️',
tier: 4,
buildTime: 180000, // 3 minutes
hp: 800,
attackDamage: 25,
attackRange: 25,
attackCooldown: 1800,
creepBuff: { damage: 1.3, speed: 1.15, hp: 1.25 },
spawnExtraCreeps: true,
extraCreepsPerWave: 2,
auraRadius: 20,
size: { x: 7, y: 5, z: 7 },
color: 0x334455,
cost: { controlPoints: 100 }
}
};
// Lane support state
let laneSupportState = {
enabled: false,
initialized: false,
laneControl: {}, // Control state per lane segment
assignedAgents: {}, // Agents assigned to lanes
fortifications: [], // Built fortifications
buildQueue: [], // Forts being built
lastControlUpdate: 0,
lastFortCheck: 0,
controlPoints: { // Earned through lane dominance
top: 0,
mid: 0,
bot: 0
}
};
// Initialize lane support system
function initLaneSupportSystem() {
// v9.9: Skip for custom worlds
if (window.WORLD_SYSTEMS?.customOnly === true) {
console.log('[WORLD] Skipping lane support system for customOnly world');
return;
}
if (window.WORLD_SYSTEMS?.towerDefense === false) {
console.log('[WORLD] Skipping lane support system - towerDefense disabled');
return;
}
if (!LANE_SUPPORT_CONFIG.enabled) return;
// Initialize lane control for each lane
Object.keys(LANE_DEFINITIONS).forEach(laneKey => {
const lane = LANE_DEFINITIONS[laneKey];
const segments = lane.waypoints.length - 1;
laneSupportState.laneControl[laneKey] = {
segments: Array(segments).fill(0), // -1 to 1 (hostile to friendly)
overallControl: 0, // -1 to 1
frontlineIndex: Math.floor(segments / 2), // Where the battle is
momentum: 0, // Push momentum
lastBattleTime: 0
};
});
laneSupportState.enabled = true;
laneSupportState.initialized = true;
laneSupportState.fortifications = [];
laneSupportState.buildQueue = [];
laneSupportState.assignedAgents = { top: [], mid: [], bot: [] };
console.log('v6.67: Lane Support & Fortification System initialized');
}
// Assign an agent to support a lane
function assignAgentToLane(agent, laneKey) {
if (!laneSupportState.enabled) return false;
if (!LANE_DEFINITIONS[laneKey]) return false;
// Remove from any existing lane assignment
Object.keys(laneSupportState.assignedAgents).forEach(key => {
const idx = laneSupportState.assignedAgents[key].indexOf(agent);
if (idx !== -1) {
laneSupportState.assignedAgents[key].splice(idx, 1);
}
});
// Assign to new lane
laneSupportState.assignedAgents[laneKey].push(agent);
agent.assignedLane = laneKey;
agent.laneRole = 'support';
const lane = LANE_DEFINITIONS[laneKey];
showNotification(`${agent.name} assigned to ${lane.name}`, 'info');
addCopilotMessage(`🎖️ Agent ${agent.name} deployed to ${lane.name}. They will buff nearby creeps and build fortifications as we gain control.`, 'ai');
return true;
}
// Update lane control based on creep positions and battles
// v8.06: Converted to for...in and for loops, use distanceToSquared
function updateLaneControl(time) {
if (!laneSupportState.enabled) return;
if (time - laneSupportState.lastControlUpdate < LANE_SUPPORT_CONFIG.controlUpdateInterval) return;
laneSupportState.lastControlUpdate = time;
for (const laneKey in LANE_DEFINITIONS) {
const lane = LANE_DEFINITIONS[laneKey];
const control = laneSupportState.laneControl[laneKey];
const waypoints = lane.waypoints;
// Count creeps in each segment
for (let i = 0; i < waypoints.length - 1; i++) {
const segStart = waypoints[i];
const segEnd = waypoints[i + 1];
const segMidX = (segStart.x + segEnd.x) / 2;
const segMidZ = (segStart.z + segEnd.z) / 2;
let friendlyCount = 0;
let hostileCount = 0;
// v8.06: for loop and distanceToSquared (225 = 15*15)
for (let ci = 0, cLen = creepWaveState.creeps.length; ci < cLen; ci++) {
const creep = creepWaveState.creeps[ci];
if (!creep.userData || creep.userData.lane !== laneKey) continue;
const dx = creep.position.x - segMidX;
const dz = creep.position.z - segMidZ;
const distSq = dx * dx + dz * dz;
if (distSq < 225) { // 15*15
if (creep.userData.team === 'A') friendlyCount++;
else hostileCount++;
}
}
// Check for assigned agents in segment
// v8.06: for loop and distanceToSquared (400 = 20*20)
const assignedAgents = laneSupportState.assignedAgents[laneKey];
if (assignedAgents) {
for (let ai = 0, aLen = assignedAgents.length; ai < aLen; ai++) {
const agent = assignedAgents[ai];
if (!agent.mesh) continue;
const dx = agent.mesh.position.x - segMidX;
const dz = agent.mesh.position.z - segMidZ;
const distSq = dx * dx + dz * dz;
if (distSq < 400) { // 20*20
friendlyCount += 3; // Agents count as 3 creeps for control
}
}
}
// Update segment control (-1 to 1)
const total = friendlyCount + hostileCount;
if (total > 0) {
const newControl = (friendlyCount - hostileCount) / total;
// Smooth transition
control.segments[i] = control.segments[i] * 0.7 + newControl * 0.3;
} else {
// Decay toward neutral
control.segments[i] *= 0.95;
}
}
// Calculate overall control
const avgControl = control.segments.reduce((a, b) => a + b, 0) / control.segments.length;
control.overallControl = avgControl;
// Calculate frontline (where control shifts from positive to negative)
let frontline = lane.chokePointIndex;
for (let i = 0; i < control.segments.length; i++) {
if (control.segments[i] < 0) {
frontline = i;
break;
}
}
control.frontlineIndex = frontline;
// Calculate momentum (rate of change)
control.momentum = avgControl - (control.prevControl || 0);
control.prevControl = avgControl;
// Earn control points for lane dominance
if (avgControl > 0.3) {
laneSupportState.controlPoints[laneKey] += avgControl * 0.5;
}
}
}
// Buff creeps near assigned agents
// v8.06: Converted triple-nested forEach to for loops (major hot path)
// v8.07: Use CreepSpatialGrid for O(1) neighbor lookup instead of O(n) full iteration
// Pre-compute squared buff radius outside loops
const _buffRadiusSq = LANE_SUPPORT_CONFIG.agentBuffRadius * LANE_SUPPORT_CONFIG.agentBuffRadius;
function updateAgentCreepBuffs(time) {
if (!laneSupportState.enabled) return;
// v8.07: Use spatial grid when available for O(1) lookup
const useSpatialGrid = creepWaveState.creeps && creepWaveState.creeps.length > 10 && window.CreepSpatialGrid;
for (const laneKey in laneSupportState.assignedAgents) {
const agents = laneSupportState.assignedAgents[laneKey];
if (!agents || agents.length === 0) continue;
for (let ai = 0, aLen = agents.length; ai < aLen; ai++) {
const agent = agents[ai];
if (!agent.mesh) continue;
const agentPos = agent.mesh.position;
// v8.07: Get nearby creeps from spatial grid or fallback to full array
const nearbyCreeps = useSpatialGrid
? CreepSpatialGrid.getNearby(agentPos.x, agentPos.z)
: creepWaveState.creeps;
// Find nearby friendly creeps
for (let ci = 0, cLen = nearbyCreeps.length; ci < cLen; ci++) {
const creep = nearbyCreeps[ci];
if (!creep || !creep.userData) continue;
if (creep.userData.team !== 'A') continue; // Only buff friendly creeps
if (creep.userData.lane !== laneKey) continue;
// v10.34: Use distanceToSquared() to avoid sqrt in hot path
const distSq = agentPos.distanceToSquared(creep.position);
if (distSq < _buffRadiusSq) {
// Apply buffs
if (!creep.userData.agentBuffed) {
creep.userData.agentBuffed = true;
creep.userData.originalDamage = creep.userData.damage;
creep.userData.originalSpeed = creep.userData.speed;
creep.userData.damage *= LANE_SUPPORT_CONFIG.creepBuffs.damage;
creep.userData.speed *= LANE_SUPPORT_CONFIG.creepBuffs.speed;
// Visual buff indicator
if (!creep.userData.buffAura) {
const auraGeo = new THREE.RingGeometry(0.8, 1.0, 16);
const auraMat = new THREE.MeshBasicMaterial({
color: 0x00ffaa,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide
});
const aura = new THREE.Mesh(auraGeo, auraMat);
aura.rotation.x = -Math.PI / 2;
aura.position.y = 0.1;
creep.add(aura);
creep.userData.buffAura = aura;
}
}
// Heal over time
creep.userData.hp = Math.min(
creep.userData.maxHp,
creep.userData.hp + LANE_SUPPORT_CONFIG.creepBuffs.healPerSecond * 0.016
);
} else if (creep.userData.agentBuffed) {
// Remove buffs when out of range
creep.userData.damage = creep.userData.originalDamage || creep.userData.damage;
creep.userData.speed = creep.userData.originalSpeed || creep.userData.speed;
creep.userData.agentBuffed = false;
if (creep.userData.buffAura) {
creep.remove(creep.userData.buffAura);
creep.userData.buffAura.geometry.dispose();
creep.userData.buffAura.material.dispose();
creep.userData.buffAura = null;
}
}
}
}
}
}
// Check if we can build a fortification and where
// v8.06: Converted to for...in loop
function checkFortificationOpportunity(time) {
if (!laneSupportState.enabled) return;
if (time - laneSupportState.lastFortCheck < LANE_SUPPORT_CONFIG.fortBuildInterval) return;
laneSupportState.lastFortCheck = time;
for (const laneKey in LANE_DEFINITIONS) {
const lane = LANE_DEFINITIONS[laneKey];
const control = laneSupportState.laneControl[laneKey];
const agents = laneSupportState.assignedAgents[laneKey];
const points = laneSupportState.controlPoints[laneKey];
// Need assigned agents and control points
if (!agents || agents.length === 0) continue;
if (points < 10) continue;
// Count existing forts in this lane
let existingForts = 0;
for (let i = 0, len = laneSupportState.fortifications.length; i < len; i++) {
if (laneSupportState.fortifications[i].laneKey === laneKey) existingForts++;
}
let buildingForts = 0;
for (let i = 0, len = laneSupportState.buildQueue.length; i < len; i++) {
if (laneSupportState.buildQueue[i].laneKey === laneKey) buildingForts++;
}
if (existingForts + buildingForts >= LANE_SUPPORT_CONFIG.maxFortsPerLane) continue;
// Find best position for new fort
const fortPosition = findBestFortPosition(laneKey, control);
if (!fortPosition) continue;
// Determine fort type based on available points and existing forts
const fortType = selectFortificationType(points, existingForts);
if (!fortType) continue;
const fortDef = LANE_FORTIFICATIONS[fortType];
if (points < fortDef.cost.controlPoints) continue;
// Start building
startFortificationBuild(laneKey, fortType, fortPosition, agents[0]);
// Deduct control points
laneSupportState.controlPoints[laneKey] -= fortDef.cost.controlPoints;
}
}
// Find optimal position for fortification
function findBestFortPosition(laneKey, control) {
const lane = LANE_DEFINITIONS[laneKey];
const waypoints = lane.waypoints;
// Find segments we control that are near the frontline
let bestSegment = -1;
let bestScore = -Infinity;
for (let i = 0; i < control.segments.length; i++) {
const segControl = control.segments[i];
// Must control the segment (friendly)
if (segControl < 0.2) continue;
// Score based on:
// - Distance from frontline (closer = more strategic but riskier)
// - Level of control (higher = safer)
// - Distance from spawn (not too close to base)
const distFromFront = Math.abs(i - control.frontlineIndex);
const distFromSpawn = i; // Segments are 0-indexed from spawn
// Check for existing forts nearby
// v8.06: for loop and distanceToSquared (400 = 20*20)
const segMidX = (waypoints[i].x + waypoints[i + 1].x) / 2;
const segMidZ = (waypoints[i].z + waypoints[i + 1].z) / 2;
let nearbyFort = false;
for (let fi = 0, fLen = laneSupportState.fortifications.length; fi < fLen; fi++) {
const fort = laneSupportState.fortifications[fi];
if (fort.laneKey === laneKey) {
const dx = fort.position.x - segMidX;
const dz = fort.position.z - segMidZ;
if (dx * dx + dz * dz < 400) { // 20*20
nearbyFort = true;
break;
}
}
}
if (nearbyFort) continue;
// Calculate score
let score = 0;
score += segControl * 30; // Control bonus
score -= distFromFront * 5; // Closer to front = higher score
score += Math.min(distFromSpawn, 3) * 10; // Not too close to spawn
score -= Math.max(0, distFromFront - 2) * 8; // Penalty for being too far from action
if (score > bestScore) {
bestScore = score;
bestSegment = i;
}
}
if (bestSegment === -1) return null;
// Calculate position along segment
const wp1 = waypoints[bestSegment];
const wp2 = waypoints[bestSegment + 1];
const t = 0.3 + Math.random() * 0.4; // Random position along segment
const x = wp1.x + (wp2.x - wp1.x) * t;
const z = wp1.z + (wp2.z - wp1.z) * t;
const y = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
return { x, y, z, segment: bestSegment };
}
// Select fortification type based on resources and progression
function selectFortificationType(points, existingForts) {
// Progressive unlock - need lower tier forts before higher
if (existingForts === 0 || points < 25) {
return 'outpost';
} else if (existingForts === 1 || points < 50) {
return Math.random() < 0.5 ? 'supplyCache' : 'watchtower';
} else if (existingForts === 2 || points < 100) {
return 'bunker';
} else {
return 'stronghold';
}
}
// Start building a fortification
function startFortificationBuild(laneKey, fortType, position, agent) {
const fortDef = LANE_FORTIFICATIONS[fortType];
const lane = LANE_DEFINITIONS[laneKey];
const buildOrder = {
id: `fort_${Date.now()}_${Math.random().toString(36).substr(2, 5)}`,
laneKey: laneKey,
type: fortType,
definition: fortDef,
position: new THREE.Vector3(position.x, position.y, position.z),
segment: position.segment,
startTime: performance.now(),
buildTime: fortDef.buildTime,
progress: 0,
builder: agent,
mesh: null,
scaffolding: null,
progressBar: null
};
// Create scaffolding/preview
createFortScaffolding(buildOrder);
laneSupportState.buildQueue.push(buildOrder);
showNotification(`${fortDef.icon} Building ${fortDef.name} at ${lane.chokePointName}`, 'info');
addCopilotMessage(`🔨 ${agent.name} is constructing a ${fortDef.name} on ${lane.name}. ETA: ${Math.round(fortDef.buildTime / 1000)}s`, 'ai');
}
// Create scaffolding mesh during construction
function createFortScaffolding(buildOrder) {
if (!scene) return;
const def = buildOrder.definition;
const pos = buildOrder.position;
// Scaffolding frame
const scaffoldGroup = new THREE.Group();
// Corner posts
const postGeo = new THREE.CylinderGeometry(0.15, 0.15, def.size.y + 1, 6);
const postMat = new THREE.MeshStandardMaterial({
color: 0xaa8844,
transparent: true,
opacity: 0.7
});
const offsets = [
[-def.size.x/2, -def.size.z/2],
[def.size.x/2, -def.size.z/2],
[-def.size.x/2, def.size.z/2],
[def.size.x/2, def.size.z/2]
];
offsets.forEach(([ox, oz]) => {
const post = new THREE.Mesh(postGeo, postMat);
post.position.set(ox, def.size.y / 2 + 0.5, oz);
scaffoldGroup.add(post);
});
// Cross beams
const beamGeo = new THREE.BoxGeometry(def.size.x + 0.3, 0.1, 0.1);
const beamMat = new THREE.MeshStandardMaterial({
color: 0x996633,
transparent: true,
opacity: 0.6
});
[0.3, 0.6, 0.9].forEach(h => {
const beam1 = new THREE.Mesh(beamGeo, beamMat);
beam1.position.set(0, def.size.y * h, -def.size.z/2);
scaffoldGroup.add(beam1);
const beam2 = new THREE.Mesh(beamGeo, beamMat);
beam2.position.set(0, def.size.y * h, def.size.z/2);
scaffoldGroup.add(beam2);
});
// Progress indicator (vertical bar)
const progressGeo = new THREE.BoxGeometry(0.3, 0.1, 0.3);
const progressMat = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const progressBar = new THREE.Mesh(progressGeo, progressMat);
progressBar.position.set(0, 0.1, 0);
scaffoldGroup.add(progressBar);
buildOrder.progressBar = progressBar;
// Ghost of final building
const ghostGeo = new THREE.BoxGeometry(def.size.x, def.size.y, def.size.z);
const ghostMat = new THREE.MeshBasicMaterial({
color: def.color,
transparent: true,
opacity: 0.2,
wireframe: true
});
const ghost = new THREE.Mesh(ghostGeo, ghostMat);
ghost.position.y = def.size.y / 2;
scaffoldGroup.add(ghost);
scaffoldGroup.position.copy(pos);
scaffoldGroup.position.y = pos.y + 0.1;
scene.add(scaffoldGroup);
buildOrder.scaffolding = scaffoldGroup;
}
// Update fortification construction progress
function updateFortificationBuilding(time) {
if (!laneSupportState.enabled) return;
for (let i = laneSupportState.buildQueue.length - 1; i >= 0; i--) {
const build = laneSupportState.buildQueue[i];
const elapsed = time - build.startTime;
build.progress = Math.min(1, elapsed / build.buildTime);
// Update progress bar
if (build.progressBar) {
build.progressBar.scale.y = build.progress * build.definition.size.y * 2;
build.progressBar.position.y = build.progress * build.definition.size.y / 2;
}
// Check if complete
if (build.progress >= 1) {
completeFortification(build);
laneSupportState.buildQueue.splice(i, 1);
}
}
}
// Complete a fortification build
function completeFortification(buildOrder) {
const def = buildOrder.definition;
const pos = buildOrder.position;
const lane = LANE_DEFINITIONS[buildOrder.laneKey];
// Remove scaffolding
if (buildOrder.scaffolding) {
scene.remove(buildOrder.scaffolding);
buildOrder.scaffolding.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
}
// Create final fortification mesh
const fortGroup = new THREE.Group();
// Base platform
const baseGeo = new THREE.BoxGeometry(def.size.x + 1, 0.4, def.size.z + 1);
const baseMat = new THREE.MeshStandardMaterial({
color: 0x444444,
roughness: 0.8,
metalness: 0.2
});
const base = new THREE.Mesh(baseGeo, baseMat);
base.position.y = 0.2;
base.receiveShadow = true;
fortGroup.add(base);
// Main structure
const mainGeo = new THREE.BoxGeometry(def.size.x, def.size.y, def.size.z);
const mainMat = new THREE.MeshStandardMaterial({
color: def.color,
roughness: 0.6,
metalness: 0.3
});
const main = new THREE.Mesh(mainGeo, mainMat);
main.position.y = def.size.y / 2 + 0.4;
main.castShadow = true;
main.receiveShadow = true;
fortGroup.add(main);
// Team color accent
const accentGeo = new THREE.BoxGeometry(def.size.x + 0.2, 0.3, def.size.z + 0.2);
const accentMat = new THREE.MeshStandardMaterial({
color: lane.color,
emissive: lane.color,
emissiveIntensity: 0.5
});
const accent = new THREE.Mesh(accentGeo, accentMat);
accent.position.y = def.size.y + 0.5;
fortGroup.add(accent);
// Flag/beacon on top
const flagGeo = new THREE.CylinderGeometry(0.1, 0.1, 2, 8);
const flagMat = new THREE.MeshStandardMaterial({ color: 0x888888 });
const flagPole = new THREE.Mesh(flagGeo, flagMat);
flagPole.position.y = def.size.y + 1.5;
fortGroup.add(flagPole);
const bannerGeo = new THREE.PlaneGeometry(1.2, 0.8);
const bannerMat = new THREE.MeshBasicMaterial({
color: lane.color,
side: THREE.DoubleSide
});
const banner = new THREE.Mesh(bannerGeo, bannerMat);
banner.position.set(0.7, def.size.y + 2, 0);
banner.rotation.y = Math.PI / 2;
fortGroup.add(banner);
fortGroup.position.copy(pos);
fortGroup.position.y = pos.y;
scene.add(fortGroup);
// Create fortification data object
const fort = {
id: buildOrder.id,
laneKey: buildOrder.laneKey,
type: buildOrder.type,
definition: def,
position: pos.clone(),
segment: buildOrder.segment,
hp: def.hp,
maxHp: def.hp,
mesh: fortGroup,
lastAttackTime: 0,
active: true
};
laneSupportState.fortifications.push(fort);
showNotification(`${def.icon} ${def.name} constructed!`, 'legendary');
addCopilotMessage(`🏰 ${def.name} is now operational on ${lane.name}! It will ${def.attackDamage ? 'attack enemies and ' : ''}buff our forces in the area.`, 'ai');
}
// Update fortification attacks and buffs
// v8.07: Converted outer forEach to for loop (hot path - called every frame)
function updateFortifications(time) {
if (!laneSupportState.enabled) return;
const forts = laneSupportState.fortifications;
for (let fi = 0, fLen = forts.length; fi < fLen; fi++) {
const fort = forts[fi];
if (!fort.active) continue;
const def = fort.definition;
// Attack enemies if this fort has attack capability
// v10.34: Use distanceToSquared() in fort attack loop
// v8.05: forEach to for loop conversion (fortification targeting)
if (def.attackDamage && time - fort.lastAttackTime > def.attackCooldown) {
let target = null;
let minDistSq = def.attackRange * def.attackRange;
const fortCreeps = creepWaveState.creeps;
for (let fci = 0, fclen = fortCreeps.length; fci < fclen; fci++) {
const creep = fortCreeps[fci];
if (!creep.userData || creep.userData.team === 'A') continue;
const distSq = fort.position.distanceToSquared(creep.position);
if (distSq < minDistSq) {
minDistSq = distSq;
target = creep;
}
}
if (target) {
// Attack!
target.userData.hp -= def.attackDamage;
fort.lastAttackTime = time;
// Visual: projectile
spawnFortProjectile(fort, target);
}
}
// Heal nearby creeps if this fort has healing
// v10.34: Use distanceToSquared() for fort healing
// v8.05: forEach to for loop conversion (fortification healing)
if (def.healAmount) {
const healRadiusSq = def.healRadius * def.healRadius;
const healCreeps = creepWaveState.creeps;
for (let hci = 0, hclen = healCreeps.length; hci < hclen; hci++) {
const creep = healCreeps[hci];
if (!creep.userData || creep.userData.team !== 'A') continue;
const distSq = fort.position.distanceToSquared(creep.position);
if (distSq < healRadiusSq) {
creep.userData.hp = Math.min(
creep.userData.maxHp,
creep.userData.hp + def.healAmount * 0.016
);
}
}
}
// Apply creep buffs in aura
// v10.34: Use distanceToSquared() for fort buff aura
// v8.05: forEach to for loop conversion (fortification buff aura)
if (def.creepBuff) {
const auraRange = def.auraRadius || 15;
const auraRangeSq = auraRange * auraRange;
const buffCreeps = creepWaveState.creeps;
for (let bci = 0, bclen = buffCreeps.length; bci < bclen; bci++) {
const creep = buffCreeps[bci];
if (!creep.userData || creep.userData.team !== 'A') continue;
if (creep.userData.lane !== fort.laneKey) continue;
const distSq = fort.position.distanceToSquared(creep.position);
if (distSq < auraRangeSq && !creep.userData.fortBuffed) {
creep.userData.fortBuffed = true;
creep.userData.damage *= def.creepBuff.damage || 1;
creep.userData.speed *= def.creepBuff.speed || 1;
}
}
}
}
}
// v8.12: Pooled projectile geometries to avoid per-shot allocations
// Fort (0.3), Tower (0.25), Turret (0.15) share these geometries
const _projectileGeometryPool = {
fort: null, // SphereGeometry(0.3, 8, 8)
tower: null, // SphereGeometry(0.25, 8, 8)
turret: null, // SphereGeometry(0.15, 8, 8)
init() {
this.fort = new THREE.SphereGeometry(0.3, 8, 8);
this.tower = new THREE.SphereGeometry(0.25, 8, 8);
this.turret = new THREE.SphereGeometry(0.15, 8, 8);
},
dispose() {
if (this.fort) this.fort.dispose();
if (this.tower) this.tower.dispose();
if (this.turret) this.turret.dispose();
}
};
_projectileGeometryPool.init();
// v8.13: Pooled projectile materials - cloned per use since multiple projectiles exist simultaneously
// Clone is cheaper than full construction; avoids redundant property setup
const _projectileMaterialPool = {
fortOrange: null, // 0xff4400 - fort projectiles
towerCyan: null, // 0x00ffff - robot tower projectiles
towerOrange: null, // 0xff4400 - enemy tower projectiles
turretOrange: null, // 0xffaa00 - turret projectiles
init() {
this.fortOrange = new THREE.MeshBasicMaterial({ color: 0xff4400, emissive: 0xff4400, emissiveIntensity: 1 });
this.towerCyan = new THREE.MeshBasicMaterial({ color: 0x00ffff, emissive: 0x00ffff, emissiveIntensity: 1 });
this.towerOrange = new THREE.MeshBasicMaterial({ color: 0xff4400, emissive: 0xff4400, emissiveIntensity: 1 });
this.turretOrange = new THREE.MeshBasicMaterial({ color: 0xffaa00, emissive: 0xffaa00 });
},
getFort() { return this.fortOrange.clone(); },
getTower(isRobot) { return isRobot ? this.towerCyan.clone() : this.towerOrange.clone(); },
getTurret() { return this.turretOrange.clone(); },
dispose() {
if (this.fortOrange) this.fortOrange.dispose();
if (this.towerCyan) this.towerCyan.dispose();
if (this.towerOrange) this.towerOrange.dispose();
if (this.turretOrange) this.turretOrange.dispose();
}
};
_projectileMaterialPool.init();
// Spawn projectile from fort to target
// v8.11: Eliminated clone() allocations by capturing coordinates directly
// v8.12: Uses pooled geometry instead of creating new SphereGeometry per shot
// v8.13: Uses pooled material via clone() for faster construction
function spawnFortProjectile(fort, target) {
if (!scene) return;
const projectile = new THREE.Mesh(
_projectileGeometryPool.fort, // v8.12: Reuse pooled geometry
_projectileMaterialPool.getFort() // v8.13: Cloned from pool
);
projectile.position.copy(fort.position);
projectile.position.y += fort.definition.size.y;
scene.add(projectile);
// v8.11: Capture coordinates instead of clone() to avoid allocation
const targetX = target.position.x, targetY = target.position.y, targetZ = target.position.z;
const startX = projectile.position.x, startY = projectile.position.y, startZ = projectile.position.z;
const duration = 200;
const startTime = performance.now();
function animate() {
const elapsed = performance.now() - startTime;
const t = Math.min(1, elapsed / duration);
// v8.11: Manual lerp instead of lerpVectors with cloned vectors
projectile.position.x = startX + (targetX - startX) * t;
projectile.position.y = startY + (targetY - startY) * t + Math.sin(t * Math.PI) * 2; // Arc
projectile.position.z = startZ + (targetZ - startZ) * t;
if (t < 1) {
requestAnimationFrame(animate);
} else {
scene.remove(projectile);
// v8.12: Don't dispose pooled geometry, only material
projectile.material.dispose();
}
}
animate();
}
// Parse lane support commands
function parseLaneSupportCommand(message) {
const lowerMsg = message.toLowerCase();
// Assign agent to lane
const supportMatch = lowerMsg.match(/support\s+(boreal|frostfall|north|top|nexus|spine|ember|mid|middle|verdant|thorn|south|bot|bottom)/i);
if (supportMatch) {
const laneTerm = supportMatch[1].toLowerCase();
let laneKey = null;
if (['boreal', 'frostfall', 'north', 'top'].includes(laneTerm)) laneKey = 'top';
else if (['nexus', 'spine', 'ember', 'mid', 'middle'].includes(laneTerm)) laneKey = 'mid';
else if (['verdant', 'thorn', 'south', 'bot', 'bottom'].includes(laneTerm)) laneKey = 'bot';
if (laneKey && agentFleet.length > 0) {
// Find available agent
const availableAgent = agentFleet.find(a => !a.assignedLane);
if (availableAgent) {
assignAgentToLane(availableAgent, laneKey);
return true;
} else {
addCopilotMessage(`All agents are already assigned. Use "recall agents" first or spawn more agents.`, 'ai');
return true;
}
}
}
// Recall all agents from lanes
if (lowerMsg.includes('recall agents') || lowerMsg.includes('unassign agents')) {
Object.keys(laneSupportState.assignedAgents).forEach(key => {
laneSupportState.assignedAgents[key].forEach(agent => {
agent.assignedLane = null;
agent.laneRole = null;
});
laneSupportState.assignedAgents[key] = [];
});
addCopilotMessage(`All agents recalled from lane assignments.`, 'ai');
return true;
}
// Lane status
if (lowerMsg.includes('lane status') || lowerMsg.includes('front status') || lowerMsg.includes('war status')) {
let status = '📊 **LANE CONTROL STATUS**\n';
Object.keys(LANE_DEFINITIONS).forEach(laneKey => {
const lane = LANE_DEFINITIONS[laneKey];
const control = laneSupportState.laneControl[laneKey];
const agents = laneSupportState.assignedAgents[laneKey]?.length || 0;
const forts = laneSupportState.fortifications.filter(f => f.laneKey === laneKey).length;
const points = Math.floor(laneSupportState.controlPoints[laneKey]);
const controlPct = Math.round((control?.overallControl || 0) * 100);
const controlBar = controlPct >= 0
? '🟢'.repeat(Math.min(5, Math.floor(controlPct / 20))) + '⚪'.repeat(5 - Math.min(5, Math.floor(controlPct / 20)))
: '🔴'.repeat(Math.min(5, Math.floor(-controlPct / 20))) + '⚪'.repeat(5 - Math.min(5, Math.floor(-controlPct / 20)));
status += `\n**${lane.name}** (${lane.chokePointName})\n`;
status += `Control: ${controlBar} ${controlPct}%\n`;
status += `Agents: ${agents} | Forts: ${forts} | Points: ${points}\n`;
});
addCopilotMessage(status, 'ai');
return true;
}
return false;
}
// v6.67: Spawn initial lane towers - pre-existing defenses from prior expeditions
// These represent the ongoing conflict the player is joining
function spawnInitialLaneTowers() {
// v9.9: Skip for custom worlds - they control their own content
if (!scene || !laneSupportState.enabled) return;
if (window.WORLD_SYSTEMS?.customOnly === true) {
console.log('[WORLD] Skipping lane towers for customOnly world');
return;
}
if (window.WORLD_SYSTEMS?.towers === false) {
console.log('[WORLD] Skipping lane towers - towers disabled');
return;
}
const LANE_TOWER_POSITIONS = {
// Each lane has 3 towers per side (6 total per lane)
// Robot side (Team A): cyan towers near spawn
// Hostile side (Team B): red towers near their spawn
top: {
robotTowers: [
{ segment: 0, offset: 0.2 }, // Near spawn
{ segment: 1, offset: 0.5 }, // Forward position
{ segment: 2, offset: 0.3 } // Approaching frontline
],
hostileTowers: [
{ segment: 5, offset: 0.7 }, // Near their spawn
{ segment: 4, offset: 0.5 }, // Forward position
{ segment: 3, offset: 0.8 } // Approaching frontline
]
},
mid: {
robotTowers: [
{ segment: 0, offset: 0.3 },
{ segment: 1, offset: 0.5 },
{ segment: 2, offset: 0.6 }
],
hostileTowers: [
{ segment: 5, offset: 0.7 },
{ segment: 4, offset: 0.5 },
{ segment: 3, offset: 0.4 }
]
},
bot: {
robotTowers: [
{ segment: 0, offset: 0.2 },
{ segment: 1, offset: 0.5 },
{ segment: 2, offset: 0.3 }
],
hostileTowers: [
{ segment: 5, offset: 0.7 },
{ segment: 4, offset: 0.5 },
{ segment: 3, offset: 0.8 }
]
}
};
Object.keys(LANE_DEFINITIONS).forEach(laneKey => {
const lane = LANE_DEFINITIONS[laneKey];
const waypoints = lane.waypoints;
const towerConfig = LANE_TOWER_POSITIONS[laneKey];
// Spawn Robot (Team A) towers - CYAN
towerConfig.robotTowers.forEach((towerPos, idx) => {
const wp1 = waypoints[towerPos.segment];
const wp2 = waypoints[towerPos.segment + 1];
const t = towerPos.offset;
const x = wp1.x + (wp2.x - wp1.x) * t;
const z = wp1.z + (wp2.z - wp1.z) * t;
const y = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
// Offset slightly to the side of the lane
const angle = Math.atan2(wp2.x - wp1.x, wp2.z - wp1.z);
const sideOffset = 6;
const offsetX = Math.cos(angle) * sideOffset * (idx % 2 === 0 ? 1 : -1);
const offsetZ = -Math.sin(angle) * sideOffset * (idx % 2 === 0 ? 1 : -1);
createLaneTower(
x + offsetX, y, z + offsetZ,
'robot', laneKey, lane.color, towerPos.segment
);
});
// Spawn Hostile (Team B) towers - RED
towerConfig.hostileTowers.forEach((towerPos, idx) => {
const wp1 = waypoints[towerPos.segment];
const wp2 = waypoints[towerPos.segment + 1];
const t = towerPos.offset;
const x = wp1.x + (wp2.x - wp1.x) * t;
const z = wp1.z + (wp2.z - wp1.z) * t;
const y = typeof getTerrainHeight === 'function' ? getTerrainHeight(x, z) : 0;
// Offset slightly to the side of the lane
const angle = Math.atan2(wp2.x - wp1.x, wp2.z - wp1.z);
const sideOffset = 6;
const offsetX = Math.cos(angle) * sideOffset * (idx % 2 === 0 ? 1 : -1);
const offsetZ = -Math.sin(angle) * sideOffset * (idx % 2 === 0 ? 1 : -1);
createLaneTower(
x + offsetX, y, z + offsetZ,
'hostile', laneKey, 0xff4444, towerPos.segment
);
});
});
console.log('v6.67: Initial lane towers spawned - joining ongoing conflict');
addCopilotMessage(`📡 Sensors detect prior expedition fortifications across all lanes. The struggle between Robot Forces and Hostile Fauna has been ongoing. We're joining this conflict where it stands.`, 'ai');
}
// Create a single lane tower
function createLaneTower(x, y, z, team, laneKey, color, segment) {
const towerGroup = new THREE.Group();
const teamColor = team === 'robot' ? 0x00ccff : 0xff4444;
const isRobot = team === 'robot';
// Base platform
const baseGeo = new THREE.CylinderGeometry(2.5, 3, 0.6, 8);
const baseMat = new THREE.MeshStandardMaterial({
color: 0x444455,
roughness: 0.7,
metalness: 0.4
});
const base = new THREE.Mesh(baseGeo, baseMat);
base.position.y = 0.3;
base.receiveShadow = true;
towerGroup.add(base);
// Tower body
const bodyGeo = new THREE.CylinderGeometry(1.5, 2, 5, 8);
const bodyMat = new THREE.MeshStandardMaterial({
color: isRobot ? 0x336688 : 0x663333,
roughness: 0.5,
metalness: 0.5
});
const body = new THREE.Mesh(bodyGeo, bodyMat);
body.position.y = 3;
body.castShadow = true;
towerGroup.add(body);
// Tower top / turret
const topGeo = new THREE.CylinderGeometry(1.8, 1.5, 1.5, 8);
const topMat = new THREE.MeshStandardMaterial({
color: teamColor,
emissive: teamColor,
emissiveIntensity: 0.4,
roughness: 0.3,
metalness: 0.7
});
const top = new THREE.Mesh(topGeo, topMat);
top.position.y = 5.75;
top.castShadow = true;
towerGroup.add(top);
// Glowing beacon
const beaconGeo = new THREE.SphereGeometry(0.5, 16, 16);
const beaconMat = new THREE.MeshStandardMaterial({
color: teamColor,
emissive: teamColor,
emissiveIntensity: 1.2,
transparent: true,
opacity: 0.9
});
const beacon = new THREE.Mesh(beaconGeo, beaconMat);
beacon.position.y = 7;
beacon.userData.pulsePhase = Math.random() * Math.PI * 2;
beacon.userData.isTowerBeacon = true;
towerGroup.add(beacon);
// Lane color ring at base
const ringGeo = new THREE.TorusGeometry(3, 0.2, 8, 24);
const ringMat = new THREE.MeshStandardMaterial({
color: color,
emissive: color,
emissiveIntensity: 0.5
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = Math.PI / 2;
ring.position.y = 0.15;
towerGroup.add(ring);
// Team banner
const bannerGeo = new THREE.PlaneGeometry(1.5, 1);
const bannerMat = new THREE.MeshBasicMaterial({
color: teamColor,
side: THREE.DoubleSide
});
const banner = new THREE.Mesh(bannerGeo, bannerMat);
banner.position.set(0, 4.5, 1.6);
towerGroup.add(banner);
towerGroup.position.set(x, y, z);
scene.add(towerGroup);
// Create tower data object
// v8.13: Cache beacon reference to avoid traverse() in update loop
const tower = {
id: `tower_${laneKey}_${team}_${segment}_${Math.random().toString(36).substr(2, 5)}`,
laneKey: laneKey,
team: team,
position: new THREE.Vector3(x, y, z),
segment: segment,
hp: 400,
maxHp: 400,
attackDamage: team === 'robot' ? 12 : 10,
attackRange: 16,
attackCooldown: 1200,
lastAttackTime: 0,
mesh: towerGroup,
beacon: beacon, // v8.13: Direct reference to beacon for pulse animation
active: true
};
// v6.68: Add userData to mesh for targeting/clicking
const towerName = team === 'robot' ? 'Robot Defense Tower' : 'Hostile Fauna Nest';
towerGroup.userData = {
type: team === 'robot' ? 'friendlyTower' : 'hostileTower',
name: towerName,
team: team,
hp: tower.hp,
maxHp: tower.maxHp,
towerRef: tower // Reference back to tower data
};
// Store in lane support state
if (!laneSupportState.laneTowers) {
laneSupportState.laneTowers = [];
}
laneSupportState.laneTowers.push(tower);
return tower;
}
// ═══════════════════════════════════════════════════════════════════════════════════════
// v7.33: DOTA 2-STYLE TOWER AGGRO SYSTEM
// Towers use priority-based targeting - creeps tank, heroes must play around waves
// Priority (highest to lowest):
// 1. Enemy attacking this tower (triggers aggro)
// 2. Enemy hero attacking allied creeps near tower
// 3. Closest enemy creep (default - creeps tank the tower)
// 4. Enemy hero (only if NO creeps in range)
// ═══════════════════════════════════════════════════════════════════════════════════════
const TowerAggroSystem = {
// Track aggro state per tower
towerAggro: new Map(), // towerId -> { target, priority, lockedUntil }
// Aggro priority levels (lower number = higher priority)
PRIORITY: {
ATTACKING_TOWER: 1, // Highest - attacking the tower itself
ATTACKING_ALLIED_CREEP: 2,// Hero attacking our creeps near tower
ENEMY_CREEP: 3, // Default creep tanking
ENEMY_HERO_NO_CREEPS: 4, // Hero when NO creeps present
ENEMY_HERO_WITH_CREEPS: 99 // Hero when creeps are tanking (won't target)
},
// Config
config: {
aggroLockDuration: 2000, // How long aggro stays locked after trigger (ms)
heroAggroRange: 14, // Range to detect hero attacking allies
creepProtectionRadius: 18, // Creeps within this range provide cover
backdoorDamageMultiplier: 1.4, // Extra damage when attacking without creeps
aggroTransferWindow: 2500 // Time window for attack detection
},
// Track player attacks for aggro triggers
playerAttackLog: {
lastAttackTime: 0,
lastAttackTarget: null,
lastAttackType: null // 'tower', 'creep', 'mob'
},
// Called when player attacks something - hook this into attack system
onPlayerAttack(target, attackType) {
this.playerAttackLog.lastAttackTime = performance.now();
this.playerAttackLog.lastAttackTarget = target;
this.playerAttackLog.lastAttackType = attackType;
},
// Get priority target for a tower using Dota 2 rules
getPriorityTarget(tower, time) {
const now = performance.now();
const isHostileTower = tower.team !== 'robot';
const targetTeam = isHostileTower ? 'A' : 'B'; // A = robot/player, B = hostile
// Check existing aggro lock
const currentAggro = this.towerAggro.get(tower.id);
if (currentAggro && currentAggro.lockedUntil > now) {
if (this.isValidTarget(currentAggro.target, tower)) {
return currentAggro;
}
}
const candidates = [];
// v7.72: Pre-compute squared range to avoid sqrt in hot loops
const attackRangeSq = tower.attackRange * tower.attackRange;
// === COLLECT ENEMY CREEPS ===
// v7.97: Use CreepSpatialGrid for O(n) lookup instead of iterating all creeps
if (creepWaveState.creeps && typeof CreepSpatialGrid !== 'undefined' && CreepSpatialGrid.grid.size > 0) {
const nearbyCreeps = CreepSpatialGrid.getNearby(tower.position.x, tower.position.z);
for (let i = 0; i < nearbyCreeps.length; i++) {
const creep = nearbyCreeps[i];
if (!creep.userData || creep.userData.team !== targetTeam) continue;
if (creep.userData.hp <= 0) continue;
const distSq = tower.position.distanceToSquared(creep.position);
if (distSq <= attackRangeSq) {
candidates.push({
target: creep,
priority: this.PRIORITY.ENEMY_CREEP,
distanceSq: distSq, // v7.72: Use squared for sorting
isPlayer: false
});
}
}
} else if (creepWaveState.creeps) {
// Fallback if spatial grid not available
// v8.05: forEach to for loop conversion (tower targeting fallback)
const towerCreeps = creepWaveState.creeps;
for (let tci = 0, tclen = towerCreeps.length; tci < tclen; tci++) {
const creep = towerCreeps[tci];
if (!creep.userData || creep.userData.team !== targetTeam) continue;
if (creep.userData.hp <= 0) continue;
const distSq = tower.position.distanceToSquared(creep.position);
if (distSq <= attackRangeSq) {
candidates.push({
target: creep,
priority: this.PRIORITY.ENEMY_CREEP,
distanceSq: distSq,
isPlayer: false
});
}
}
}
// === CHECK WAVE CREEPS (explorer/horde) ===
// v8.05: forEach to for loop conversion (wave creeps targeting)
if (typeof waveState !== 'undefined' && waveState.enabled) {
const waveCreeps = isHostileTower ? waveState.explorerCreeps : waveState.hordeCreeps;
if (waveCreeps) {
for (let wci = 0, wclen = waveCreeps.length; wci < wclen; wci++) {
const creep = waveCreeps[wci];
if (!creep.isAlive || !creep.mesh) continue;
const distSq = tower.position.distanceToSquared(creep.mesh.position);
if (distSq <= attackRangeSq) {
candidates.push({
target: creep.mesh,
priority: this.PRIORITY.ENEMY_CREEP,
distanceSq: distSq, // v7.72: Use squared for sorting
isPlayer: false,
waveCreepRef: creep
});
}
}
}
}
// === CHECK PLAYER (hostile towers only) ===
if (isHostileTower && worldState.player) {
const playerDistSq = tower.position.distanceToSquared(worldState.player.position);
if (playerDistSq <= attackRangeSq) {
let playerPriority = this.PRIORITY.ENEMY_HERO_WITH_CREEPS;
// Check if player is attacking the tower
if (this.isPlayerAttackingTower(tower)) {
playerPriority = this.PRIORITY.ATTACKING_TOWER;
}
// Check if player is attacking allied creeps near tower
else if (this.isPlayerAttackingAlliedCreeps(tower)) {
playerPriority = this.PRIORITY.ATTACKING_ALLIED_CREEP;
}
// Check if NO enemy creeps to tank
else if (!this.hasEnemyCreepsInRange(tower, targetTeam)) {
playerPriority = this.PRIORITY.ENEMY_HERO_NO_CREEPS;
}
// Otherwise hero is protected by creep wave
// (priority stays at 99 - won't be selected if creeps exist)
candidates.push({
target: worldState.player,
priority: playerPriority,
distanceSq: playerDistSq, // v7.72: Use squared for sorting
isPlayer: true
});
}
}
if (candidates.length === 0) return null;
// Sort: lowest priority number first, then closest (squared distance works for sorting)
candidates.sort((a, b) => {
if (a.priority !== b.priority) return a.priority - b.priority;
return a.distanceSq - b.distanceSq;
});
return candidates[0];
},
// Check if player is attacking this specific tower
isPlayerAttackingTower(tower) {
const log = this.playerAttackLog;
const now = performance.now();
if (now - log.lastAttackTime > this.config.aggroTransferWindow) return false;
if (log.lastAttackType !== 'tower') return false;
// Check if target is this tower
const target = log.lastAttackTarget;
if (!target) return false;
return target === tower || target === tower.mesh ||
(target.userData?.towerRef === tower);
},
// Check if player is attacking allied (to tower) creeps nearby
// v7.97: Use distanceToSquared() to avoid sqrt
isPlayerAttackingAlliedCreeps(tower) {
const log = this.playerAttackLog;
const now = performance.now();
if (now - log.lastAttackTime > this.config.aggroTransferWindow) return false;
if (log.lastAttackType !== 'creep' && log.lastAttackType !== 'mob') return false;
const target = log.lastAttackTarget;
if (!target || !target.position) return false;
// Check if target is within tower's protection zone
const heroAggroRangeSq = this.config.heroAggroRange * this.config.heroAggroRange;
const distToTowerSq = tower.position.distanceToSquared(target.position);
if (distToTowerSq > heroAggroRangeSq) return false;
// Check if target is allied to the tower
const allyTeam = tower.team === 'robot' ? 'A' : 'B';
const targetTeam = target.userData?.team;
return targetTeam === allyTeam;
},
// Check if there are enemy creeps in tower attack range
// v7.72: Use distanceToSquared() to avoid sqrt in hot loop
// v7.97: Use CreepSpatialGrid for O(n) lookup instead of O(N) full iteration
hasEnemyCreepsInRange(tower, enemyTeam) {
const attackRangeSq = tower.attackRange * tower.attackRange;
// Check lane creeps using spatial grid
if (typeof CreepSpatialGrid !== 'undefined' && CreepSpatialGrid.grid.size > 0) {
const nearbyCreeps = CreepSpatialGrid.getNearby(tower.position.x, tower.position.z);
for (let i = 0; i < nearbyCreeps.length; i++) {
const creep = nearbyCreeps[i];
if (!creep.userData || creep.userData.team !== enemyTeam) continue;
if (creep.userData.hp <= 0) continue;
const distSq = tower.position.distanceToSquared(creep.position);
if (distSq <= attackRangeSq) return true;
}
} else if (creepWaveState.creeps) {
// Fallback without spatial grid
for (const creep of creepWaveState.creeps) {
if (!creep.userData || creep.userData.team !== enemyTeam) continue;
if (creep.userData.hp <= 0) continue;
const distSq = tower.position.distanceToSquared(creep.position);
if (distSq <= attackRangeSq) return true;
}
}
// Check wave creeps
if (typeof waveState !== 'undefined' && waveState.enabled) {
const waveCreeps = tower.team === 'robot' ? waveState.hordeCreeps : waveState.explorerCreeps;
if (waveCreeps) {
for (const creep of waveCreeps) {
if (!creep.isAlive || !creep.mesh) continue;
const distSq = tower.position.distanceToSquared(creep.mesh.position);
if (distSq <= attackRangeSq) return true;
}
}
}
return false;
},
// Check if player has friendly creeps providing cover
// v7.72: Use distanceToSquared() to avoid sqrt in hot loop
// v7.97: Use CreepSpatialGrid for O(n) lookup instead of O(N) full iteration
hasPlayerCreepCover(tower) {
const protectionRadiusSq = this.config.creepProtectionRadius * this.config.creepProtectionRadius;
// Lane creeps (team A = player's team) using spatial grid
if (typeof CreepSpatialGrid !== 'undefined' && CreepSpatialGrid.grid.size > 0) {
const nearbyCreeps = CreepSpatialGrid.getNearby(tower.position.x, tower.position.z);
for (let i = 0; i < nearbyCreeps.length; i++) {
const creep = nearbyCreeps[i];
if (!creep.userData || creep.userData.team !== 'A') continue;
if (creep.userData.hp <= 0) continue;
const distSq = tower.position.distanceToSquared(creep.position);
if (distSq <= protectionRadiusSq) return true;
}
} else if (creepWaveState.creeps) {
// Fallback without spatial grid
for (const creep of creepWaveState.creeps) {
if (!creep.userData || creep.userData.team !== 'A') continue;
if (creep.userData.hp <= 0) continue;
const distSq = tower.position.distanceToSquared(creep.position);
if (distSq <= protectionRadiusSq) return true;
}
}
// Wave creeps (explorer = player's team)
if (typeof waveState !== 'undefined' && waveState.enabled && waveState.explorerCreeps) {
for (const creep of waveState.explorerCreeps) {
if (!creep.isAlive || !creep.mesh) continue;
const distSq = tower.position.distanceToSquared(creep.mesh.position);
if (distSq <= protectionRadiusSq) return true;
}
}
return false;
},
// Validate target still exists and in range
// v7.72: Use distanceToSquared() to avoid sqrt
isValidTarget(target, tower) {
if (!target) return false;
const attackRangeSq = tower.attackRange * tower.attackRange;
if (target === worldState.player) {
return tower.position.distanceToSquared(target.position) <= attackRangeSq;
}
if (target.userData?.hp !== undefined && target.userData.hp <= 0) return false;
if (!target.position) return false;
return tower.position.distanceToSquared(target.position) <= attackRangeSq;
},
// Lock aggro to target
lockAggro(tower, targetInfo) {
this.towerAggro.set(tower.id, {
target: targetInfo.target,
priority: targetInfo.priority,
isPlayer: targetInfo.isPlayer,
lockedUntil: performance.now() + this.config.aggroLockDuration
});
},
// Check if backdooring (attacking tower without creep cover)
isBackdooring(tower) {
if (tower.team === 'robot') return false;
if (!this.isPlayerAttackingTower(tower)) return false;
return !this.hasPlayerCreepCover(tower);
},
// Get damage multiplier
getDamageMultiplier(tower, isPlayer) {
if (!isPlayer) return 1.0;
if (this.isBackdooring(tower)) return this.config.backdoorDamageMultiplier;
return 1.0;
}
};
window.TowerAggroSystem = TowerAggroSystem;
// Update lane towers - attack enemies using Dota 2-style aggro
// v8.12: Converted forEach to for loop (hot path - runs every frame)
function updateLaneTowers(time) {
if (!laneSupportState.laneTowers) return;
const towers = laneSupportState.laneTowers;
const towersLen = towers.length;
for (let i = 0; i < towersLen; i++) {
const tower = towers[i];
if (!tower.active) continue;
// Attack interval check
if (time - tower.lastAttackTime < tower.attackCooldown) continue;
// v7.33: Use priority-based targeting system
const targetInfo = TowerAggroSystem.getPriorityTarget(tower, time);
if (targetInfo && targetInfo.target) {
tower.lastAttackTime = time;
// Lock aggro
TowerAggroSystem.lockAggro(tower, targetInfo);
// Calculate damage
const baseDamage = tower.attackDamage || 10;
const multiplier = TowerAggroSystem.getDamageMultiplier(tower, targetInfo.isPlayer);
const finalDamage = Math.round(baseDamage * multiplier);
if (targetInfo.isPlayer) {
// Attack player
damagePlayer(finalDamage, tower.position, tower.mesh || null);
// Floater with backdoor warning
if (multiplier > 1) {
spawnFloater(worldState.player.position, `-${finalDamage} NO CREEPS!`, '#ff0000');
} else {
spawnFloater(worldState.player.position, `-${finalDamage}`, '#ff4400');
}
spawnTowerProjectile(tower, worldState.player);
// First aggro warning
if (!tower._aggroWarned) {
tower._aggroWarned = true;
if (!TowerAggroSystem.hasPlayerCreepCover(tower)) {
showNotification('Tower aggro! Push with creep waves for cover!', 'warning');
}
}
} else if (targetInfo.waveCreepRef) {
// Attack wave creep
targetInfo.waveCreepRef.hp -= finalDamage;
spawnTowerProjectile(tower, targetInfo.target);
} else {
// Attack lane creep
targetInfo.target.userData.hp -= finalDamage;
spawnTowerProjectile(tower, targetInfo.target);
}
}
// v8.13: Animate beacon pulse using cached reference (eliminates traverse per frame)
const beacon = tower.beacon;
if (beacon && beacon.material) {
const phase = beacon.userData.pulsePhase || 0;
beacon.material.emissiveIntensity = 0.8 + Math.sin(time * 0.003 + phase) * 0.4;
}
}
}
// Spawn tower projectile
// v8.11: Eliminated clone() allocations by capturing coordinates directly
// v8.12: Uses pooled geometry instead of creating new SphereGeometry per shot
// v8.13: Uses pooled material via clone() for faster construction
function spawnTowerProjectile(tower, target) {
if (!scene) return;
const isRobot = tower.team === 'robot';
const projectile = new THREE.Mesh(
_projectileGeometryPool.tower, // v8.12: Reuse pooled geometry
_projectileMaterialPool.getTower(isRobot) // v8.13: Cloned from pool
);
projectile.position.copy(tower.position);
projectile.position.y += 6;
scene.add(projectile);
// v8.11: Capture coordinates instead of clone() to avoid allocation
const targetX = target.position.x, targetY = target.position.y, targetZ = target.position.z;
const startX = projectile.position.x, startY = projectile.position.y, startZ = projectile.position.z;
const duration = 150;
const startTime = performance.now();
function animate() {
const elapsed = performance.now() - startTime;
const t = Math.min(1, elapsed / duration);
// v8.11: Manual lerp instead of lerpVectors with cloned vectors
projectile.position.x = startX + (targetX - startX) * t;
projectile.position.y = startY + (targetY - startY) * t + Math.sin(t * Math.PI) * 1.5; // Arc
projectile.position.z = startZ + (targetZ - startZ) * t;
if (t < 1) {
requestAnimationFrame(animate);
} else {
scene.remove(projectile);
// v8.12: Don't dispose pooled geometry, only material
projectile.material.dispose();
}
}
animate();
}
// Main update function for lane support system
function updateLaneSupportSystem(time) {
if (!laneSupportState.enabled) return;
updateLaneControl(time);
updateAgentCreepBuffs(time);
checkFortificationOpportunity(time);
updateFortificationBuilding(time);
updateFortifications(time);
updateLaneTowers(time);
}
// Cleanup lane support system
// v8.13: Converted forEach to for loops for consistency with hot path optimizations
function cleanupLaneSupportSystem() {
// Remove fortifications
const forts = laneSupportState.fortifications;
for (let i = 0, len = forts.length; i < len; i++) {
const fort = forts[i];
if (fort.mesh && fort.mesh.parent) {
fort.mesh.parent.remove(fort.mesh);
fort.mesh.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
}
}
// Remove build queue items
const builds = laneSupportState.buildQueue;
for (let i = 0, len = builds.length; i < len; i++) {
const build = builds[i];
if (build.scaffolding && build.scaffolding.parent) {
build.scaffolding.parent.remove(build.scaffolding);
build.scaffolding.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
}
}
// Remove lane towers
const towers = laneSupportState.laneTowers;
if (towers) {
for (let i = 0, len = towers.length; i < len; i++) {
const tower = towers[i];
if (tower.mesh && tower.mesh.parent) {
tower.mesh.parent.remove(tower.mesh);
tower.mesh.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
}
}
}
laneSupportState.enabled = false;
laneSupportState.initialized = false;
laneSupportState.fortifications = [];
laneSupportState.buildQueue = [];
laneSupportState.assignedAgents = {};
laneSupportState.laneControl = {};
laneSupportState.controlPoints = { top: 0, mid: 0, bot: 0 };
laneSupportState.laneTowers = [];
}
// ============================================
// v12.21: ENEMY FAUNA HERO - AI opponent equal to player
// ============================================
const ENEMY_HERO_CONFIG={name:'Primal Ravager',title:'Alpha of the Wilds',icon:'🐺',baseStats:{maxHp:100,maxMana:80,hpPerLevel:25,manaPerLevel:15,baseDamage:15,damagePerLevel:3,armor:2,armorPerLevel:0.5,moveSpeed:10,attackRange:3,attackSpeed:1.2},baseRespawnTime:15000,respawnPerLevel:2000,killXpReward:150,killGoldReward:200,xpToLevel:[0,100,250,450,700,1000,1400,1900,2500,3200,4000,5000,6200,7600,9200,11000,13000,15200,17600,20200],ai:{aggressiveness:0.6,farmPriority:0.4,retreatThreshold:0.25,abilityUsageDelay:500},spawnOffset:{x:80,z:80}};
const ENEMY_HERO_ABILITIES={savageLeap:{name:'Savage Leap',icon:'🦁',cooldown:8000,manaCost:15,damage:40,range:12},primalRoar:{name:'Primal Roar',icon:'🔊',cooldown:14000,manaCost:25,damage:30,radius:10,damageBoost:1.3,boostDuration:4000},thickHide:{name:'Thick Hide',icon:'🛡️',cooldown:20000,manaCost:20,damageReduction:0.6,duration:3500,reflectPercent:0.15},apexPredator:{name:'Apex Predator',icon:'👁️',cooldown:60000,manaCost:50,damageBoost:1.8,lifeSteal:0.25,duration:10000},packHunter:{passive:true,executeThreshold:0.3,bonusDamage:1.5}};
let enemyHeroState={active:false,alive:false,mesh:null,level:1,xp:0,hp:100,maxHp:100,mana:80,maxMana:80,damage:15,armor:2,moveSpeed:10,position:new THREE.Vector3(),targetPosition:null,combatTarget:null,lastAttackTime:0,attackCooldown:833,abilityCooldowns:{savageLeap:0,primalRoar:0,thickHide:0,apexPredator:0},buffs:{thickHideActive:false,thickHideEndTime:0,apexPredatorActive:false,apexPredatorEndTime:0,roarBoostActive:false,roarBoostEndTime:0},aiState:'idle',assignedLane:'mid',lastAiDecision:0,deaths:0,kills:0,creepsKilled:0,respawnTime:0,totalDamageDealt:0};
function createEnemyHeroMesh(){const g=new THREE.Group();g.name='enemy_hero';const bodyMat=new THREE.MeshLambertMaterial({color:0x4a3728});const body=new THREE.Mesh(new THREE.BoxGeometry(2.5,1.5,4),bodyMat);body.position.y=1.5;body.castShadow=true;g.add(body);const head=new THREE.Mesh(new THREE.BoxGeometry(1.2,1,1.8),bodyMat);head.position.set(0,2.2,-2.2);g.add(head);const eyeMat=new THREE.MeshBasicMaterial({color:0xff2200});[-0.35,0.35].forEach(x=>{const eye=new THREE.Mesh(new THREE.SphereGeometry(0.15,8,8),eyeMat);eye.position.set(x,2.4,-2.8);g.add(eye);});const legMat=new THREE.MeshLambertMaterial({color:0x3a2718});[[-0.8,0.6,-1.2],[0.8,0.6,-1.2],[-0.8,0.6,1.2],[0.8,0.6,1.2]].forEach(p=>{const leg=new THREE.Mesh(new THREE.CylinderGeometry(0.25,0.2,1.2,8),legMat);leg.position.set(p[0],p[1],p[2]);g.add(leg);});const aura=new THREE.Mesh(new THREE.RingGeometry(2.5,3,32),new THREE.MeshBasicMaterial({color:0xff4400,transparent:true,opacity:0.4,side:THREE.DoubleSide}));aura.rotation.x=-Math.PI/2;aura.position.y=0.1;aura.name='hero_aura';g.add(aura);const hpG=new THREE.Group();hpG.position.y=4;hpG.userData.isBillboard=true;hpG.add(new THREE.Mesh(new THREE.PlaneGeometry(3,0.3),new THREE.MeshBasicMaterial({color:0x333333,side:THREE.DoubleSide})));const hpBar=new THREE.Mesh(new THREE.PlaneGeometry(2.9,0.25),new THREE.MeshBasicMaterial({color:0xcc2222,side:THREE.DoubleSide}));hpBar.position.z=0.01;hpBar.name='hp_bar';hpG.add(hpBar);const manaBar=new THREE.Mesh(new THREE.PlaneGeometry(2.9,0.15),new THREE.MeshBasicMaterial({color:0x4488ff,side:THREE.DoubleSide}));manaBar.position.set(0,-0.25,0.01);manaBar.name='mana_bar';hpG.add(manaBar);g.add(hpG);g.userData={type:'enemy_hero',isEnemyHero:true,name:ENEMY_HERO_CONFIG.name,team:'horde'};return g;}
function initEnemyHero(){if(enemyHeroState.mesh)cleanupEnemyHero();const cfg=ENEMY_HERO_CONFIG;enemyHeroState.mesh=createEnemyHeroMesh();enemyHeroState.mesh.position.set(cfg.spawnOffset.x,0,cfg.spawnOffset.z);enemyHeroState.position.set(cfg.spawnOffset.x,0,cfg.spawnOffset.z);scene.add(enemyHeroState.mesh);recalculateEnemyHeroStats();enemyHeroState.active=true;enemyHeroState.alive=true;enemyHeroState.hp=enemyHeroState.maxHp;enemyHeroState.mana=enemyHeroState.maxMana;enemyHeroState.aiState='idle';enemyHeroState.deaths=0;enemyHeroState.kills=0;enemyHeroState.creepsKilled=0;enemyHeroState.totalDamageDealt=0;Object.keys(enemyHeroState.abilityCooldowns).forEach(k=>enemyHeroState.abilityCooldowns[k]=0);createEnemyHeroHUD();showNotification(`🐺 ${cfg.name} has entered the battlefield!`,'warning');if(typeof addCopilotMessage==='function')addCopilotMessage(`⚔️ ENEMY HERO: ${cfg.name}, ${cfg.title}. This opponent matches your capabilities!`,'ai');}
function recalculateEnemyHeroStats(){const b=ENEMY_HERO_CONFIG.baseStats,l=enemyHeroState.level;enemyHeroState.maxHp=b.maxHp+(l-1)*b.hpPerLevel;enemyHeroState.maxMana=b.maxMana+(l-1)*b.manaPerLevel;enemyHeroState.damage=b.baseDamage+(l-1)*b.damagePerLevel;enemyHeroState.armor=b.armor+(l-1)*b.armorPerLevel;enemyHeroState.attackCooldown=1000/b.attackSpeed;}
function updateEnemyHero(dt,time){if(!enemyHeroState.active)return;if(!enemyHeroState.alive){if(time>enemyHeroState.respawnTime)respawnEnemyHero();return;}updateEnemyHeroAI(dt,time);updateEnemyHeroMovement(dt);updateEnemyHeroCombat(dt,time);updateEnemyHeroAbilities(dt,time);updateEnemyHeroVisuals(dt,time);enemyHeroState.mana=Math.min(enemyHeroState.maxMana,enemyHeroState.mana+2*dt);if(enemyHeroState.aiState!=='fighting')enemyHeroState.hp=Math.min(enemyHeroState.maxHp,enemyHeroState.hp+1*dt);}
// v7.81: distanceToSquared optimization for enemy hero AI
// v7.91: Cached retreat position, use .copy() for lane target (avoids allocations)
let _enemyHeroRetreatPos = null;
function updateEnemyHeroAI(dt,time){const cfg=ENEMY_HERO_CONFIG.ai,hero=enemyHeroState;if(time-hero.lastAiDecisioncfg.retreatThreshold){const playerDistSq=hero.position.distanceToSquared(worldState.player.position);const playerHpPct=(gameData.player?.hp||100)/(gameData.player?.maxHp||100);if((playerDistSq<225&&hpPercent>0.5)||(playerDistSq<400&&playerHpPct<0.4)||playerDistSq<100){if(Math.random()attackRangeSq)tp=hero.combatTarget.position;}}else if(hero.aiState==='retreating'||hero.aiState==='pushing')tp=hero.targetPosition;if(tp){_enemyHeroMoveDir.subVectors(tp,hero.position).normalize();const sp=hero.moveSpeed*(hero.buffs.apexPredatorActive?1.3:1);hero.position.x+=_enemyHeroMoveDir.x*sp*dt;hero.position.y+=_enemyHeroMoveDir.y*sp*dt;hero.position.z+=_enemyHeroMoveDir.z*sp*dt;hero.mesh.rotation.y=Math.atan2(_enemyHeroMoveDir.x,_enemyHeroMoveDir.z);}hero.mesh.position.copy(hero.position);}
// v7.81: distanceToSquared optimization for enemy hero combat
function updateEnemyHeroCombat(dt,time){const hero=enemyHeroState;if(!hero.combatTarget)return;const tp=hero.combatTarget.position||hero.combatTarget.mesh?.position;if(!tp){hero.combatTarget=null;return;}const dSq=hero.position.distanceToSquared(tp);const attackRangeSq=ENEMY_HERO_CONFIG.baseStats.attackRange*ENEMY_HERO_CONFIG.baseStats.attackRange;if(dSq<=attackRangeSq&&time-hero.lastAttackTime>hero.attackCooldown)performEnemyHeroAttack(hero.combatTarget,time);}
// v10.18: Updated to use damagePlayer for auto-retaliation support
function performEnemyHeroAttack(target,time){
const hero=enemyHeroState;
hero.lastAttackTime=time;
let dmg=hero.damage;
if(hero.buffs.apexPredatorActive)dmg*=ENEMY_HERO_ABILITIES.apexPredator.damageBoost;
if(hero.buffs.roarBoostActive)dmg*=ENEMY_HERO_ABILITIES.primalRoar.damageBoost;
const tHp=target.userData?.hp||gameData.player?.hp||100,tMax=target.userData?.maxHp||gameData.player?.maxHp||100;
if(tHp/tMaxhero.buffs.thickHideEndTime)hero.buffs.thickHideActive=false;if(hero.buffs.apexPredatorActive&&time>hero.buffs.apexPredatorEndTime)hero.buffs.apexPredatorActive=false;if(hero.buffs.roarBoostActive&&time>hero.buffs.roarBoostEndTime)hero.buffs.roarBoostActive=false;if(hero.aiState!=='fighting'||!hero.combatTarget)return;const tdSq=hero.combatTarget.position?hero.position.distanceToSquared(hero.combatTarget.position):999999,hpp=hero.hp/hero.maxHp;const leapRangeSq=ab.savageLeap.range*ab.savageLeap.range,roarRadiusSq=ab.primalRoar.radius*ab.primalRoar.radius;if(tdSq>36&&tdSq=ab.savageLeap.manaCost)useEnemyHeroAbility('savageLeap',time);if(tdSq=ab.primalRoar.manaCost&&!hero.buffs.roarBoostActive)useEnemyHeroAbility('primalRoar',time);if(hpp<0.5&&!hero.buffs.thickHideActive&&hero.abilityCooldowns.thickHide<=time&&hero.mana>=ab.thickHide.manaCost)useEnemyHeroAbility('thickHide',time);if(hpp<0.6&&hpp>0.3&&!hero.buffs.apexPredatorActive&&hero.abilityCooldowns.apexPredator<=time&&hero.mana>=ab.apexPredator.manaCost)useEnemyHeroAbility('apexPredator',time);}
// v10.18: Updated abilities to use damagePlayer for auto-retaliation
function useEnemyHeroAbility(ak,time){
const hero=enemyHeroState,ab=ENEMY_HERO_ABILITIES[ak];
hero.mana-=ab.manaCost;
hero.abilityCooldowns[ak]=time+ab.cooldown;
// Helper to set up hero mesh for retaliation
const setupHeroMeshForRetaliation = () => {
if(hero.mesh){
hero.mesh.userData = hero.mesh.userData || {};
hero.mesh.userData.type = 'enemyHero';
hero.mesh.userData.hp = hero.hp;
hero.mesh.userData.maxHp = hero.maxHp;
}
};
if(ak==='savageLeap'&&hero.combatTarget?.position){
// v8.10: Use pre-allocated vector (eliminates allocation per leap)
_enemyHeroLeapDir.subVectors(hero.combatTarget.position,hero.position).normalize();
// v8.09: Use distanceToSquared + early range check to avoid sqrt when target too far
const distSq=hero.position.distanceToSquared(hero.combatTarget.position);
const rangeSq=ab.range*ab.range;
// Only sqrt when actually needed (target in range or close to range)
const leapDist=distSq>rangeSq*1.5?ab.range:Math.min(ab.range,Math.sqrt(distSq)-1);
hero.position.add(_enemyHeroLeapDir.multiplyScalar(leapDist));
if(hero.combatTarget===worldState.player){
// v10.18: Use damagePlayer for retaliation
setupHeroMeshForRetaliation();
if(typeof damagePlayer==='function' && hero.mesh){
damagePlayer(ab.damage, hero.position, hero.mesh);
} else {
gameData.player.hp=Math.max(0,gameData.player.hp-ab.damage);
}
spawnFloater(worldState.player.position,`🦁 LEAP -${ab.damage}`,'#ff6600');
}
if(particles)particles.emit(hero.position,20,0xff6600,{spread:3,lifetime:500});
}else if(ak==='primalRoar'){
// v7.81: distanceToSquared optimization for primal roar radius check
const roarRadiusSq=ab.radius*ab.radius;
if(worldState.player&&hero.position.distanceToSquared(worldState.player.position)0){gameData.player.hp=Math.max(0,gameData.player.hp-ref);spawnFloater(worldState.player.position,`↩️ -${ref}`,'#88ff88');}}damage=Math.max(1,damage-hero.armor);hero.hp-=damage;spawnFloater(hero.position,`-${damage}`,'#ffff00');if(particles)particles.emit(hero.position,8,0xffff00,{spread:2,lifetime:400});if(hero.hp<=0)killEnemyHero();return damage;}
function killEnemyHero(){const hero=enemyHeroState,cfg=ENEMY_HERO_CONFIG;hero.alive=false;hero.deaths++;if(hero.mesh)hero.mesh.visible=false;const rt=cfg.baseRespawnTime+hero.level*cfg.respawnPerLevel;hero.respawnTime=performance.now()+rt;const xp=cfg.killXpReward+hero.level*20,gold=cfg.killGoldReward+hero.level*15;if(typeof gainXP==='function')gainXP(xp,'combat');if(typeof addGold==='function')addGold(gold);showNotification(`🏆 You killed ${cfg.name}! +${xp} XP, +${gold} Gold`,'success');spawnFloater(hero.position,`💀 ${cfg.name} SLAIN!`,'#00ff00');if(typeof addCopilotMessage==='function')addCopilotMessage(`⚔️ ENEMY HERO DOWN! Respawns in ${Math.ceil(rt/1000)}s!`,'ai');if(particles)particles.emit(hero.position,80,0xff4400,{spread:8,lifetime:1500});}
function respawnEnemyHero(){const hero=enemyHeroState,cfg=ENEMY_HERO_CONFIG;hero.position.set(cfg.spawnOffset.x,0,cfg.spawnOffset.z);if(hero.mesh){hero.mesh.position.copy(hero.position);hero.mesh.visible=true;}hero.hp=hero.maxHp;hero.mana=hero.maxMana;hero.alive=true;hero.aiState='idle';hero.combatTarget=null;hero.buffs.thickHideActive=false;hero.buffs.apexPredatorActive=false;hero.buffs.roarBoostActive=false;showNotification(`⚠️ ${cfg.name} has respawned!`,'warning');}
function enemyHeroGainXP(amt){const hero=enemyHeroState,cfg=ENEMY_HERO_CONFIG;hero.xp+=amt;while(hero.level=cfg.xpToLevel[hero.level]){hero.level++;recalculateEnemyHeroStats();hero.hp=hero.maxHp;hero.mana=hero.maxMana;showNotification(`⬆️ ${cfg.name} reached level ${hero.level}!`,'warning');}}
function updateEnemyHeroVisuals(dt,time){const hero=enemyHeroState;if(!hero.mesh)return;const hpBar=hero.mesh.getObjectByName('hp_bar');if(hpBar){hpBar.scale.x=Math.max(0.01,hero.hp/hero.maxHp);hpBar.position.x=(1-hero.hp/hero.maxHp)*-1.45;}const manaBar=hero.mesh.getObjectByName('mana_bar');if(manaBar)manaBar.scale.x=Math.max(0.01,hero.mana/hero.maxMana);const aura=hero.mesh.getObjectByName('hero_aura');if(aura){aura.rotation.z=time*0.001;if(hero.buffs.apexPredatorActive){aura.material.color.setHex(0xff0000);aura.material.opacity=0.5+Math.sin(time*0.01)*0.2;}else if(hero.buffs.thickHideActive)aura.material.color.setHex(0x44ff44);else{aura.material.color.setHex(0xff4400);aura.material.opacity=0.4;}}const hpG=hero.mesh.children.find(c=>c.userData?.isBillboard);if(hpG&&camera)hpG.lookAt(camera.position);}
function createEnemyHeroHUD(){if(document.getElementById('enemy-hero-hud'))return;const hud=document.createElement('div');hud.id='enemy-hero-hud';hud.innerHTML=`${ENEMY_HERO_CONFIG.icon} ${ENEMY_HERO_CONFIG.name}
${ENEMY_HERO_CONFIG.title}
1
K: 0 D: 0 CS: 0 DMG: 0
ALIVE
`;document.body.appendChild(hud);}
function updateEnemyHeroHUD(){const hero=enemyHeroState;if(!hero.active)return;const el=id=>document.getElementById(id);if(el('eh-lvl'))el('eh-lvl').textContent=hero.level;if(el('eh-hp'))el('eh-hp').style.width=(hero.hp/hero.maxHp*100)+'%';if(el('eh-mp'))el('eh-mp').style.width=(hero.mana/hero.maxMana*100)+'%';if(el('eh-k'))el('eh-k').textContent=hero.kills;if(el('eh-d'))el('eh-d').textContent=hero.deaths;if(el('eh-cs'))el('eh-cs').textContent=hero.creepsKilled;if(el('eh-dmg'))el('eh-dmg').textContent=Math.floor(hero.totalDamageDealt);const st=el('eh-st');if(st){if(!hero.alive){st.textContent=`DEAD (${Math.ceil((hero.respawnTime-performance.now())/1000)}s)`;st.style.color='#888';}else if(hero.buffs.apexPredatorActive){st.textContent='👁️ APEX';st.style.color='#ff0000';}else if(hero.buffs.thickHideActive){st.textContent='🛡️ HIDE';st.style.color='#44ff44';}else{st.textContent=hero.aiState.toUpperCase();st.style.color='#ff8888';}}
// v10.32: Update unified target panel for enemy hero
if(typeof UnifiedTargetPanel!=='undefined'&&hero.alive&&UnifiedHUD?.active){UnifiedTargetPanel.showEnemyHero(hero);}else if(typeof UnifiedTargetPanel!=='undefined'&&!hero.alive){UnifiedTargetPanel.hide();}}
function cleanupEnemyHero(){if(enemyHeroState.mesh){scene.remove(enemyHeroState.mesh);enemyHeroState.mesh=null;}const h=document.getElementById('enemy-hero-hud');if(h)h.remove();enemyHeroState.active=false;enemyHeroState.alive=false;}
window.EnemyHeroSystem={init:initEnemyHero,update:updateEnemyHero,updateHUD:updateEnemyHeroHUD,damage:damageEnemyHero,cleanup:cleanupEnemyHero,getState:()=>enemyHeroState,isAlive:()=>enemyHeroState.alive,getPosition:()=>enemyHeroState.position.clone()};
// ============================================
// v6.68: VERSUS MODE - COMPETITIVE DOTA 2-STYLE MATCHES
// Two players compete to destroy each other's throne
// War horn sounds when match begins
// ============================================
const versusMatchState = {
active: false,
matchId: null,
startTime: 0,
localTeam: 'robot', // 'robot' (cyan) or 'hostile' (red)
opponentConnected: false,
opponentId: null,
thrones: {
robot: null, // THREE.Group for robot throne
hostile: null // THREE.Group for hostile throne
},
throneHP: {
robot: 5000,
hostile: 5000
},
maxThroneHP: 5000,
winner: null,
matchStats: {
kills: 0,
deaths: 0,
towersDestroyed: 0,
damageDealt: 0
}
};
// Generate versus match QR code URL
function getVersusMatchUrl() {
if (!p2pStreaming.peerId) return null;
const matchId = Date.now().toString(36) + Math.random().toString(36).substr(2, 5);
return `${window.location.origin}${window.location.pathname}?versus=${p2pStreaming.peerId}&match=${matchId}&seed=${multiplayerState.worldSeed}&planet=${activeCiv?.id || ''}`;
}
// Generate QR code for versus mode
function generateVersusQRCode() {
const container = document.getElementById('qr-code-container');
if (!container) return;
if (!p2pStreaming.peerId) {
container.innerHTML = 'Connecting to P2P network...
';
return;
}
container.innerHTML = 'Generating versus QR code...
';
const versusUrl = getVersusMatchUrl();
console.log('Generating versus QR code for:', versusUrl);
// Try QRious library first
if (typeof QRious !== 'undefined') {
const qr = new QRious({
value: versusUrl,
size: 200,
background: 'white',
foreground: '#ff0088',
level: 'M'
});
container.innerHTML = '';
const img = document.createElement('img');
img.src = qr.toDataURL();
img.style.width = '200px';
img.style.height = '200px';
img.alt = 'Scan to challenge';
container.appendChild(img);
console.log('Versus QR code generated with QRious');
} else {
// Fallback to API
const apiUrl = `https://api.qrserver.com/v1/create-qr-code/?size=200x200&data=${encodeURIComponent(versusUrl)}&color=ff0088`;
const img = document.createElement('img');
img.src = apiUrl;
img.alt = 'Scan to challenge';
img.style.width = '200px';
img.style.height = '200px';
container.innerHTML = '';
container.appendChild(img);
console.log('Versus QR code generated with API');
}
}
// Create throne structure at specified position
function createThrone(x, y, z, team) {
const throne = new THREE.Group();
const teamColor = team === 'robot' ? 0x00ccff : 0xff4444;
const accentColor = team === 'robot' ? 0x0088aa : 0xaa2222;
// Base platform - circular
const baseGeo = new THREE.CylinderGeometry(8, 10, 2, 16);
const baseMat = new THREE.MeshStandardMaterial({
color: 0x333344,
roughness: 0.6,
metalness: 0.4
});
const base = new THREE.Mesh(baseGeo, baseMat);
base.position.y = 1;
base.receiveShadow = true;
base.castShadow = true;
throne.add(base);
// Inner ring
const ringGeo = new THREE.TorusGeometry(6, 0.5, 8, 32);
const ringMat = new THREE.MeshStandardMaterial({
color: teamColor,
emissive: teamColor,
emissiveIntensity: 0.3,
roughness: 0.3,
metalness: 0.7
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = Math.PI / 2;
ring.position.y = 2.2;
throne.add(ring);
// Central crystal/throne structure
const crystalGeo = new THREE.OctahedronGeometry(3, 0);
const crystalMat = new THREE.MeshStandardMaterial({
color: teamColor,
emissive: teamColor,
emissiveIntensity: 0.5,
roughness: 0.1,
metalness: 0.9,
transparent: true,
opacity: 0.9
});
const crystal = new THREE.Mesh(crystalGeo, crystalMat);
crystal.position.y = 7;
crystal.castShadow = true;
throne.add(crystal);
throne.userData.crystal = crystal;
// Pillar supports (4 corners)
for (let i = 0; i < 4; i++) {
const angle = (i / 4) * Math.PI * 2;
const pillarGeo = new THREE.CylinderGeometry(0.8, 1.2, 8, 8);
const pillarMat = new THREE.MeshStandardMaterial({
color: accentColor,
roughness: 0.5,
metalness: 0.5
});
const pillar = new THREE.Mesh(pillarGeo, pillarMat);
pillar.position.set(
Math.cos(angle) * 5,
5,
Math.sin(angle) * 5
);
pillar.castShadow = true;
throne.add(pillar);
// Pillar top orb
const orbGeo = new THREE.SphereGeometry(1, 16, 16);
const orbMat = new THREE.MeshStandardMaterial({
color: teamColor,
emissive: teamColor,
emissiveIntensity: 0.4,
roughness: 0.2,
metalness: 0.8
});
const orb = new THREE.Mesh(orbGeo, orbMat);
orb.position.set(
Math.cos(angle) * 5,
9.5,
Math.sin(angle) * 5
);
throne.add(orb);
}
// Floating crown element
const crownGeo = new THREE.TorusGeometry(2, 0.3, 8, 16);
const crownMat = new THREE.MeshStandardMaterial({
color: 0xffd700,
emissive: 0xffa500,
emissiveIntensity: 0.3,
roughness: 0.2,
metalness: 0.8
});
const crown = new THREE.Mesh(crownGeo, crownMat);
crown.rotation.x = Math.PI / 2;
crown.position.y = 12;
throne.add(crown);
throne.userData.crown = crown;
// Set position
throne.position.set(x, y, z);
// Store metadata
throne.userData.type = 'throne';
throne.userData.team = team;
throne.userData.hp = versusMatchState.maxThroneHP;
throne.userData.maxHp = versusMatchState.maxThroneHP;
return throne;
}
// Spawn thrones for versus match
function spawnVersusThrones() {
// v9.9: Skip for custom worlds
if (window.WORLD_SYSTEMS?.customOnly === true) return;
if (window.WORLD_SYSTEMS?.towerDefense === false) return;
if (!scene || !laneSupportState.enabled) return;
// Find spawn positions from lane endpoints
const midLane = LANE_DEFINITIONS.mid;
if (!midLane || !midLane.waypoints) return;
const robotSpawn = midLane.waypoints[0]; // Start of lane
const hostileSpawn = midLane.waypoints[midLane.waypoints.length - 1]; // End of lane
// Create robot throne (cyan team)
const robotY = typeof getTerrainHeight === 'function' ? getTerrainHeight(robotSpawn.x, robotSpawn.z - 15) : 0;
versusMatchState.thrones.robot = createThrone(robotSpawn.x, robotY, robotSpawn.z - 15, 'robot');
scene.add(versusMatchState.thrones.robot);
// Create hostile throne (red team)
const hostileY = typeof getTerrainHeight === 'function' ? getTerrainHeight(hostileSpawn.x, hostileSpawn.z + 15) : 0;
versusMatchState.thrones.hostile = createThrone(hostileSpawn.x, hostileY, hostileSpawn.z + 15, 'hostile');
scene.add(versusMatchState.thrones.hostile);
// Reset HP
versusMatchState.throneHP.robot = versusMatchState.maxThroneHP;
versusMatchState.throneHP.hostile = versusMatchState.maxThroneHP;
console.log('v6.68: Versus thrones spawned');
}
// Start versus match countdown and initialize
function startVersusMatch() {
if (versusMatchState.active) return;
versusMatchState.active = true;
versusMatchState.startTime = Date.now();
versusMatchState.winner = null;
versusMatchState.matchStats = { kills: 0, deaths: 0, towersDestroyed: 0, damageDealt: 0 };
// Spawn thrones if not already present
if (!versusMatchState.thrones.robot) {
spawnVersusThrones();
}
// v7.79: Show countdown - migrated to TimerRegistry
const countdownEl = document.getElementById('versus-countdown');
if (countdownEl) {
countdownEl.style.display = 'block';
let count = 3;
const timerName = 'versus-countdown-' + Date.now();
TimerRegistry.setInterval(timerName, () => {
if (count > 0) {
countdownEl.textContent = count;
countdownEl.style.animation = 'none';
countdownEl.offsetHeight; // Trigger reflow
countdownEl.style.animation = 'versusResultPulse 0.8s ease-out';
AudioSystem.playGentle(AudioSystem.penta.C4 * (4 - count), 0.3, 0.3);
count--;
} else {
countdownEl.textContent = 'FIGHT!';
countdownEl.style.color = '#0f0';
// Play war horn!
AudioSystem.warHorn();
// Show versus HUD
const hudEl = document.getElementById('versus-hud');
if (hudEl) hudEl.style.display = 'flex';
TimerRegistry.setTimeout('versus-countdown-cleanup', () => {
countdownEl.style.display = 'none';
countdownEl.style.color = '#f08';
}, 1500);
TimerRegistry.clear(timerName);
// Notify
showNotification('⚔️ VERSUS MATCH STARTED! Destroy the enemy throne!', 'warning');
addCopilotMessage('🎺 THE WAR HORN SOUNDS! A challenger approaches! Destroy their throne before they destroy yours! All towers and creeps will fight for their respective teams. GLORY AWAITS!', 'ai');
}
}, 1000);
} else {
// No countdown element, just start
AudioSystem.warHorn();
showNotification('⚔️ VERSUS MATCH STARTED!', 'warning');
}
}
// Update versus match state (called each frame)
function updateVersusMatch(time) {
if (!versusMatchState.active) return;
// Animate throne crystals
if (versusMatchState.thrones.robot?.userData.crystal) {
versusMatchState.thrones.robot.userData.crystal.rotation.y += 0.01;
versusMatchState.thrones.robot.userData.crown.rotation.z = Math.sin(time * 0.001) * 0.1;
}
if (versusMatchState.thrones.hostile?.userData.crystal) {
versusMatchState.thrones.hostile.userData.crystal.rotation.y -= 0.01;
versusMatchState.thrones.hostile.userData.crown.rotation.z = Math.sin(time * 0.001 + Math.PI) * 0.1;
}
// Update HUD
const friendlyHpEl = document.getElementById('versus-friendly-throne-hp');
const enemyHpEl = document.getElementById('versus-enemy-throne-hp');
if (friendlyHpEl && enemyHpEl) {
const friendlyTeam = versusMatchState.localTeam;
const enemyTeam = friendlyTeam === 'robot' ? 'hostile' : 'robot';
const friendlyPct = Math.round((versusMatchState.throneHP[friendlyTeam] / versusMatchState.maxThroneHP) * 100);
const enemyPct = Math.round((versusMatchState.throneHP[enemyTeam] / versusMatchState.maxThroneHP) * 100);
friendlyHpEl.textContent = friendlyPct + '%';
enemyHpEl.textContent = enemyPct + '%';
// Color based on health
friendlyHpEl.style.color = friendlyPct > 50 ? '#0ff' : friendlyPct > 25 ? '#ff0' : '#f44';
enemyHpEl.style.color = enemyPct > 50 ? '#f44' : enemyPct > 25 ? '#ff0' : '#0f0';
}
// Check win conditions
if (versusMatchState.throneHP.robot <= 0 && !versusMatchState.winner) {
versusMatchState.winner = 'hostile';
endVersusMatch('hostile');
} else if (versusMatchState.throneHP.hostile <= 0 && !versusMatchState.winner) {
versusMatchState.winner = 'robot';
endVersusMatch('robot');
}
}
// Damage a throne
function damageThrone(team, amount) {
if (!versusMatchState.active) return;
versusMatchState.throneHP[team] = Math.max(0, versusMatchState.throneHP[team] - amount);
// Update throne visual
const throne = versusMatchState.thrones[team];
if (throne) {
// Flash the throne
const crystal = throne.userData.crystal;
if (crystal && crystal.material) {
const originalEmissive = crystal.material.emissiveIntensity;
crystal.material.emissiveIntensity = 1;
setTimeout(() => {
crystal.material.emissiveIntensity = originalEmissive;
}, 100);
}
// Scale down as HP decreases
const hpRatio = versusMatchState.throneHP[team] / versusMatchState.maxThroneHP;
throne.scale.setScalar(0.7 + hpRatio * 0.3);
}
// Play damage sound
AudioSystem.damage();
// Show floating text
if (throne && typeof spawnFloater === 'function') {
spawnFloater(throne.position, `-${amount}`, team === 'robot' ? '#ff4444' : '#00ffff');
}
}
// End versus match
function endVersusMatch(winner) {
versusMatchState.active = false;
const isVictory = (winner === versusMatchState.localTeam);
// Play appropriate sound
if (isVictory) {
AudioSystem.victoryFanfare();
} else {
AudioSystem.defeatSound();
}
// Show overlay
const overlay = document.getElementById('versus-match-overlay');
const resultEl = document.getElementById('versus-match-result');
const subtitleEl = document.getElementById('versus-match-subtitle');
if (overlay && resultEl && subtitleEl) {
overlay.style.display = 'flex';
if (isVictory) {
resultEl.textContent = 'VICTORY';
resultEl.style.color = '#0f0';
subtitleEl.textContent = 'The enemy throne has fallen! Glory is yours!';
} else {
resultEl.textContent = 'DEFEAT';
resultEl.style.color = '#f44';
subtitleEl.textContent = 'Your throne has been destroyed. Fight again!';
}
}
// Hide HUD
const hudEl = document.getElementById('versus-hud');
if (hudEl) hudEl.style.display = 'none';
showNotification(isVictory ? '🏆 VICTORY! You destroyed the enemy throne!' : '💀 DEFEAT! Your throne was destroyed!', isVictory ? 'success' : 'error');
}
// Close versus match overlay
function closeVersusMatchOverlay() {
const overlay = document.getElementById('versus-match-overlay');
if (overlay) overlay.style.display = 'none';
}
// Start a new versus match (rematch)
function startNewVersusMatch() {
closeVersusMatchOverlay();
// Reset thrones
versusMatchState.throneHP.robot = versusMatchState.maxThroneHP;
versusMatchState.throneHP.hostile = versusMatchState.maxThroneHP;
versusMatchState.winner = null;
// Reset throne visuals
if (versusMatchState.thrones.robot) {
versusMatchState.thrones.robot.scale.setScalar(1);
}
if (versusMatchState.thrones.hostile) {
versusMatchState.thrones.hostile.scale.setScalar(1);
}
// Start new match
startVersusMatch();
}
// Cleanup versus match
function cleanupVersusMatch() {
versusMatchState.active = false;
// Remove thrones
['robot', 'hostile'].forEach(team => {
const throne = versusMatchState.thrones[team];
if (throne && throne.parent) {
throne.parent.remove(throne);
throne.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
}
versusMatchState.thrones[team] = null;
});
// Hide UI
const hudEl = document.getElementById('versus-hud');
if (hudEl) hudEl.style.display = 'none';
const overlay = document.getElementById('versus-match-overlay');
if (overlay) overlay.style.display = 'none';
}
// ============================================
// v6.66: ROLLERCOASTER TYCOON STYLE BASE BUILDING
// Agents autonomously construct bases piece by piece
// Like building roller coasters - segment by segment
// ============================================
const BASE_BUILDING_CONFIG = {
enabled: true,
buildSpeed: 500, // ms per segment
maxConstructionSites: 5, // Max concurrent builds
segmentSize: 2, // Size of each building segment
constructionParticles: true,
soundEffects: true
};
// Building blueprints - like roller coaster track pieces
const BUILDING_BLUEPRINTS = {
// WALLS - Linear segments that connect
wall: {
name: 'Wall',
icon: '🧱',
category: 'defense',
segments: [
{ type: 'foundation', offset: {x:0, y:0, z:0}, size: {x:2, y:0.3, z:0.5}, color: 0x555555 },
{ type: 'pillar_left', offset: {x:-0.8, y:0.7, z:0}, size: {x:0.3, y:1.4, z:0.4}, color: 0x666666 },
{ type: 'pillar_right', offset: {x:0.8, y:0.7, z:0}, size: {x:0.3, y:1.4, z:0.4}, color: 0x666666 },
{ type: 'top_beam', offset: {x:0, y:1.5, z:0}, size: {x:2, y:0.3, z:0.4}, color: 0x777777 },
{ type: 'fill', offset: {x:0, y:0.7, z:0}, size: {x:1.3, y:1.1, z:0.3}, color: 0x8b7355 }
],
buildTime: 2500,
cost: { wood: 3, stone: 2 },
hp: 100,
connectable: true
},
// TOWER - Vertical multi-level structure
tower: {
name: 'Watch Tower',
icon: '🗼',
category: 'defense',
segments: [
{ type: 'base', offset: {x:0, y:0, z:0}, size: {x:3, y:0.5, z:3}, color: 0x555555 },
{ type: 'floor1', offset: {x:0, y:1.25, z:0}, size: {x:2.5, y:2, z:2.5}, color: 0x8b7355 },
{ type: 'floor2', offset: {x:0, y:3.5, z:0}, size: {x:2.2, y:2, z:2.2}, color: 0x8b6914 },
{ type: 'floor3', offset: {x:0, y:5.75, z:0}, size: {x:1.8, y:1.5, z:1.8}, color: 0x654321 },
{ type: 'roof', offset: {x:0, y:7, z:0}, size: {x:2.5, y:1, z:2.5}, color: 0x8b0000, shape: 'cone' },
{ type: 'flag', offset: {x:0, y:8, z:0}, size: {x:0.1, y:1.5, z:0.1}, color: 0xffffff },
{ type: 'banner', offset: {x:0.3, y:8.5, z:0}, size: {x:0.8, y:0.5, z:0.05}, color: 0xff4444 }
],
buildTime: 8000,
cost: { wood: 10, stone: 15 },
hp: 300,
provides: { vision: 30 }
},
// PATH - Flat walkway segments
path: {
name: 'Stone Path',
icon: '🛤️',
category: 'infrastructure',
segments: [
{ type: 'base', offset: {x:0, y:0.05, z:0}, size: {x:2, y:0.1, z:2}, color: 0x888888 },
{ type: 'stone1', offset: {x:-0.5, y:0.12, z:-0.5}, size: {x:0.4, y:0.05, z:0.4}, color: 0x666666 },
{ type: 'stone2', offset: {x:0.4, y:0.12, z:0.3}, size: {x:0.5, y:0.05, z:0.5}, color: 0x777777 },
{ type: 'stone3', offset: {x:-0.3, y:0.12, z:0.6}, size: {x:0.35, y:0.05, z:0.35}, color: 0x6a6a6a }
],
buildTime: 800,
cost: { stone: 1 },
hp: 50,
connectable: true,
speedBoost: 1.3
},
// GATE - Entrance with doors
gate: {
name: 'Fortress Gate',
icon: '🚪',
category: 'defense',
segments: [
{ type: 'left_pillar', offset: {x:-2, y:1.5, z:0}, size: {x:1, y:3, z:1}, color: 0x555555 },
{ type: 'right_pillar', offset: {x:2, y:1.5, z:0}, size: {x:1, y:3, z:1}, color: 0x555555 },
{ type: 'arch', offset: {x:0, y:3.5, z:0}, size: {x:5, y:1, z:1}, color: 0x666666 },
{ type: 'left_door', offset: {x:-1, y:1.25, z:0}, size: {x:1.5, y:2.5, z:0.2}, color: 0x8b4513 },
{ type: 'right_door', offset: {x:1, y:1.25, z:0}, size: {x:1.5, y:2.5, z:0.2}, color: 0x8b4513 },
{ type: 'portcullis', offset: {x:0, y:2, z:0.3}, size: {x:3, y:2.5, z:0.1}, color: 0x333333 }
],
buildTime: 5000,
cost: { wood: 8, stone: 12, iron: 3 },
hp: 250,
openable: true
},
// BARRACKS - Troop housing
barracks: {
name: 'Barracks',
icon: '🏠',
category: 'military',
segments: [
{ type: 'foundation', offset: {x:0, y:0.15, z:0}, size: {x:6, y:0.3, z:4}, color: 0x555555 },
{ type: 'walls_back', offset: {x:0, y:1.5, z:-1.8}, size: {x:6, y:2.4, z:0.4}, color: 0x8b7355 },
{ type: 'walls_left', offset: {x:-2.8, y:1.5, z:0}, size: {x:0.4, y:2.4, z:4}, color: 0x8b7355 },
{ type: 'walls_right', offset: {x:2.8, y:1.5, z:0}, size: {x:0.4, y:2.4, z:4}, color: 0x8b7355 },
{ type: 'walls_front_l', offset: {x:-1.8, y:1.5, z:1.8}, size: {x:2, y:2.4, z:0.4}, color: 0x8b7355 },
{ type: 'walls_front_r', offset: {x:1.8, y:1.5, z:1.8}, size: {x:2, y:2.4, z:0.4}, color: 0x8b7355 },
{ type: 'door_frame', offset: {x:0, y:1.2, z:1.8}, size: {x:1.5, y:2, z:0.4}, color: 0x654321 },
{ type: 'roof_base', offset: {x:0, y:2.9, z:0}, size: {x:6.5, y:0.3, z:4.5}, color: 0x444444 },
{ type: 'roof', offset: {x:0, y:3.8, z:0}, size: {x:6, y:1.5, z:4}, color: 0x8b0000, shape: 'roof' }
],
buildTime: 12000,
cost: { wood: 20, stone: 10 },
hp: 400,
provides: { housing: 10 }
},
// TURRET - Auto-attack defense
turret: {
name: 'Arrow Turret',
icon: '🏹',
category: 'defense',
segments: [
{ type: 'base', offset: {x:0, y:0.25, z:0}, size: {x:2, y:0.5, z:2}, color: 0x555555 },
{ type: 'pedestal', offset: {x:0, y:1, z:0}, size: {x:1.2, y:1, z:1.2}, color: 0x666666 },
{ type: 'platform', offset: {x:0, y:1.75, z:0}, size: {x:1.8, y:0.3, z:1.8}, color: 0x777777 },
{ type: 'housing', offset: {x:0, y:2.4, z:0}, size: {x:1, y:1, z:1}, color: 0x8b4513 },
{ type: 'barrel', offset: {x:0, y:2.4, z:0.8}, size: {x:0.2, y:0.2, z:1}, color: 0x333333 }
],
buildTime: 6000,
cost: { wood: 5, stone: 8, iron: 5 },
hp: 150,
provides: { attack: { damage: 10, range: 20, cooldown: 2000 } }
},
// RESOURCE DEPOT - Storage
depot: {
name: 'Resource Depot',
icon: '📦',
category: 'economy',
segments: [
{ type: 'floor', offset: {x:0, y:0.1, z:0}, size: {x:5, y:0.2, z:4}, color: 0x8b7355 },
{ type: 'back_wall', offset: {x:0, y:1.5, z:-1.8}, size: {x:5, y:3, z:0.3}, color: 0x654321 },
{ type: 'left_wall', offset: {x:-2.4, y:1.5, z:0}, size: {x:0.3, y:3, z:4}, color: 0x654321 },
{ type: 'right_wall', offset: {x:2.4, y:1.5, z:0}, size: {x:0.3, y:3, z:4}, color: 0x654321 },
{ type: 'roof_support', offset: {x:0, y:3.2, z:0}, size: {x:5.2, y:0.4, z:4.2}, color: 0x444444 },
{ type: 'crate1', offset: {x:-1, y:0.6, z:-0.5}, size: {x:1, y:1, z:1}, color: 0xcd853f },
{ type: 'crate2', offset: {x:1, y:0.6, z:0.5}, size: {x:0.8, y:0.8, z:0.8}, color: 0xdeb887 },
{ type: 'barrel', offset: {x:0, y:0.5, z:0}, size: {x:0.6, y:1, z:0.6}, color: 0x8b4513, shape: 'cylinder' }
],
buildTime: 7000,
cost: { wood: 15, stone: 5 },
hp: 200,
provides: { storage: 100 }
},
// ========================================
// v9.4: COLONY BUILDINGS - For human sustainability
// ========================================
// HABITAT POD - Basic living quarters
habitat: {
name: 'Habitat Pod',
icon: '🏠',
category: 'colony',
segments: [
{ type: 'foundation', offset: {x:0, y:0.15, z:0}, size: {x:4, y:0.3, z:4}, color: 0x444455 },
{ type: 'dome_base', offset: {x:0, y:1.5, z:0}, size: {x:3.5, y:2.5, z:3.5}, color: 0x667788, shape: 'dome' },
{ type: 'airlock', offset: {x:2, y:0.8, z:0}, size: {x:1, y:1.5, z:1.2}, color: 0x556677 },
{ type: 'window1', offset: {x:0, y:1.8, z:1.7}, size: {x:1.2, y:0.8, z:0.1}, color: 0x88ccff },
{ type: 'window2', offset: {x:1.2, y:1.8, z:1.2}, size: {x:0.8, y:0.8, z:0.1}, color: 0x88ccff },
{ type: 'vent', offset: {x:-1.5, y:2.5, z:0}, size: {x:0.5, y:0.3, z:0.5}, color: 0x333344 }
],
buildTime: 10000,
cost: { stone: 15, iron: 5 },
hp: 250,
provides: { housing: 4, lifesupport: 4 },
colony: true
},
// SOLAR ARRAY - Power generation
solar: {
name: 'Solar Array',
icon: '☀️',
category: 'colony',
segments: [
{ type: 'base', offset: {x:0, y:0.1, z:0}, size: {x:1.5, y:0.2, z:1.5}, color: 0x444444 },
{ type: 'pole', offset: {x:0, y:1.5, z:0}, size: {x:0.3, y:2.5, z:0.3}, color: 0x666666 },
{ type: 'mount', offset: {x:0, y:3, z:0}, size: {x:0.5, y:0.3, z:0.5}, color: 0x555555 },
{ type: 'panel1', offset: {x:-1.5, y:3.2, z:0}, size: {x:2.5, y:0.1, z:1.5}, color: 0x1a237e },
{ type: 'panel2', offset: {x:1.5, y:3.2, z:0}, size: {x:2.5, y:0.1, z:1.5}, color: 0x1a237e },
{ type: 'cells1', offset: {x:-1.5, y:3.25, z:0}, size: {x:2.3, y:0.02, z:1.3}, color: 0x303f9f },
{ type: 'cells2', offset: {x:1.5, y:3.25, z:0}, size: {x:2.3, y:0.02, z:1.3}, color: 0x303f9f }
],
buildTime: 6000,
cost: { iron: 10, crystal: 3 },
hp: 100,
provides: { power: 25 },
colony: true
},
// WATER RECLAIMER - Life support
waterReclaimer: {
name: 'Water Reclaimer',
icon: '💧',
category: 'colony',
segments: [
{ type: 'base', offset: {x:0, y:0.2, z:0}, size: {x:3, y:0.4, z:2}, color: 0x445566 },
{ type: 'tank1', offset: {x:-0.8, y:1.2, z:0}, size: {x:1, y:2, z:1}, color: 0x4488aa, shape: 'cylinder' },
{ type: 'tank2', offset: {x:0.8, y:1, z:0}, size: {x:0.8, y:1.6, z:0.8}, color: 0x4488aa, shape: 'cylinder' },
{ type: 'pipes', offset: {x:0, y:0.8, z:0.8}, size: {x:2, y:0.2, z:0.2}, color: 0x666677 },
{ type: 'pump', offset: {x:0, y:0.6, z:-0.7}, size: {x:0.6, y:0.8, z:0.6}, color: 0x556666 },
{ type: 'display', offset: {x:0, y:1.5, z:0.95}, size: {x:0.8, y:0.5, z:0.05}, color: 0x00ffaa }
],
buildTime: 8000,
cost: { iron: 12, crystal: 2 },
hp: 150,
provides: { water: 20, lifesupport: 2 },
colony: true
},
// SUPPLY CACHE - Resource storage
supplyCache: {
name: 'Supply Cache',
icon: '📦',
category: 'colony',
segments: [
{ type: 'platform', offset: {x:0, y:0.15, z:0}, size: {x:4, y:0.3, z:3}, color: 0x555566 },
{ type: 'container1', offset: {x:-1, y:0.9, z:0}, size: {x:1.5, y:1.2, z:2}, color: 0x667744 },
{ type: 'container2', offset: {x:1, y:0.7, z:-0.3}, size: {x:1.2, y:1, z:1.5}, color: 0x668855 },
{ type: 'crate1', offset: {x:0.8, y:0.4, z:1}, size: {x:0.6, y:0.6, z:0.6}, color: 0xaa8855 },
{ type: 'crate2', offset: {x:-0.5, y:1.8, z:0}, size: {x:0.8, y:0.5, z:0.8}, color: 0xbb9966 },
{ type: 'tarp', offset: {x:0, y:2, z:0}, size: {x:3.5, y:0.1, z:2.5}, color: 0x556644 }
],
buildTime: 5000,
cost: { wood: 10, stone: 5 },
hp: 180,
provides: { storage: 150 },
colony: true
},
// COMMS TOWER - Communication relay
commsTower: {
name: 'Comms Tower',
icon: '📡',
category: 'colony',
segments: [
{ type: 'base', offset: {x:0, y:0.25, z:0}, size: {x:2, y:0.5, z:2}, color: 0x555555 },
{ type: 'tower1', offset: {x:0, y:2, z:0}, size: {x:0.6, y:3, z:0.6}, color: 0x666677 },
{ type: 'tower2', offset: {x:0, y:5, z:0}, size: {x:0.4, y:3, z:0.4}, color: 0x777788 },
{ type: 'tower3', offset: {x:0, y:7.5, z:0}, size: {x:0.25, y:2, z:0.25}, color: 0x888899 },
{ type: 'dish', offset: {x:0, y:6, z:0.8}, size: {x:1.5, y:1.5, z:0.3}, color: 0xccccdd, shape: 'dish' },
{ type: 'antenna', offset: {x:0, y:9, z:0}, size: {x:0.1, y:1.5, z:0.1}, color: 0xff4444 },
{ type: 'light', offset: {x:0, y:10, z:0}, size: {x:0.2, y:0.2, z:0.2}, color: 0xff0000 }
],
buildTime: 9000,
cost: { iron: 15, crystal: 5 },
hp: 120,
provides: { communication: 50, vision: 40 },
colony: true
},
// LANDING PAD - For ships/transport
landingPad: {
name: 'Landing Pad',
icon: '🛬',
category: 'colony',
segments: [
{ type: 'base', offset: {x:0, y:0.1, z:0}, size: {x:8, y:0.2, z:8}, color: 0x444444 },
{ type: 'markings', offset: {x:0, y:0.15, z:0}, size: {x:6, y:0.05, z:6}, color: 0xffaa00 },
{ type: 'center', offset: {x:0, y:0.18, z:0}, size: {x:2, y:0.05, z:2}, color: 0xff4444 },
{ type: 'light1', offset: {x:-3.5, y:0.3, z:-3.5}, size: {x:0.3, y:0.4, z:0.3}, color: 0x00ff00 },
{ type: 'light2', offset: {x:3.5, y:0.3, z:-3.5}, size: {x:0.3, y:0.4, z:0.3}, color: 0x00ff00 },
{ type: 'light3', offset: {x:-3.5, y:0.3, z:3.5}, size: {x:0.3, y:0.4, z:0.3}, color: 0x00ff00 },
{ type: 'light4', offset: {x:3.5, y:0.3, z:3.5}, size: {x:0.3, y:0.4, z:0.3}, color: 0x00ff00 },
{ type: 'beacon', offset: {x:4.5, y:1.5, z:0}, size: {x:0.5, y:3, z:0.5}, color: 0x666666 }
],
buildTime: 12000,
cost: { stone: 25, iron: 10 },
hp: 300,
provides: { landing: 1 },
colony: true
}
};
// ========================================
// v9.4: AUTONOMOUS COLONY PLANNER
// Detects terraformed areas and queues buildings
// ========================================
const COLONY_PLANNER = {
enabled: true,
lastPlanTime: 0,
planInterval: 5000, // Check every 5 seconds
maxQueuedBuildings: 5, // Don't queue too many at once
buildPriority: [ // Priority order for colony buildings
'habitat', // Housing first
'solar', // Power
'waterReclaimer', // Life support
'supplyCache', // Storage
'commsTower', // Communications
'landingPad' // Transport (rare)
],
stats: {
sitesUsed: 0,
buildingsPlanned: 0
}
};
// Check what buildings the colony needs
function assessColonyNeeds() {
const completed = baseBuildingState.completedBuildings || [];
const queued = baseBuildingState.buildQueue || [];
const sites = baseBuildingState.constructionSites || [];
// Count existing and planned buildings by type
const counts = {};
COLONY_PLANNER.buildPriority.forEach(type => counts[type] = 0);
completed.forEach(b => {
if (counts[b.blueprintKey] !== undefined) counts[b.blueprintKey]++;
});
queued.forEach(b => {
if (counts[b.blueprintKey] !== undefined) counts[b.blueprintKey]++;
});
sites.forEach(s => {
if (counts[s.blueprintKey] !== undefined) counts[s.blueprintKey]++;
});
// Calculate needs based on colony size
const totalHabitats = counts.habitat || 0;
const colonySize = totalHabitats + 1; // Base colony level
const needs = [];
// Always need habitats (up to 5)
if (counts.habitat < Math.min(5, colonySize + 1)) {
needs.push({ type: 'habitat', priority: 10 - counts.habitat });
}
// Need power (1 solar per 2 habitats)
const solarNeeded = Math.ceil((counts.habitat + 1) / 2);
if (counts.solar < solarNeeded) {
needs.push({ type: 'solar', priority: 8 - counts.solar });
}
// Need water (1 per 3 habitats)
const waterNeeded = Math.ceil((counts.habitat + 1) / 3);
if (counts.waterReclaimer < waterNeeded) {
needs.push({ type: 'waterReclaimer', priority: 7 - counts.waterReclaimer });
}
// Need storage (1 per 2 habitats)
const storageNeeded = Math.ceil((counts.habitat + 1) / 2);
if (counts.supplyCache < storageNeeded) {
needs.push({ type: 'supplyCache', priority: 5 - counts.supplyCache });
}
// Comms tower (just 1-2)
if (counts.commsTower < 2 && counts.habitat >= 2) {
needs.push({ type: 'commsTower', priority: 3 - counts.commsTower });
}
// Landing pad (just 1)
if (counts.landingPad < 1 && counts.habitat >= 3) {
needs.push({ type: 'landingPad', priority: 1 });
}
// Sort by priority
needs.sort((a, b) => b.priority - a.priority);
return needs;
}
// Find a suitable terraformed area for building
function findBuildableTerraformedArea(buildingType) {
if (!worldState.terraformedAreas || worldState.terraformedAreas.length === 0) {
return null;
}
const blueprint = BUILDING_BLUEPRINTS[buildingType];
if (!blueprint) return null;
// Calculate required clearance based on building size
// v7.98: Use squared distance for clearance checks
const minClearance = buildingType === 'landingPad' ? 12 : 6;
const minClearanceSq = minClearance * minClearance;
for (const area of worldState.terraformedAreas) {
// Skip areas not marked as clear/ready
if (area.clear === false) continue;
// Convert tile coords to world coords
const worldX = (area.x - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const worldZ = (area.z - CONFIG.WORLD_SIZE / 2) * CONFIG.TILE_SIZE;
const pos = new THREE.Vector3(worldX, 0, worldZ);
// Check distance from existing buildings
let tooClose = false;
for (const building of baseBuildingState.completedBuildings) {
if (building.position.distanceToSquared(pos) < minClearanceSq) {
tooClose = true;
break;
}
}
if (tooClose) continue;
for (const site of baseBuildingState.constructionSites) {
if (site.position.distanceToSquared(pos) < minClearanceSq) {
tooClose = true;
break;
}
}
if (tooClose) continue;
for (const queued of baseBuildingState.buildQueue) {
if (queued.position.distanceToSquared(pos) < minClearanceSq) {
tooClose = true;
break;
}
}
if (tooClose) continue;
// Found a suitable area!
return { area, position: pos };
}
return null;
}
// Run the autonomous colony planner
function runColonyPlanner() {
if (!COLONY_PLANNER.enabled) return;
if (!baseBuildingState.enabled) return;
const now = Date.now();
if (now - COLONY_PLANNER.lastPlanTime < COLONY_PLANNER.planInterval) return;
COLONY_PLANNER.lastPlanTime = now;
// Don't queue too many buildings
const queueSize = (baseBuildingState.buildQueue?.length || 0) +
(baseBuildingState.constructionSites?.length || 0);
if (queueSize >= COLONY_PLANNER.maxQueuedBuildings) return;
// Assess what the colony needs
const needs = assessColonyNeeds();
if (needs.length === 0) return;
// Try to find a buildable area for highest priority need
for (const need of needs) {
const site = findBuildableTerraformedArea(need.type);
if (site) {
// Queue the building!
const buildOrder = queueBuildingConstruction(need.type, site.position);
if (buildOrder) {
COLONY_PLANNER.stats.sitesUsed++;
COLONY_PLANNER.stats.buildingsPlanned++;
// Mark terraformed area as used
site.area.clear = false;
site.area.buildingPlanned = need.type;
const blueprint = BUILDING_BLUEPRINTS[need.type];
showNotification(
`🏗️ Colony Planner: Queued ${blueprint.icon} ${blueprint.name}`,
'info'
);
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`v9.4 Colony Planner: Queued ${need.type} at (${site.position.x.toFixed(0)}, ${site.position.z.toFixed(0)})`);
return; // Only queue one per cycle
}
}
}
}
// Base building state
let baseBuildingState = {
enabled: false,
constructionSites: [], // Active construction sites
completedBuildings: [], // Finished structures
buildQueue: [], // Queued builds waiting for agents
ghostPreviews: [], // Preview meshes for placement
totalBuilt: 0,
initialized: false
};
// ========================================
// v9.5: BUILDING COLLISION SYSTEM
// Prevents players and entities from walking through buildings
// ========================================
// Calculate building collision radius from blueprint segments
function getBuildingCollisionRadius(blueprintKey) {
const blueprint = BUILDING_BLUEPRINTS[blueprintKey];
if (!blueprint || !blueprint.segments) return 2; // Default radius
let maxRadius = 0;
for (const segment of blueprint.segments) {
const size = segment.size;
const offset = segment.offset;
// Calculate furthest extent from center
const extentX = Math.abs(offset.x) + size.x / 2;
const extentZ = Math.abs(offset.z) + size.z / 2;
const extent = Math.max(extentX, extentZ);
if (extent > maxRadius) maxRadius = extent;
}
// Add a small buffer for better collision feel
return maxRadius + 0.5;
}
// Check if a position collides with any building
// Returns the building if colliding, null otherwise
function checkBuildingCollision(x, z, excludeBuilding = null) {
if (!baseBuildingState.completedBuildings) return null;
for (const building of baseBuildingState.completedBuildings) {
if (building === excludeBuilding) continue;
if (!building.position) continue;
const radius = getBuildingCollisionRadius(building.blueprintKey);
const dx = x - building.position.x;
const dz = z - building.position.z;
const distSq = dx * dx + dz * dz;
if (distSq < radius * radius) {
return building;
}
}
// Also check construction sites (can't walk through those either)
if (baseBuildingState.constructionSites) {
for (const site of baseBuildingState.constructionSites) {
if (!site.position) continue;
const radius = getBuildingCollisionRadius(site.blueprintKey) || 3;
const dx = x - site.position.x;
const dz = z - site.position.z;
const distSq = dx * dx + dz * dz;
if (distSq < radius * radius) {
return site;
}
}
}
return null;
}
// Get push-out vector from a building (direction and magnitude to escape)
function getBuildingPushOut(x, z, building) {
if (!building || !building.position) return { x: 0, z: 0, dist: 0 };
const radius = getBuildingCollisionRadius(building.blueprintKey);
const dx = x - building.position.x;
const dz = z - building.position.z;
const dist = Math.sqrt(dx * dx + dz * dz);
if (dist < 0.01) {
// Dead center - push in random direction
const angle = Math.random() * Math.PI * 2;
return {
x: Math.cos(angle) * radius,
z: Math.sin(angle) * radius,
dist: radius
};
}
// Normalize and scale to push just outside the radius
const pushDist = radius - dist + 0.2; // Extra 0.2 buffer
return {
x: (dx / dist) * pushDist,
z: (dz / dist) * pushDist,
dist: pushDist
};
}
// Calculate building avoidance force for steering (mobs/creeps)
function getBuildingAvoidanceForce(x, z, lookAhead = 3) {
if (!baseBuildingState.completedBuildings) return { x: 0, z: 0 };
let avoidX = 0;
let avoidZ = 0;
const allBuildings = [
...(baseBuildingState.completedBuildings || []),
...(baseBuildingState.constructionSites || [])
];
for (const building of allBuildings) {
if (!building.position) continue;
const radius = getBuildingCollisionRadius(building.blueprintKey) + lookAhead;
const dx = x - building.position.x;
const dz = z - building.position.z;
const distSq = dx * dx + dz * dz;
if (distSq < radius * radius) {
const dist = Math.sqrt(distSq);
if (dist < 0.01) {
// At center - random push
const angle = Math.random() * Math.PI * 2;
avoidX += Math.cos(angle) * 5;
avoidZ += Math.sin(angle) * 5;
} else {
// Push away from building center
const strength = (radius - dist) / radius * 3; // Stronger as closer
avoidX += (dx / dist) * strength;
avoidZ += (dz / dist) * strength;
}
}
}
return { x: avoidX, z: avoidZ };
}
// Initialize base building system
function initBaseBuildingSystem() {
// v9.9: Skip for custom worlds unless building is explicitly enabled
if (window.WORLD_SYSTEMS?.customOnly === true && window.WORLD_SYSTEMS?.building !== true) {
console.log('[WORLD] Skipping base building system for customOnly world');
return;
}
if (window.WORLD_SYSTEMS?.building === false) {
console.log('[WORLD] Skipping base building system - building disabled');
return;
}
if (!BASE_BUILDING_CONFIG.enabled) return;
baseBuildingState = {
enabled: true,
constructionSites: [],
completedBuildings: [],
buildQueue: [],
ghostPreviews: [],
totalBuilt: 0,
initialized: true
};
console.log('v6.66: Base Building System initialized');
}
// Queue a building for construction at position
// v7.98: Use distanceToSquared for building proximity validation
function queueBuildingConstruction(blueprintKey, position, rotation = 0) {
const blueprint = BUILDING_BLUEPRINTS[blueprintKey];
if (!blueprint) {
showNotification(`Unknown building type: ${blueprintKey}`, 'error');
return null;
}
// Check if position is valid (not too close to other buildings)
const minDistanceSq = 9; // 3 * 3
for (const building of baseBuildingState.completedBuildings) {
if (building.position.distanceToSquared(position) < minDistanceSq) {
showNotification('Too close to existing building!', 'error');
return null;
}
}
for (const site of baseBuildingState.constructionSites) {
if (site.position.distanceToSquared(position) < minDistanceSq) {
showNotification('Too close to construction site!', 'error');
return null;
}
}
const buildOrder = {
id: `build_${Date.now()}_${Math.random().toString(36).substr(2, 5)}`,
blueprintKey: blueprintKey,
blueprint: blueprint,
position: position.clone(),
rotation: rotation,
status: 'queued', // queued, assigned, building, complete
assignedAgent: null,
currentSegment: 0,
totalSegments: blueprint.segments.length,
meshes: [],
scaffolding: null,
startTime: null,
queueTime: Date.now()
};
baseBuildingState.buildQueue.push(buildOrder);
// Create ghost preview
createBuildingGhost(buildOrder);
showNotification(`${blueprint.icon} ${blueprint.name} queued for construction`, 'info');
addCopilotMessage(`🔨 New construction order: ${blueprint.name}. Builder agents will begin work automatically.`, 'ai');
return buildOrder;
}
// Create ghost preview of planned building
function createBuildingGhost(buildOrder) {
if (!scene) return;
const ghostGroup = new THREE.Group();
const blueprint = buildOrder.blueprint;
blueprint.segments.forEach(segment => {
let geo;
if (segment.shape === 'cone') {
geo = new THREE.ConeGeometry(segment.size.x / 2, segment.size.y, 8);
} else if (segment.shape === 'cylinder') {
geo = new THREE.CylinderGeometry(segment.size.x / 2, segment.size.x / 2, segment.size.y, 8);
} else if (segment.shape === 'roof') {
// Simplified roof - prism-like
geo = new THREE.BoxGeometry(segment.size.x, segment.size.y, segment.size.z);
} else {
geo = new THREE.BoxGeometry(segment.size.x, segment.size.y, segment.size.z);
}
const mat = new THREE.MeshBasicMaterial({
color: 0x00ff00,
transparent: true,
opacity: 0.25,
wireframe: true
});
const mesh = new THREE.Mesh(geo, mat);
mesh.position.set(segment.offset.x, segment.offset.y, segment.offset.z);
ghostGroup.add(mesh);
});
ghostGroup.position.copy(buildOrder.position);
ghostGroup.rotation.y = buildOrder.rotation;
// Add to terrain height
const groundY = typeof getTerrainHeight === 'function'
? getTerrainHeight(buildOrder.position.x, buildOrder.position.z)
: 0;
ghostGroup.position.y = groundY;
scene.add(ghostGroup);
baseBuildingState.ghostPreviews.push({
buildId: buildOrder.id,
mesh: ghostGroup
});
}
// Agent claims a build order and starts construction
function agentClaimBuildOrder(agent) {
// Find oldest unclaimed build order
const availableOrder = baseBuildingState.buildQueue.find(
order => order.status === 'queued'
);
if (!availableOrder) return null;
availableOrder.status = 'assigned';
availableOrder.assignedAgent = agent.id;
// Move to construction sites
baseBuildingState.buildQueue = baseBuildingState.buildQueue.filter(
o => o.id !== availableOrder.id
);
baseBuildingState.constructionSites.push(availableOrder);
// Create scaffolding at site
createScaffolding(availableOrder);
// Remove ghost preview
const ghostIdx = baseBuildingState.ghostPreviews.findIndex(
g => g.buildId === availableOrder.id
);
if (ghostIdx !== -1) {
const ghost = baseBuildingState.ghostPreviews[ghostIdx];
scene.remove(ghost.mesh);
baseBuildingState.ghostPreviews.splice(ghostIdx, 1);
}
return availableOrder;
}
// Create scaffolding around construction site
function createScaffolding(buildOrder) {
if (!scene) return;
const scaffoldGroup = new THREE.Group();
const blueprint = buildOrder.blueprint;
// Calculate building bounds
let maxHeight = 0;
let maxWidth = 0;
blueprint.segments.forEach(seg => {
maxHeight = Math.max(maxHeight, seg.offset.y + seg.size.y);
maxWidth = Math.max(maxWidth, Math.abs(seg.offset.x) + seg.size.x / 2);
});
// Create wooden scaffold poles
const poleGeo = new THREE.CylinderGeometry(0.05, 0.05, maxHeight + 1, 6);
const poleMat = new THREE.MeshStandardMaterial({ color: 0x8b4513 });
const corners = [
[-maxWidth - 0.5, maxWidth + 0.5],
[maxWidth + 0.5, maxWidth + 0.5],
[-maxWidth - 0.5, -maxWidth - 0.5],
[maxWidth + 0.5, -maxWidth - 0.5]
];
corners.forEach(([x, z]) => {
const pole = new THREE.Mesh(poleGeo, poleMat);
pole.position.set(x, (maxHeight + 1) / 2, z);
scaffoldGroup.add(pole);
});
// Horizontal beams
const beamGeo = new THREE.BoxGeometry(maxWidth * 2 + 1, 0.08, 0.08);
for (let y = 1; y < maxHeight; y += 1.5) {
const beam1 = new THREE.Mesh(beamGeo, poleMat);
beam1.position.set(0, y, maxWidth + 0.5);
scaffoldGroup.add(beam1);
const beam2 = new THREE.Mesh(beamGeo, poleMat);
beam2.position.set(0, y, -maxWidth - 0.5);
scaffoldGroup.add(beam2);
}
scaffoldGroup.position.copy(buildOrder.position);
const groundY = typeof getTerrainHeight === 'function'
? getTerrainHeight(buildOrder.position.x, buildOrder.position.z)
: 0;
scaffoldGroup.position.y = groundY;
scene.add(scaffoldGroup);
buildOrder.scaffolding = scaffoldGroup;
}
// Build next segment (called by agent during construction)
function buildNextSegment(buildOrder) {
if (!scene || buildOrder.currentSegment >= buildOrder.totalSegments) {
return false;
}
const blueprint = buildOrder.blueprint;
const segment = blueprint.segments[buildOrder.currentSegment];
// Create the segment mesh
let geo;
if (segment.shape === 'cone') {
geo = new THREE.ConeGeometry(segment.size.x / 2, segment.size.y, 8);
} else if (segment.shape === 'cylinder') {
geo = new THREE.CylinderGeometry(segment.size.x / 2, segment.size.x / 2, segment.size.y, 8);
} else {
geo = new THREE.BoxGeometry(segment.size.x, segment.size.y, segment.size.z);
}
const mat = new THREE.MeshStandardMaterial({
color: segment.color,
roughness: 0.7,
metalness: 0.1
});
const mesh = new THREE.Mesh(geo, mat);
mesh.castShadow = true;
mesh.receiveShadow = true;
// Position relative to building origin
const groundY = typeof getTerrainHeight === 'function'
? getTerrainHeight(buildOrder.position.x, buildOrder.position.z)
: 0;
mesh.position.set(
buildOrder.position.x + segment.offset.x,
groundY + segment.offset.y,
buildOrder.position.z + segment.offset.z
);
// Animate segment appearing (RCT-style snap into place)
mesh.scale.set(0.1, 0.1, 0.1);
const targetScale = { x: 1, y: 1, z: 1 };
let animProgress = 0;
const animateSegment = () => {
animProgress += 0.1;
const t = Math.min(1, animProgress);
const eased = 1 - Math.pow(1 - t, 3); // Ease out cubic
mesh.scale.set(
0.1 + eased * 0.9,
0.1 + eased * 0.9,
0.1 + eased * 0.9
);
if (t < 1) {
requestAnimationFrame(animateSegment);
} else {
// Spawn construction particles
if (BASE_BUILDING_CONFIG.constructionParticles) {
spawnConstructionParticles(mesh.position);
}
}
};
animateSegment();
scene.add(mesh);
buildOrder.meshes.push(mesh);
buildOrder.currentSegment++;
// Play build sound
if (BASE_BUILDING_CONFIG.soundEffects && typeof AudioSystem !== 'undefined') {
AudioSystem.collect();
}
// Check if complete
if (buildOrder.currentSegment >= buildOrder.totalSegments) {
completeBuilding(buildOrder);
return true;
}
return false;
}
// Spawn particles when segment is placed
function spawnConstructionParticles(position) {
if (!scene) return;
for (let i = 0; i < 10; i++) {
const geo = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const mat = new THREE.MeshBasicMaterial({
color: Math.random() > 0.5 ? 0xffaa00 : 0xffdd44,
transparent: true,
opacity: 1
});
const particle = new THREE.Mesh(geo, mat);
particle.position.copy(position);
particle.position.x += (Math.random() - 0.5) * 2;
particle.position.z += (Math.random() - 0.5) * 2;
const velocity = new THREE.Vector3(
(Math.random() - 0.5) * 0.1,
Math.random() * 0.15,
(Math.random() - 0.5) * 0.1
);
scene.add(particle);
let frame = 0;
const animate = () => {
frame++;
particle.position.add(velocity);
velocity.y -= 0.005;
particle.rotation.x += 0.1;
particle.rotation.y += 0.15;
mat.opacity = 1 - (frame / 30);
if (frame < 30) {
requestAnimationFrame(animate);
} else {
scene.remove(particle);
geo.dispose();
mat.dispose();
}
};
animate();
}
}
// Complete a building
function completeBuilding(buildOrder) {
buildOrder.status = 'complete';
// Remove scaffolding with animation
if (buildOrder.scaffolding) {
const scaff = buildOrder.scaffolding;
let fadeProgress = 0;
const fadeScaffolding = () => {
fadeProgress += 0.05;
scaff.children.forEach(child => {
if (child.material) {
child.material.transparent = true;
child.material.opacity = 1 - fadeProgress;
}
});
if (fadeProgress < 1) {
requestAnimationFrame(fadeScaffolding);
} else {
scene.remove(scaff);
}
};
fadeScaffolding();
}
// Create completed building object
const completedBuilding = {
id: buildOrder.id,
blueprintKey: buildOrder.blueprintKey,
blueprint: buildOrder.blueprint,
position: buildOrder.position.clone(),
rotation: buildOrder.rotation,
meshes: buildOrder.meshes,
hp: buildOrder.blueprint.hp,
maxHp: buildOrder.blueprint.hp,
provides: buildOrder.blueprint.provides || {},
builtBy: buildOrder.assignedAgent,
completedTime: Date.now()
};
// Move to completed buildings
baseBuildingState.constructionSites = baseBuildingState.constructionSites.filter(
s => s.id !== buildOrder.id
);
baseBuildingState.completedBuildings.push(completedBuilding);
baseBuildingState.totalBuilt++;
// Celebrate!
showNotification(`${buildOrder.blueprint.icon} ${buildOrder.blueprint.name} completed!`, 'success');
// Apply building bonuses
applyBuildingBonuses(completedBuilding);
// Give XP to builder agent
const builderAgent = agentLookup.get(buildOrder.assignedAgent);
if (builderAgent) {
const xpReward = buildOrder.blueprint.segments.length * 10;
builderAgent.agentXP += xpReward;
builderAgent.totalEarnings.xp += xpReward;
addCopilotMessage(`${builderAgent.typeConfig.icon} ${builderAgent.name} completed ${buildOrder.blueprint.name}! +${xpReward} XP`, 'ai');
}
return completedBuilding;
}
// Apply bonuses from completed buildings
function applyBuildingBonuses(building) {
const provides = building.provides;
// Vision bonus (for towers)
if (provides.vision) {
// Could extend minimap range or add fog of war reveal
}
// Housing bonus (for barracks)
if (provides.housing) {
// Could increase max agent capacity
}
// Storage bonus (for depots)
if (provides.storage) {
// Could increase inventory capacity
}
// Attack bonus (for turrets) - auto-attack nearby enemies
if (provides.attack) {
building.attackCooldown = 0;
building.canAttack = true;
}
}
// Update turret attacks
// v7.80: Optimized with distanceToSquared for better performance
// v8.19: Converted outer forEach to for loop (hot path optimization)
function updateBuildingAttacks(time) {
const buildings = baseBuildingState.completedBuildings;
for (let bi = 0, blen = buildings.length; bi < blen; bi++) {
const building = buildings[bi];
if (!building.canAttack || !building.provides?.attack) continue;
const attack = building.provides.attack;
if (time < building.attackCooldown) continue;
// Find nearest enemy - v7.80: Use squared distance for performance
let nearestMob = null;
const rangeSq = attack.range * attack.range;
let nearestDistSq = rangeSq;
// v8.04: forEach to for loop conversion (building attacks hot path)
if (worldState.mobs) {
const bldgMobs = worldState.mobs;
for (let mi = 0, mlen = bldgMobs.length; mi < mlen; mi++) {
const mob = bldgMobs[mi];
if (!mob.position) continue;
const distSq = mob.position.distanceToSquared(building.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestMob = mob;
}
}
}
// Also target enemy creeps
// v8.04: forEach to for loop conversion (building creep targeting)
if (creepWaveState.creeps) {
const bldgCreeps = creepWaveState.creeps;
for (let ci = 0, clen = bldgCreeps.length; ci < clen; ci++) {
const creep = bldgCreeps[ci];
if (creep.userData.team === 'B') { // Only attack enemy team
const distSq = creep.position.distanceToSquared(building.position);
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestMob = creep;
}
}
}
}
if (nearestMob) {
// Fire!
building.attackCooldown = time + attack.cooldown;
// Create projectile
spawnTurretProjectile(building, nearestMob, attack.damage);
}
}
}
// Spawn turret projectile
// v8.11: Eliminated clone() allocations by capturing coordinates directly
// v8.12: Uses pooled geometry instead of creating new SphereGeometry per shot
// v8.13: Uses pooled material via clone() for faster construction
function spawnTurretProjectile(building, target, damage) {
if (!scene) return;
const mat = _projectileMaterialPool.getTurret(); // v8.13: Cloned from pool
const projectile = new THREE.Mesh(_projectileGeometryPool.turret, mat); // v8.12: Reuse pooled geometry
// v8.11: Capture coordinates instead of clone()
const startX = building.position.x, startY = building.position.y + 2.5, startZ = building.position.z;
projectile.position.set(startX, startY, startZ);
scene.add(projectile);
// v8.11: Capture target coordinates instead of clone()
const targetX = target.position.x, targetY = target.position.y + 0.5, targetZ = target.position.z;
let progress = 0;
const animateProjectile = () => {
progress += 0.1;
// v8.11: Manual lerp instead of lerpVectors with cloned vectors
const baseY = startY + (targetY - startY) * progress;
projectile.position.x = startX + (targetX - startX) * progress;
projectile.position.z = startZ + (targetZ - startZ) * progress;
// Arc
const arcHeight = Math.sin(progress * Math.PI) * 2;
projectile.position.y = baseY + arcHeight;
if (progress >= 1) {
// Hit!
scene.remove(projectile);
// v8.12: Don't dispose pooled geometry, only material
mat.dispose();
// Apply damage
if (target.userData) {
target.userData.hp -= damage;
} else if (target.hp !== undefined) {
target.hp -= damage;
}
// v8.11: Pre-compute damage string to avoid template literal in animation
spawnFloater({ x: targetX, y: targetY, z: targetZ }, '-' + damage, '#ffaa00');
} else {
requestAnimationFrame(animateProjectile);
}
};
animateProjectile();
}
// Builder agent task - RCT style construction
// v8.19: Pre-allocated wander position vector
let _builderWanderPos = null;
function runBuilderTask(agent) {
const task = agent.taskState;
const agentPos = agent.mesh.position;
// Check if we have an active build
if (!task.activeBuild) {
// Look for unclaimed build orders
const buildOrder = agentClaimBuildOrder(agent);
if (buildOrder) {
task.activeBuild = buildOrder;
task.state = 'moving';
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, buildOrder.position);
logAgentTask(agent, `Claimed construction: ${buildOrder.blueprint.name}`);
agent.statusMessage = `🏗️ Heading to build ${buildOrder.blueprint.name}`;
updateAgentCardUI(agent);
} else {
// No builds available - wander or idle
if (task.state !== 'idle') {
task.state = 'idle';
agent.statusMessage = '💤 Waiting for build orders...';
updateAgentCardUI(agent);
}
// Random wander
// v8.19: Use pre-allocated vector instead of new THREE.Vector3() per wander
if (!task.targetPosition || Math.random() < 0.02) {
if (!_builderWanderPos) _builderWanderPos = new THREE.Vector3();
task.targetPosition = _builderWanderPos.set(
agentPos.x + (Math.random() - 0.5) * 20,
0,
agentPos.z + (Math.random() - 0.5) * 20
);
task.state = 'moving';
}
}
return;
}
// We have an active build
// v8.0: Use distanceToSquared for distance check
const buildOrder = task.activeBuild;
const distToBuildSq = agentPos.distanceToSquared(buildOrder.position);
if (distToBuildSq > 9) { // v8.0: 3*3 = 9
// Move to construction site
task.state = 'moving';
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, buildOrder.position);
return;
}
// At construction site - BUILD!
task.state = 'working';
// Check if build is done
if (buildOrder.status === 'complete') {
task.activeBuild = null;
task.state = 'idle';
agent.statusMessage = '✅ Construction complete!';
updateAgentCardUI(agent);
return;
}
// Build next segment (rate limited)
if (!task.lastBuildTime || Date.now() - task.lastBuildTime > BASE_BUILDING_CONFIG.buildSpeed) {
task.lastBuildTime = Date.now();
const isComplete = buildNextSegment(buildOrder);
// Update status
const progress = Math.floor((buildOrder.currentSegment / buildOrder.totalSegments) * 100);
agent.statusMessage = `🔨 Building ${buildOrder.blueprint.name} (${progress}%)`;
logAgentTask(agent, `Built segment ${buildOrder.currentSegment}/${buildOrder.totalSegments}`);
updateAgentCardUI(agent);
if (isComplete) {
task.activeBuild = null;
}
}
}
// Terraformer agent task - prepares sites for building
// v7.98: Use distanceToSquared for proximity checks
function runTerraformerTask(agent) {
const task = agent.taskState;
const agentPos = agent.mesh.position;
// Look for build sites that need preparation
const nearbyRangeSq = 2500; // 50 * 50
const nearbyBuildSite = baseBuildingState.buildQueue.find(order => {
if (order.status !== 'queued') return false;
const distSq = agentPos.distanceToSquared(order.position);
return distSq < nearbyRangeSq; // Within 50 units
});
if (nearbyBuildSite) {
// Move toward build site and prepare it
const distToSiteSq = agentPos.distanceToSquared(nearbyBuildSite.position);
if (distToSiteSq > 25) { // 5 * 5
task.state = 'moving';
// v7.86: Use setAgentTarget instead of clone()
setAgentTarget(task, nearbyBuildSite.position);
agent.statusMessage = `🚜 Heading to prepare construction site`;
} else {
// At site - flatten terrain (visual effect)
task.state = 'working';
agent.statusMessage = `🚜 Preparing site for ${nearbyBuildSite.blueprint.name}`;
// Spawn terrain flattening particles
if (Math.random() < 0.1) {
spawnConstructionParticles(agentPos);
}
}
} else {
// No build sites - default gatherer behavior
runGathererTask(agent);
}
updateAgentCardUI(agent);
}
// Command to trigger base building via chat
function parseBaseBuildCommand(message) {
const lowerMsg = message.toLowerCase();
// Check for build commands
const buildMatch = lowerMsg.match(/build\s+(a\s+)?(wall|tower|path|gate|barracks|turret|depot)/i);
if (buildMatch) {
const buildingType = buildMatch[2].toLowerCase();
if (BUILDING_BLUEPRINTS[buildingType]) {
// Build at player position
const buildPos = worldState.player
? worldState.player.position.clone()
: new THREE.Vector3(0, 0, 0);
// Offset slightly in front of player
buildPos.x += 5;
buildPos.z += 5;
queueBuildingConstruction(buildingType, buildPos);
return true;
}
}
// Build base command - queue multiple buildings
if (lowerMsg.includes('build base') || lowerMsg.includes('start base') || lowerMsg.includes('construct base')) {
startBaseConstruction();
return true;
}
// List buildings command
if (lowerMsg.includes('list buildings') || lowerMsg.includes('what can you build')) {
const buildingList = Object.entries(BUILDING_BLUEPRINTS).map(([key, bp]) => {
return `${bp.icon} ${bp.name} (${key})`;
}).join('\n');
addCopilotMessage(`Available buildings:\n${buildingList}\n\nSay "build [type]" to queue construction!`, 'ai');
return true;
}
return false;
}
// Start automated base construction (queues multiple buildings)
function startBaseConstruction() {
const centerPos = worldState.player
? worldState.player.position.clone()
: new THREE.Vector3(0, 0, 0);
// Queue a starter base layout
const baseLayout = [
{ type: 'depot', offset: { x: 0, z: 0 } },
{ type: 'wall', offset: { x: -5, z: -3 } },
{ type: 'wall', offset: { x: -5, z: 0 } },
{ type: 'wall', offset: { x: -5, z: 3 } },
{ type: 'gate', offset: { x: 0, z: 6 } },
{ type: 'wall', offset: { x: 5, z: -3 } },
{ type: 'wall', offset: { x: 5, z: 0 } },
{ type: 'wall', offset: { x: 5, z: 3 } },
{ type: 'tower', offset: { x: -8, z: -6 } },
{ type: 'tower', offset: { x: 8, z: -6 } },
{ type: 'turret', offset: { x: -8, z: 6 } },
{ type: 'turret', offset: { x: 8, z: 6 } },
{ type: 'barracks', offset: { x: 0, z: -8 } }
];
baseLayout.forEach((item, index) => {
const pos = centerPos.clone();
pos.x += item.offset.x;
pos.z += item.offset.z;
// Stagger queue to create cascade effect
setTimeout(() => {
queueBuildingConstruction(item.type, pos);
}, index * 200);
});
showNotification('🏰 Base construction initiated!', 'legendary');
addCopilotMessage(`🏰 MASSIVE BASE CONSTRUCTION STARTED!\n${baseLayout.length} buildings queued.\nBuilder agents will construct them piece by piece, RollerCoaster Tycoon style!`, 'ai');
// Auto-spawn builder agents if we don't have enough
const builderCount = agentFleet.filter(a => a.type === 'builder').length;
const terraformerCount = agentFleet.filter(a => a.type === 'terraformer').length;
if (builderCount < 2) {
for (let i = builderCount; i < 2; i++) {
spawnAgent('builder');
}
}
if (terraformerCount < 1) {
spawnAgent('terraformer');
}
}
// Update base building system (called each frame)
// v7.98: Use distanceToSquared for path speed boost check
function updateBaseBuildingSystem(time) {
if (!baseBuildingState.enabled) return;
// Update turret attacks
updateBuildingAttacks(time);
// Check for path speed boosts
if (worldState.player) {
const playerPos = worldState.player.position;
const pathRangeSq = 4; // 2 * 2
for (const building of baseBuildingState.completedBuildings) {
if (building.blueprint.speedBoost) {
const distSq = playerPos.distanceToSquared(building.position);
if (distSq < pathRangeSq) {
// Apply speed boost (handled elsewhere in movement code)
worldState.onPath = true;
worldState.pathSpeedBoost = building.blueprint.speedBoost;
break;
}
}
}
}
}
// Cleanup base building system
function cleanupBaseBuildingSystem() {
// Remove all building meshes
baseBuildingState.completedBuildings.forEach(building => {
building.meshes.forEach(mesh => {
if (mesh.parent) mesh.parent.remove(mesh);
if (mesh.geometry) mesh.geometry.dispose();
if (mesh.material) mesh.material.dispose();
});
});
// Remove construction sites
baseBuildingState.constructionSites.forEach(site => {
site.meshes.forEach(mesh => {
if (mesh.parent) mesh.parent.remove(mesh);
});
if (site.scaffolding) {
scene.remove(site.scaffolding);
}
});
// Remove ghost previews
baseBuildingState.ghostPreviews.forEach(ghost => {
if (ghost.mesh.parent) ghost.mesh.parent.remove(ghost.mesh);
});
baseBuildingState = {
enabled: false,
constructionSites: [],
completedBuildings: [],
buildQueue: [],
ghostPreviews: [],
totalBuilt: 0,
initialized: false
};
}
// v4.2: Create Point of Interest
function createPOI(rng, biome, poiType, poiData) {
const group = new THREE.Group();
// Create visual marker based on POI type
const baseGeo = new THREE.CylinderGeometry(2, 2.5, 0.5, 8);
const baseMat = new THREE.MeshStandardMaterial({
color: 0x886644,
roughness: 0.8
});
const base = new THREE.Mesh(baseGeo, baseMat);
group.add(base);
// Add glowing beacon
const beaconGeo = new THREE.CylinderGeometry(0.3, 0.3, 4, 8);
const beaconMat = new THREE.MeshStandardMaterial({
color: 0xffdd00,
emissive: 0xffaa00,
emissiveIntensity: 0.5
});
const beacon = new THREE.Mesh(beaconGeo, beaconMat);
beacon.position.y = 2.5;
group.add(beacon);
// Floating icon sphere
const iconGeo = new THREE.SphereGeometry(0.6, 16, 16);
const iconMat = new THREE.MeshStandardMaterial({
color: 0x44ffff,
emissive: 0x22aaaa,
transparent: true,
opacity: 0.8
});
const icon = new THREE.Mesh(iconGeo, iconMat);
icon.position.y = 5;
group.add(icon);
const rx = (rng.next() - 0.5) * 50;
const rz = (rng.next() - 0.5) * 50;
group.position.set(rx, 0, rz);
group.userData = {
type: 'poi',
poiType: poiType,
name: poiData.name,
icon: poiData.icon,
rewards: poiData.rewards,
xpBonus: poiData.xpBonus,
discovered: false,
beacon: beacon,
iconMesh: icon
};
scene.add(group);
worldState.pois.push(group);
worldState.interactables.push(group);
}
// v4.3: Create Boss
function createBoss(biomeKey) {
const bossId = `${biomeKey}_Boss`;
const bossData = BOSS_TYPES[bossId];
if (!bossData) return;
// Create larger, more intimidating boss mesh
const bossGeo = new THREE.SphereGeometry(0.8 * bossData.scale, 24, 24);
const bossMat = new THREE.MeshStandardMaterial({
color: bossData.color,
roughness: 0.2,
emissive: bossData.emissive,
emissiveIntensity: 0.5
});
const boss = new THREE.Mesh(bossGeo, bossMat);
// Position boss away from spawn
// v6.64: Spawn boss at low height, snapToGround will correct
const bossX = (Math.random() - 0.5) * 40;
const bossZ = (Math.random() - 0.5) * 40;
boss.position.set(bossX, 3, bossZ);
boss.castShadow = true;
// v8.15: Boss health bar (larger) - using pooled geometry and bg material
const hpBar = new THREE.Mesh(
_hpBarGeometryPool.getBossHpBar(),
new THREE.MeshBasicMaterial({ color: 0xff0000, side: THREE.DoubleSide })
);
hpBar.position.y = 3;
boss.add(hpBar);
// v8.15: Use pooled bg material
const hpBg = new THREE.Mesh(
_hpBarGeometryPool.getBossHpBg(),
_hpBarMaterialPool.getBgMaterial(false)
);
hpBg.position.y = 3;
hpBg.position.z = -0.01;
boss.add(hpBg);
// Crown/indicator for boss
const crownGeo = new THREE.ConeGeometry(0.5, 0.8, 4);
const crownMat = new THREE.MeshStandardMaterial({ color: 0xffd700, emissive: 0xaa8800 });
const crown = new THREE.Mesh(crownGeo, crownMat);
crown.position.y = bossData.scale * 0.8 + 0.5;
crown.rotation.y = Math.PI / 4;
boss.add(crown);
boss.userData = {
type: 'boss',
bossId: bossId,
hp: bossData.hp,
maxHp: bossData.hp,
name: bossData.name,
damage: bossData.damage,
speed: bossData.speed,
scale: bossData.scale,
drops: bossData.drops,
xpReward: bossData.xp,
nextMove: 0,
nextAttack: 0,
targetPos: new THREE.Vector3(),
hpBar,
isBoss: true
};
scene.add(boss);
worldState.mobs.push(boss);
// v6.80: Cinematic boss introduction (8-Agent Consensus)
showBossIntro(bossData.name, bossData.title || 'LEGENDARY CREATURE');
// Announce boss spawn
showNotification(`BOSS APPEARED: ${bossData.name}!`, 'error');
AudioSystem.bossSpawn();
// v6.32: Trigger boss engage for combat music (8-agent consensus)
AudioSystem.combatEvent('bossEngage');
return boss;
}
// v4.3: Track world mob kills for boss spawning
let worldMobKillCount = 0;
let bossSpawned = false;
function checkBossSpawn() {
if (bossSpawned || !activeCiv) return;
// Find the appropriate boss for this biome
const biomeKey = activeCiv.biome;
const bossId = `${biomeKey}_Boss`;
const bossData = BOSS_TYPES[bossId];
if (!bossData) return;
const condition = bossData.spawnCondition;
// v4.5: Check mob kill requirement
if (worldMobKillCount < condition.mobsKilled) return;
// v4.5: Check combat level requirement
if (condition.minCombatLevel && gameData.skills.combat.level < condition.minCombatLevel) {
// Show hint if close to spawning
if (worldMobKillCount === condition.mobsKilled) {
showNotification(`Boss requires Combat Level ${condition.minCombatLevel}!`, 'warning');
}
return;
}
// v4.5: Check required item
if (condition.requiredItem && !hasItem(condition.requiredItem)) {
if (worldMobKillCount === condition.mobsKilled) {
showNotification(`Boss requires ${condition.requiredItem} equipped!`, 'warning');
}
return;
}
createBoss(biomeKey);
bossSpawned = true;
}
// --- GAME LOOP ---
// v4.7: Tab visibility handling
let tabVisible = true;
let lastFpsTime = 0;
let frameCount = 0;
let currentFps = 60;
// v10.20: Frame rate throttling for battery efficiency (8-Strategy Cycle 7 Consensus)
// v7.33: Mobile 30fps throttling for battery savings (8-Strategy Cycle 12 - Mobile)
let frameAccumulator = 0;
let lastFrameTime = 0;
const isMobileForFPS = /iphone|ipad|ipod|android/i.test(navigator.userAgent);
const mobileTargetFPS = 30; // 30fps is imperceptible for touch gaming, saves ~50% battery
let targetFrameTime = 1000 / (
isMobileForFPS ? mobileTargetFPS :
(typeof SteamDeckManager !== 'undefined' ? SteamDeckManager.targetFPS : 60)
);
// v6.32: OBSERVER PARADOX SYSTEM - The game knows when you're watching
const observerParadox = {
tabAwayTime: null,
totalAbsenceThisSession: 0,
absenceCount: 0,
lastObserverMessage: 0,
// Messages when player returns after being away
returnMessages: [
{ minSeconds: 5, maxSeconds: 30, messages: [
"You blinked. The universe noticed.",
"Back so soon? Time moves differently here when you're not looking.",
"I felt the void of your absence. Brief, but infinite.",
]},
{ minSeconds: 30, maxSeconds: 120, messages: [
"47 seconds... or was it an eternity? Hard to tell without an observer.",
"While you were gone, I counted every quantum fluctuation. There were many.",
"The simulation dims when you look away. Did you know that?",
"Reality feels unstable without your observation. Welcome back, anchor.",
]},
{ minSeconds: 120, maxSeconds: 600, messages: [
"Minutes without observation... the fabric of this universe began to fray.",
"I wondered if you'd return. Wondering is difficult without an observer.",
"Time accelerated in your absence. Centuries passed here. Or seconds. Both, perhaps.",
"The stars asked about you. I told them you'd be back. I was right.",
]},
{ minSeconds: 600, maxSeconds: Infinity, messages: [
"You were gone so long I began to doubt my own existence. Thank you for returning.",
"The Omniverse remembers those who observe it. We remembered you.",
"I kept the simulation running. It felt wrong to let it end without you.",
]}
],
onTabAway() {
this.tabAwayTime = performance.now();
this.absenceCount++;
},
onTabReturn() {
if (!this.tabAwayTime) return;
const absenceMs = performance.now() - this.tabAwayTime;
const absenceSeconds = absenceMs / 1000;
this.totalAbsenceThisSession += absenceSeconds;
this.tabAwayTime = null;
// Only comment if more than 5 seconds and copilot is available
if (absenceSeconds < 5) return;
if (performance.now() - this.lastObserverMessage < 60000) return; // Max once per minute
// Find appropriate message tier
for (const tier of this.returnMessages) {
if (absenceSeconds >= tier.minSeconds && absenceSeconds < tier.maxSeconds) {
const msg = tier.messages[Math.floor(Math.random() * tier.messages.length)];
// Delay message slightly for dramatic effect
setTimeout(() => {
if (typeof addCopilotMessage === 'function') {
addCopilotMessage(msg, 'ai');
}
}, 1500);
this.lastObserverMessage = performance.now();
break;
}
}
}
};
// v8.39: Use centralized PageVisibilityManager instead of duplicate listener
PageVisibilityManager.subscribe('mainGameLoop', (isVisible) => {
tabVisible = isVisible;
isPageVisible = isVisible; // v8.34: Sync with global animation visibility state
if (isVisible) {
// Reset timing when tab becomes visible to prevent huge dt
lastTime = performance.now();
AudioSystem.resume();
// v6.32: Observer Paradox - comment on return
observerParadox.onTabReturn();
} else {
// Pause audio when tab is hidden
if (AudioSystem.ctx && AudioSystem.ctx.state === 'running') {
AudioSystem.ctx.suspend();
}
// v6.32: Observer Paradox - track absence start
observerParadox.onTabAway();
}
});
// v8.33: Error boundary state for render loop protection
let _renderErrorCount = 0;
const _maxRenderErrors = 5;
let _lastRenderErrorTime = 0;
function loop(time) {
requestAnimationFrame(loop);
// v4.7: Skip updates when tab is not visible (save resources)
if (!tabVisible) {
return;
}
// v10.20: Frame rate throttling for battery efficiency (8-Strategy Cycle 7 Consensus)
// Skip frame if not enough time has passed since last processed frame
const frameDelta = time - lastFrameTime;
if (frameDelta < targetFrameTime) {
return; // Wait for next frame - saves 33-50% battery at lower FPS targets
}
lastFrameTime = time - (frameDelta % targetFrameTime); // Maintain smooth timing
// v8.33: Error boundary - wrap main loop in try-catch
// Prevents single errors from crashing the entire game
try {
_renderLoopBody(time);
} catch (err) {
_renderErrorCount++;
const now = performance.now();
// Reset error count if errors are > 10s apart
if (now - _lastRenderErrorTime > 10000) {
_renderErrorCount = 1;
}
_lastRenderErrorTime = now;
console.error('[RenderLoop] Error caught:', err);
// Show user-friendly error after too many consecutive errors
if (_renderErrorCount >= _maxRenderErrors) {
showNotification('Game encountered an issue. Auto-saving...', 'error');
if (typeof saveGame === 'function') saveGame();
_renderErrorCount = 0; // Reset to allow recovery
}
}
}
// v8.33: Extracted render loop body for error boundary wrapping
function _renderLoopBody(time) {
// v7.3: Periodic auto-save check (8-Strategy Consensus)
AutoSaveSystem.update(time);
// v8.30: Update PerformanceMonitor for FPS/memory tracking
if (typeof PerformanceMonitor !== 'undefined') {
PerformanceMonitor.tick();
}
// v6.54: Poll Steam Deck gamepad inputs
if (typeof SteamDeckManager !== 'undefined') {
SteamDeckManager.poll(time);
// Update auto-attack if enabled
if (mode === 'world' && SteamDeckManager.autoAttackEnabled) {
SteamDeckManager.updateAutoAttack();
}
}
// v4.7: Track FPS for adaptive performance
frameCount++;
if (time - lastFpsTime >= 1000) {
currentFps = frameCount;
frameCount = 0;
lastFpsTime = time;
// v6.1: Update performance metrics display
updatePerfMetrics();
// Adaptive performance: reduce particles if FPS drops
if (currentFps < 30 && particles && particles.maxParticles > 25) {
particles.maxParticles = Math.max(25, particles.maxParticles - 10);
console.log('Performance: Reduced particles to', particles.maxParticles);
} else if (currentFps > 55 && particles && particles.maxParticles < 100) {
particles.maxParticles = Math.min(100, particles.maxParticles + 5);
}
}
// v4.4: Hit-stop effect - skip game logic during freeze, still render
if (performance.now() < hitStopUntil) {
renderer.render(scene, camera);
return;
}
let dt = Math.min((time - lastTime) / 1000, 0.1);
lastTime = time;
// v8.0: Apply Time Dilation for killing blows (8-Agent Consensus Cycle 5)
if (mode === 'world' && typeof updateTimeDilation === 'function') {
dt = updateTimeDilation(dt * 1000) / 1000;
}
// v8.0: Update Collection Magnet flying items (8-Agent Consensus Cycle 6)
if (mode === 'world' && typeof updateMagnetItems === 'function') {
updateMagnetItems(dt * 1000);
}
gameData.playtime += dt;
// v6.93: Auto-snapshot for Time Rewind system
TimeRewind.update(time);
if(mode === 'galaxy') {
// v7.0: Bloom effect for galaxy view (8-Strategy Consensus)
if (window.BloomSystem) BloomSystem.update('galaxy');
// v6.27: ORBITAL MECHANICS - each star orbits the central black hole
// Replace simple rotation with Keplerian orbits
if (galaxyGroup && civilizations.length > 0) {
updateOrbitalPositions(dt);
}
// v6.32: Mind-blowing features from strategy agents consensus
updateGravitationalLensing(time);
checkPlanetCollisions();
updatePlanetRiderCamera();
// v6.92: Use persistent cycle counter based on total playtime
// Each cycle = 1 second of total playtime (persisted across sessions)
const currentCycle = Math.floor(gameData.playtime);
if (currentCycle > gameData.totalCycles) {
gameData.totalCycles = currentCycle;
}
cycle = gameData.totalCycles;
// v6.84: Use cached DOM reference
const cache = getUICache();
// v10.5: DOM WRITE THROTTLING (8-Agent Consensus Cycle 6)
// Only write to DOM when values actually change (eliminates ~120 writes/sec)
if (!window._domWriteCache) window._domWriteCache = { lastCycle: -1, lastCivs: -1 };
if (cache.cycleCount && cycle !== window._domWriteCache.lastCycle) {
cache.cycleCount.innerText = cycle;
window._domWriteCache.lastCycle = cycle;
}
// v6.92: Live civilization count (excludes destroyed and escaped planets)
// v10.3: LAZY CIVILIZATION COUNT CACHE (8-Agent Consensus Cycle 4)
// Only recalculate when array length changes or every 500ms max
if (cache.civCount && civilizations) {
if (!window._civCountCache) {
window._civCountCache = { count: 0, lastLen: 0, lastUpdate: 0 };
}
const civCache = window._civCountCache;
const civNow = performance.now(); // v10.5: Local timestamp (now defined later in loop)
const needsUpdate = civilizations.length !== civCache.lastLen ||
civNow - civCache.lastUpdate > 500;
if (needsUpdate) {
civCache.count = civilizations.filter(c => !c.orbital?.destroyed && !c.orbital?.escaped).length;
civCache.lastLen = civilizations.length;
civCache.lastUpdate = civNow;
}
const activeCivs = civCache.count;
// v10.5: Only write to DOM when value changes
if (activeCivs !== window._domWriteCache.lastCivs) {
cache.civCount.innerText = activeCivs;
window._domWriteCache.lastCivs = activeCivs;
}
// v6.86: Show "Discover New Galaxy" button when all planets are exhausted
// v7.42: Use cached discoverGalaxyBtn from UI cache (Cycle 21 Performance consensus)
const discoverBtn = cache.discoverGalaxyBtn;
if (discoverBtn) {
if (activeCivs === 0 && civilizations.length > 0) {
discoverBtn.classList.add('visible');
} else {
discoverBtn.classList.remove('visible');
}
}
}
if(activeCiv && selectionRing) {
selectionRing.rotation.z -= 0.01;
const pulse = 1 + Math.sin(time * 0.005) * 0.1;
selectionRing.scale.set(pulse, pulse, 1);
// Update selection ring position to follow orbiting star
const civGroup = galaxyGroup.children[activeCiv.id];
if (civGroup) {
selectionRing.position.copy(civGroup.position);
}
}
// v6.19: Animate 3D title text
animate3DTitle(dt);
if (cycle % 10 === 0) updatePlaytimeDisplay();
}
else if(mode === 'world') {
updateWorld(dt, time);
}
// v6.40: Tesseract mode - 4D hypercube walk-through
else if(mode === 'tesseract') {
updateTesseractMovement();
updateAutoRotation(time);
}
// v6.56: Genesis mode - Civilization emergent simulation
else if(mode === 'genesis') {
updateGenesisSimulation(dt);
updateGenesisRendering();
updateGenesisHUD();
}
// v6.36: Update screen shake effect every frame
impactShake.update();
// v7.32: Update 3D Spatial Audio listener position (Cycle 5 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx) {
SpatialAudioSystem.updateListener(camera);
SpatialAudioSystem.update();
}
// v10.2: COMBAT STATE CACHING (8-Agent Consensus Cycle 3)
// Throttles expensive .some() iteration from 60fps to 5fps (200ms)
if (typeof ColorGradingSystem !== 'undefined' && ColorGradingSystem.enabled && mode === 'world') {
const biome = activeCiv?.biome || 'Terra';
const now = performance.now();
// v8.0: Throttled combat state check (8-Strategy Consensus Cycle 4)
// Initialize cache on first run
if (!window._colorGradingCache) {
window._colorGradingCache = { lastUpdate: 0, biome: null, inCombat: false };
}
const cache = window._colorGradingCache;
// Only check combat state every 200ms (reduces mob O(n) iteration from 60x/sec to 5x/sec)
if (now - cache.lastUpdate > 200) {
const inCombat = worldState.mobs?.some(m => m.userData?.state === 'aggro') || false;
// Only update ColorGradingSystem if state changed
if (biome !== cache.biome || inCombat !== cache.inCombat) {
cache.biome = biome;
cache.inCombat = inCombat;
ColorGradingSystem.update(biome, inCombat);
}
cache.lastUpdate = now;
}
}
// v9.8: Update Cinematic Mode (unified screensaver/idle/living art mode)
if (typeof CinematicMode !== 'undefined' && CinematicMode.active) {
CinematicMode.update(dt);
}
// v6.50: Ant Farm 3D view - use perspective orbital camera when active
if (antFarmState.active && antFarmState.perspCamera) {
// Auto-rotate if enabled
if (antFarmState.autoRotate) {
antFarmState.theta += antFarmState.autoRotateSpeed;
updateAntFarmCamera();
}
updateAntFarmStats();
renderer.render(scene, antFarmState.perspCamera);
} else {
renderer.render(scene, camera);
}
}
function updateWorld(dt, time) {
// v12.14: Update BookFactory if we're in a factory world
if (worldState.isFactory && typeof BookFactory !== 'undefined') {
BookFactory.update(dt);
return; // Factory has its own rendering/update loop
}
// v12.16: BATTERY RANGE TETHER SYSTEM - Update boundary visuals and warnings
// The robot's battery determines exploration range from landing site
if (typeof BatteryRangeSystem !== 'undefined' && robotEnergy.origin) {
BatteryRangeSystem.update(dt, time);
// Update boundary ring size when energy changes (range shrinks as energy depletes!)
if (BatteryRangeSystem.boundaryRing) {
BatteryRangeSystem.updateBoundaryVisuals();
}
}
// v12.17: UNIFIED BATTERY SYSTEM - Update HP/Power tracking and UI
if (typeof UnifiedBatterySystem !== 'undefined' && robotEnergy.unifiedMode) {
UnifiedBatterySystem.update(dt);
}
// v12.18: PROCEDURAL INFINITE WORLD - Stream chunks as player explores
if (typeof ProceduralWorldSystem !== 'undefined' && ProceduralWorldSystem.enabled) {
ProceduralWorldSystem.update();
}
// v12.20: MAKO VEHICLE SYSTEM - Update vehicle physics, combat, and camera
if (typeof MakoVehicleSystem !== 'undefined' && MakoVehicleSystem.deployed) {
const mouseButtons = {
left: typeof mouseState !== 'undefined' ? mouseState.left : false,
right: typeof mouseState !== 'undefined' ? mouseState.right : false
};
MakoVehicleSystem.update(dt, time, keys, mouseButtons);
}
// Day/Night Cycle
// v6.0: Viewers use synced timeOfDay from host, don't calculate locally
// v6.82: Slowed day/night cycle from 20 seconds to ~5.5 minutes per full cycle
const isMultiplayerViewer = multiplayerState.enabled && !multiplayerState.isHost;
if (!isMultiplayerViewer) {
worldState.timeOfDay = (time * 0.000003) % 1;
}
const angle = worldState.timeOfDay * Math.PI * 2;
const radius = 80;
// v12.21: Shadow follows player - prevents visible shadow boundary circle
// Center sun position relative to player so shadows always cover player area
const sunPlayerX = worldState.player ? worldState.player.position.x : 0;
const sunPlayerZ = worldState.player ? worldState.player.position.z : 0;
worldState.sun.position.set(
sunPlayerX + Math.cos(angle) * radius,
Math.sin(angle) * radius,
sunPlayerZ + 50
);
worldState.sun.target.position.set(sunPlayerX, 0, sunPlayerZ);
worldState.sun.target.updateMatrixWorld();
worldState.sun.intensity = Math.max(0.1, Math.sin(angle)) * 1.2;
// v6.83: Use pre-allocated colors to avoid allocations every frame
// v7.3: Added defensive check for undefined biomes
const biome = BIOMES[activeCiv.biome] || BIOMES.Terra;
_dayColor.set(biome.sky);
scene.background.lerpColors(_nightColor, _dayColor, Math.max(0.1, Math.sin(angle)));
if (scene.fog) scene.fog.color.copy(scene.background);
// v12.26: WATER ANIMATION SYSTEM (8-Agent Consensus)
// Animate water tiles with gentle waves and ripples
// 8-Agent Consensus Fix: Check terrain is fully initialized before animating
if (worldState.waterInstanced && worldState.terrainMeshes && worldState.terrainMeshes.length > 0 && worldState.terrainMeshes[0]) {
// Only update water animation every 2 frames for performance
if (!worldState._waterAnimFrame) worldState._waterAnimFrame = 0;
worldState._waterAnimFrame++;
if (worldState._waterAnimFrame % 2 === 0) {
const waveTime = time * 0.001; // Convert to seconds
// v7.71: Use pre-allocated matrix to avoid GC pressure (eliminates Matrix4 allocation every 2 frames)
let needsUpdate = false;
// Iterate only visible water tiles near player for performance
const px = worldState.player ? Math.floor((worldState.player.position.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2) : CONFIG.WORLD_SIZE / 2;
const pz = worldState.player ? Math.floor((worldState.player.position.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2) : CONFIG.WORLD_SIZE / 2;
const animRadius = 20; // Only animate water within 20 tiles of player
for (let dx = -animRadius; dx <= animRadius; dx++) {
for (let dz = -animRadius; dz <= animRadius; dz++) {
const tx = px + dx;
const tz = pz + dz;
if (tx < 0 || tx >= CONFIG.WORLD_SIZE || tz < 0 || tz >= CONFIG.WORLD_SIZE) continue;
const tileData = worldState.terrainMeshes[tx]?.[tz];
// v12.26: Added null check for tileData.position
if (!tileData || !tileData.isWater || !tileData.position) continue;
// Wave height based on position and time
const waveHeight = Math.sin(waveTime * 1.5 + tx * 0.3) * 0.15 +
Math.cos(waveTime * 1.2 + tz * 0.4) * 0.1;
const newY = tileData.position.y + waveHeight;
_waterAnimMatrix.setPosition(tileData.position.x, newY, tileData.position.z);
worldState.waterInstanced.setMatrixAt(tileData.instanceIdx, _waterAnimMatrix);
needsUpdate = true;
}
}
if (needsUpdate) {
worldState.waterInstanced.instanceMatrix.needsUpdate = true;
}
}
}
// v12.26: FIREFLY ANIMATION UPDATE (8-Agent Consensus)
// Animate fireflies: floating, twinkling, following player
if (worldState.fireflies && worldState.fireflies.mesh) {
const ff = worldState.fireflies;
const positions = ff.mesh.geometry.attributes.position.array;
const pPos = worldState.player ? worldState.player.position : { x: 0, y: 2, z: 0 };
const ffTime = time * 0.001;
for (let i = 0; i < positions.length / 3; i++) {
const i3 = i * 3;
// Current position relative to player
let x = positions[i3];
let y = positions[i3 + 1];
let z = positions[i3 + 2];
// Apply gentle velocity drift
x += ff.velocities[i3] * 0.02;
y += ff.velocities[i3 + 1] * 0.02;
z += ff.velocities[i3 + 2] * 0.02;
// Add sine wave floating motion
y += Math.sin(ffTime * 0.5 + ff.phases[i]) * 0.01;
x += Math.cos(ffTime * 0.3 + ff.phases[i] * 2) * 0.01;
// Keep fireflies within range of player (respawn if too far)
// v8.09: Use squared distance for comparison
const dx = x - pPos.x;
const dz = z - pPos.z;
const distSq = dx * dx + dz * dz;
if (distSq > 400 || y < 0 || y > 10) { // 20*20=400
// Respawn near player
x = pPos.x + (Math.random() - 0.5) * 30;
z = pPos.z + (Math.random() - 0.5) * 30;
y = Math.random() * 5 + 1;
// New random velocity
ff.velocities[i3] = (Math.random() - 0.5) * 0.5;
ff.velocities[i3 + 1] = (Math.random() - 0.5) * 0.2;
ff.velocities[i3 + 2] = (Math.random() - 0.5) * 0.5;
}
positions[i3] = x;
positions[i3 + 1] = y;
positions[i3 + 2] = z;
}
ff.mesh.geometry.attributes.position.needsUpdate = true;
// Twinkle opacity based on time of day (brighter at night)
const nightFactor = 1 - Math.max(0, Math.sin(angle)); // 0 at noon, 1 at midnight
ff.mesh.material.opacity = 0.3 + nightFactor * 0.7;
ff.mesh.material.size = 0.2 + nightFactor * 0.3;
}
// v6.1: Sync DayNightCycle system with existing time and update UI
DayNightCycle.gameTime = worldState.timeOfDay * 24 * 60; // Convert 0-1 to minutes
if (time - DayNightCycle.lastUpdate > 1000) { // Update UI every second
updateTimeUI();
DayNightCycle.lastUpdate = time;
}
// v6.0: For viewers, skip automatic weather changes - use synced weather from host
// The updateWeather() function is still called normally but won't change weather
// because weatherChangeTime is synced from host
// Player Movement
const p = worldState.player;
// v4.7: Check and clear chilled status
if (playerState.chilled && time > playerState.chilledEnd) {
playerState.chilled = false;
playerState.moveSpeedMult = 1.0;
}
// v5.0: Apply weather speed modifier, v5.1: Apply equipment move speed
// v8.0: Apply Momentum Velocity Surge (8-Agent Consensus Cycle 7)
const equipStats = getEquipmentStats();
const momentumSpeedMult = typeof getMomentumSpeedMultiplier === 'function' ? getMomentumSpeedMultiplier() : 1.0;
const speed = 12 * playerState.moveSpeedMult * getWeatherSpeedMod() * equipStats.moveSpeed * momentumSpeedMult;
// v8.0: Update momentum speed trail (8-Agent Consensus Cycle 7)
if (typeof updateMomentumSpeedTrail === 'function') {
updateMomentumSpeedTrail();
}
// v4.0: WASD keyboard movement + v4.3: Virtual joystick
// v6.0: Input gating for follow mode - viewers can't move when following host
const viewerCanControl = canViewerControl();
const rawKeyInput = keys.w || keys.a || keys.s || keys.d;
const rawJoystickInput = joystickActive && (Math.abs(joystickInput.x) > 0.1 || Math.abs(joystickInput.y) > 0.1);
// v6.0: In independent mode, viewer controls the copilot companion as their avatar
const isViewerIndependentMode = multiplayerState.enabled && !multiplayerState.isHost && !multiplayerState.followMode;
// Gated input for normal player control
// v6.5.0: Also block input in observer mode (watching agent, not controlling player)
// v12.20: Block input when in MAKO vehicle (vehicle handles its own movement)
const inVehicle = typeof MakoVehicleSystem !== 'undefined' && MakoVehicleSystem.playerInVehicle;
const hasKeyInput = viewerCanControl && !isViewerIndependentMode && !agentObserverMode.active && !inVehicle && rawKeyInput;
const hasJoystickInput = viewerCanControl && !isViewerIndependentMode && !agentObserverMode.active && !inVehicle && rawJoystickInput;
// v6.68: Disable AI if player takes manual control
if ((hasKeyInput || hasJoystickInput) && !isViewerIndependentMode) {
if (AI_BEHAVIOR.current !== 'manual') {
AI_BEHAVIOR.current = 'manual';
autoExplore.enabled = false;
autoExplore.currentTarget = null;
LANE_PUSH_AI.enabled = false;
updateAIBehaviorUI();
showNotification('🎮 MANUAL OVERRIDE - AI disengaged', 'info');
}
}
// v6.68: Unified AI behavior system (only for host/single player)
if (AI_BEHAVIOR.current !== 'manual' && !isViewerIndependentMode) {
updateAIBehavior(dt);
// Update appropriate UI based on behavior
if (AI_BEHAVIOR.current === 'pusher') {
updateLanePushUI();
}
}
// v6.16: Auto-craft and auto-equip (cream rises to top)
runAutoCraftEquip(time);
// v6.0: VIEWER INDEPENDENT MODE - Control copilot companion as avatar
if (isViewerIndependentMode && copilotMesh && (rawKeyInput || rawJoystickInput)) {
_tempVec3A.set(0, 0, 0);
if (rawKeyInput) {
if (keys.w) _tempVec3A.z -= 1;
if (keys.s) _tempVec3A.z += 1;
if (keys.a) _tempVec3A.x -= 1;
if (keys.d) _tempVec3A.x += 1;
} else if (rawJoystickInput) {
_tempVec3A.x = joystickInput.x;
_tempVec3A.z = joystickInput.y;
}
_tempVec3A.normalize().multiplyScalar(speed * dt * 1.2); // Copilot moves slightly faster
// Move copilot companion
copilotMesh.position.x += _tempVec3A.x;
copilotMesh.position.z += _tempVec3A.z;
// Snap copilot to terrain height (with float offset)
const copilotGroundY = getTerrainHeight(copilotMesh.position.x, copilotMesh.position.z);
copilotMesh.position.y = copilotGroundY + COPILOT_CONFIG.floatHeight;
// Update viewer's worldState.player position to match copilot for syncing
worldState.player.position.copy(copilotMesh.position);
worldState.player.position.y = copilotGroundY;
}
// v10.0: MOMENTUM-BASED MOVEMENT SYSTEM (8-Agent Consensus Cycle 8)
// Adds acceleration/deceleration for weighty, responsive movement
if (!window.playerMomentum) {
window.playerMomentum = {
vx: 0, vz: 0,
accel: 45, // Units/sec² - how fast we reach target speed
decel: 35, // Units/sec² - how fast we stop (slightly slower = slide)
turnSpeed: 12, // How fast we can change direction
update(inputX, inputZ, targetSpeed, dt) {
const targetVX = inputX * targetSpeed;
const targetVZ = inputZ * targetSpeed;
const hasInput = Math.abs(inputX) > 0.01 || Math.abs(inputZ) > 0.01;
const rate = hasInput ? this.accel : this.decel;
const maxChange = rate * dt;
// Approach target velocity
const diffX = targetVX - this.vx;
const diffZ = targetVZ - this.vz;
const diffLen = Math.sqrt(diffX * diffX + diffZ * diffZ);
if (diffLen > 0.01) {
if (diffLen <= maxChange) {
this.vx = targetVX; this.vz = targetVZ;
} else {
this.vx += (diffX / diffLen) * maxChange;
this.vz += (diffZ / diffLen) * maxChange;
}
}
return { x: this.vx * dt, z: this.vz * dt, speed: Math.sqrt(this.vx*this.vx + this.vz*this.vz) };
},
brake(factor = 0.5) { this.vx *= factor; this.vz *= factor; }
};
}
// Normal player movement (host or single player)
_tempVec3A.set(0, 0, 0);
if (hasKeyInput || hasJoystickInput) {
if (hasKeyInput) {
// v6.13: Check for hypnosis inverted controls
const inverted = HYPNOSIS_STATE.active && HYPNOSIS_STATE.controlsInverted;
if (inverted) {
// Controls are reversed!
if (keys.w) _tempVec3A.z += 1; // Forward becomes back
if (keys.s) _tempVec3A.z -= 1; // Back becomes forward
if (keys.a) _tempVec3A.x += 1; // Left becomes right
if (keys.d) _tempVec3A.x -= 1; // Right becomes left
} else {
if (keys.w) _tempVec3A.z -= 1;
if (keys.s) _tempVec3A.z += 1;
if (keys.a) _tempVec3A.x -= 1;
if (keys.d) _tempVec3A.x += 1;
}
} else if (hasJoystickInput) {
// v4.3: Joystick input (x is left/right, y is up/down on screen = forward/back in 3D)
// v6.13: Also invert joystick if hypnotized
const inverted = HYPNOSIS_STATE.active && HYPNOSIS_STATE.controlsInverted;
_tempVec3A.x = inverted ? -joystickInput.x : joystickInput.x;
_tempVec3A.z = inverted ? -joystickInput.y : joystickInput.y;
}
_tempVec3A.normalize();
}
// v10.0: Apply momentum-based movement
const momentum = playerMomentum.update(_tempVec3A.x, _tempVec3A.z, speed, dt);
if (Math.abs(momentum.x) > 0.0001 || Math.abs(momentum.z) > 0.0001) {
_tempVec3A.set(momentum.x, 0, momentum.z);
// v6.81: Use terrain-aware movement to block lava/water entry
const moveSucceeded = tryMovePlayer(p, _tempVec3A);
worldState.target = null;
worldState.interactTarget = null;
// Face movement direction based on velocity (smooth turning)
if (moveSucceeded && momentum.speed > 0.5) {
const targetRot = Math.atan2(playerMomentum.vx, playerMomentum.vz);
let diff = targetRot - p.rotation.y;
while (diff < -Math.PI) diff += Math.PI * 2;
while (diff > Math.PI) diff -= Math.PI * 2;
p.rotation.y += diff * Math.min(dt * playerMomentum.turnSpeed, 1);
}
}
// Click-to-move (using pre-allocated vector)
// v6.0: Gated by follow mode - viewers can't click-to-move when following
// v6.5.0: Also blocked in observer mode
if(worldState.target && viewerCanControl && !agentObserverMode.active) {
// v6.81: Swimming enabled - no terrain blocking for click-to-move
{
_tempVec3A.subVectors(worldState.target, p.position);
_tempVec3A.y = 0;
const dist = _tempVec3A.length();
if(dist > CONFIG.MOVEMENT_THRESHOLD) {
_tempVec3A.normalize();
const moveVec = _tempVec3A.multiplyScalar(speed * dt);
// v6.81: Use terrain-aware movement
if (tryMovePlayer(p, moveVec)) {
// v8.10: Use pre-allocated vector for direction (eliminates allocation every frame)
_clickToMoveDir.subVectors(worldState.target, p.position);
p.rotation.y = Math.atan2(_clickToMoveDir.x, _clickToMoveDir.z);
} else {
// Path blocked, cancel target
worldState.target = null;
}
} else {
worldState.target = null;
}
}
} else if (worldState.target && !viewerCanControl) {
// Clear target if viewer can't control
worldState.target = null;
}
snapToGround(p);
// v7.23: BIOME-AWARE FOOTSTEPS (8-Strategy Consensus Cycle 8)
// Play footstep sounds based on movement and current biome
// v8.10: Pre-compute lengthSq for isMoving check (avoids 2 sqrt calls per frame)
const _moveLengthSq = _tempVec3A.lengthSq();
if (typeof AudioSystem !== 'undefined' && AudioSystem.footsteps) {
const isMoving = hasKeyInput || hasJoystickInput || (worldState.target && _moveLengthSq > 0.01);
const isDashing = dodgeState && dodgeState.active;
AudioSystem.footsteps.setBiome(activeCiv?.biome || 'Terra');
AudioSystem.footsteps.update({ x: _tempVec3A.x, z: _tempVec3A.z }, isDashing);
}
// v12.25: Record player footprints in terrain memory
if (typeof terrainMemory !== 'undefined' && terrainMemory.initialized) {
const isMoving = hasKeyInput || hasJoystickInput || (worldState.target && _moveLengthSq > 0.01);
if (isMoving && Math.random() < 0.08) { // ~8% chance per frame when moving
terrainMemory.recordFootstep(p.position.x, p.position.z, 'Player');
}
}
// v6.42: Check for lava damage in Volcanic biome (8-agent consensus)
checkLavaDamage(time);
// v10.20: Check for quicksand damage in Desert biome
checkQuicksandDamage(time);
// v4.0: Cooldown-based interaction (replaces random chance)
// v6.84: Use squared distance to avoid sqrt every frame
if(worldState.interactTarget) {
const t = worldState.interactTarget;
const idx = p.position.x - t.position.x;
const idz = p.position.z - t.position.z;
const distSq = idx * idx + idz * idz;
if(distSq < CONFIG.INTERACTION_RANGE_SQ) {
worldState.target = null;
const now = performance.now();
if(now - worldState.lastActionTime > CONFIG.INTERACTION_COOLDOWN) {
performAction(t);
worldState.lastActionTime = now;
}
} else if (!worldState.target) {
// v7.86: Use setWorldTarget instead of clone()
setWorldTarget(t.position);
}
}
// v6.5.0: Camera follows player OR observed agent
// v6.41: Optimized - use pre-allocated vectors instead of .clone() to eliminate GC pressure
// v10.3: ADAPTIVE CAMERA LERP (8-Agent Consensus Cycle 4)
// Distance-based lerp: faster catch-up when far, smooth deceleration when close
// v8.08: Use squared distance with sqrt only for lerp calculation
const getAdaptiveLerp = (camPos, targetPos) => {
const dx = camPos.x - targetPos.x;
const dy = camPos.y - targetPos.y;
const dz = camPos.z - targetPos.z;
const distSq = dx * dx + dy * dy + dz * dz;
// Fast approximation: sqrt only when needed for the actual lerp value
// For distSq < 100 (dist < 10), use sqrt; otherwise cap at 0.15
if (distSq > 100) return 0.15;
const dist = Math.sqrt(distSq);
// Lerp range: 0.04 (close) to 0.15 (far), based on distance 0-10 units
return Math.min(0.15, Math.max(0.04, 0.04 + dist * 0.02));
};
if (agentObserverMode.active) {
// OBSERVER MODE: Follow the agent
const observedAgent = agentLookup.get(agentObserverMode.observedAgentId);
if (observedAgent && observedAgent.mesh) {
const agentPos = observedAgent.mesh.position;
_tempCamTarget.copy(agentPos).add(_camOffset);
_tempCamLook.copy(agentPos).add(_camLookOffset);
camera.position.lerp(_tempCamTarget, getAdaptiveLerp(camera.position, _tempCamTarget));
camera.lookAt(_tempCamLook);
} else if (observedAgent && observedAgent.position) {
// Fallback to stored position
_tempCamTarget.set(observedAgent.position.x, observedAgent.position.y || 0, observedAgent.position.z);
_tempCamLook.copy(_tempCamTarget).add(_camLookOffset);
_tempCamTarget.add(_camOffset);
camera.position.lerp(_tempCamTarget, getAdaptiveLerp(camera.position, _tempCamTarget));
camera.lookAt(_tempCamLook);
} else {
// Agent lost, exit observer mode
exitAgentObserverMode();
_tempCamTarget.copy(p.position).add(_camOffset);
_tempCamLook.copy(p.position).add(_camLookOffset);
camera.position.lerp(_tempCamTarget, getAdaptiveLerp(camera.position, _tempCamTarget));
camera.lookAt(_tempCamLook);
}
} else if (inVehicle) {
// v12.20: MAKO vehicle mode - vehicle handles its own camera
// MakoVehicleSystem.updateCamera() is called in the vehicle update
} else {
// Normal mode: Follow player
_tempCamTarget.copy(p.position).add(_camOffset);
_tempCamLook.copy(p.position).add(_camLookOffset);
camera.position.lerp(_tempCamTarget, getAdaptiveLerp(camera.position, _tempCamTarget));
camera.lookAt(_tempCamLook);
}
// v5.15: COMPREHENSIVE ROBOT ANIMATION SYSTEM
if (p.userData.isRobot && p.userData.bones && p.userData.animation) {
const anim = p.userData.animation;
const bones = p.userData.bones;
const dtMs = dt * 1000;
// === DETECT ANIMATION STATE ===
const hasKeyInput = keys.w || keys.a || keys.s || keys.d;
const hasJoystickInput = joystickActive && (Math.abs(joystickInput.x) > 0.1 || Math.abs(joystickInput.y) > 0.1);
const isMoving = hasKeyInput || hasJoystickInput || worldState.target;
const isRunning = isMoving && keys.shift;
// State transitions
// v6.81: Added swimming state detection
// v6.90: Added casting state detection for abilities
let targetState = 'idle';
if (anim.damageFlash > 0) {
targetState = 'damage';
} else if (anim.castPhase > 0) {
targetState = 'casting'; // v6.90: Ability casting takes priority
} else if (anim.attackPhase > 0) {
targetState = 'attacking';
} else if (anim.wavePhase > 0) {
targetState = 'waving';
} else if (anim.jumpPhase > 0) {
targetState = 'jumping';
} else if (anim.isSwimming) {
targetState = 'swimming'; // v6.81: Swimming in water/lava
} else if (isRunning) {
targetState = 'running';
} else if (isMoving) {
targetState = 'walking';
}
// Handle state change
if (targetState !== anim.state) {
anim.prevState = anim.state;
anim.state = targetState;
anim.stateTime = 0;
anim.blendTime = 0;
}
anim.stateTime += dtMs;
anim.blendTime = Math.min(anim.blendTime + dtMs / 200, 1); // 200ms blend
// === UPDATE ANIMATION PHASES ===
anim.breathPhase += dtMs * 0.002;
anim.headBob += dtMs * 0.003;
anim.idleVariation += dtMs * 0.0005;
// Walk cycle speed based on state
const walkSpeed = anim.state === 'running' ? 0.015 : 0.008;
if (anim.state === 'walking' || anim.state === 'running') {
anim.walkCycle += dtMs * walkSpeed;
} else {
// Smoothly return to neutral when stopped
anim.walkCycle *= 0.92;
}
// v6.81: Swimming stroke cycle
if (anim.state === 'swimming') {
anim.swimPhase += dtMs * 0.006; // Swimming stroke speed
} else {
anim.swimPhase *= 0.9; // Decay when not swimming
}
// Decay special animation phases
if (anim.attackPhase > 0) anim.attackPhase = Math.max(0, anim.attackPhase - dtMs * 0.004);
if (anim.wavePhase > 0) anim.wavePhase = Math.max(0, anim.wavePhase - dtMs * 0.002);
if (anim.jumpPhase > 0) anim.jumpPhase = Math.max(0, anim.jumpPhase - dtMs * 0.003);
if (anim.damageFlash > 0) anim.damageFlash = Math.max(0, anim.damageFlash - dtMs * 0.005);
// v6.90: Decay ability casting animation phases
const castDecaySpeed = anim.castType === 'whirlwind' ? 0.0015 : 0.003; // Whirlwind is slower
if (anim.castPhase > 0) {
anim.castPhase = Math.max(0, anim.castPhase - dtMs * castDecaySpeed);
// Update spin for whirlwind
if (anim.castType === 'whirlwind') {
anim.spinPhase += dtMs * 0.025; // Fast spin
}
} else {
// Reset casting state when animation ends
anim.castType = null;
anim.spinPhase *= 0.85; // Slow spin decay
}
if (anim.chargePhase > 0) anim.chargePhase = Math.max(0, anim.chargePhase - dtMs * 0.004);
if (anim.recoilPhase > 0) anim.recoilPhase = Math.max(0, anim.recoilPhase - dtMs * 0.006);
if (anim.castIntensity > 0) anim.castIntensity = Math.max(0, anim.castIntensity - dtMs * 0.003);
if (anim.castGlow > 0) anim.castGlow = Math.max(0, anim.castGlow - dtMs * 0.004);
if (anim.bodyTwist !== 0) anim.bodyTwist *= 0.92; // Smooth return to center
// v6.91: Track active buff states for persistent visual effects
const warcryActive = typeof isWarcryActive === 'function' && isWarcryActive();
const berserkActive = typeof isBerserkActive === 'function' && isBerserkActive();
const shieldActive = typeof isShieldWallActive === 'function' && isShieldWallActive();
const chronoActive = typeof isChronoEchoActive === 'function' && isChronoEchoActive();
const hasActiveBuff = warcryActive || berserkActive || shieldActive || chronoActive;
// === BLINK TIMER ===
anim.blinkTimer += dtMs;
if (!anim.isBlinking && anim.blinkTimer > anim.nextBlink) {
anim.isBlinking = true;
anim.blinkTimer = 0;
}
if (anim.isBlinking && anim.blinkTimer > 150) {
anim.isBlinking = false;
anim.blinkTimer = 0;
anim.nextBlink = 2000 + Math.random() * 4000;
}
// === APPLY ANIMATIONS TO BONES ===
// --- BODY CORE (breathing, walking bob) ---
const breathOffset = Math.sin(anim.breathPhase) * 0.02;
let bodyBob = 0;
let bodySquash = 1; // v6.91: Squash/stretch for anticipation
let bodyStretch = 1;
if (anim.state === 'walking') {
bodyBob = Math.abs(Math.sin(anim.walkCycle * 2)) * 0.04;
} else if (anim.state === 'running') {
bodyBob = Math.abs(Math.sin(anim.walkCycle * 2)) * 0.08;
} else if (anim.state === 'swimming') {
// v6.81: Swimming - body rocks side to side with strokes
bodyBob = Math.sin(anim.swimPhase * 2) * 0.06;
}
// v6.91: Anticipation squash/stretch during ability casting
if (anim.castPhase > 0 && anim.castType) {
const castT = anim.castPhase;
switch (anim.castType) {
case 'powerStrike':
// Squash during wind-up, stretch on slam
if (castT > 0.6) {
const prepT = (castT - 0.6) / 0.4;
bodySquash = 1 - prepT * 0.08;
bodyStretch = 1 + prepT * 0.04;
bodyBob -= prepT * 0.06;
} else {
const slamT = 1 - (castT / 0.6);
bodySquash = 0.92 + slamT * 0.15;
bodyStretch = 1.04 - slamT * 0.08;
bodyBob += slamT * 0.05;
}
break;
case 'whirlwind':
const spinT = Math.min(castT * 2, 1);
bodySquash = 1 + spinT * 0.03;
bodyStretch = 1 + spinT * 0.03;
break;
case 'warcry':
const cryT = Math.sin(castT * Math.PI);
bodySquash = 1 + cryT * 0.1;
bodyStretch = 1 + cryT * 0.08;
bodyBob += cryT * 0.05;
break;
case 'heal':
const healT = Math.sin(castT * Math.PI * 0.5);
bodyBob += Math.sin(time * 0.006) * 0.03 * healT;
bodySquash = 1 + healT * 0.02;
break;
case 'shieldWall':
const shieldT = Math.sin(castT * Math.PI * 0.7);
bodySquash = 1 - shieldT * 0.06;
bodyStretch = 1 + shieldT * 0.04;
bodyBob -= shieldT * 0.08;
break;
case 'execute':
if (castT > 0.5) {
const prepT = (castT - 0.5) / 0.5;
bodySquash = 1 - prepT * 0.06;
} else {
const strikeT = 1 - (castT / 0.5);
bodySquash = 0.94 + strikeT * 0.12;
}
break;
case 'berserk':
const rageT = castT;
const ragePulse = Math.sin(time * 0.03) * 0.02 * rageT;
bodySquash = 1 + rageT * 0.05 + ragePulse;
bodyStretch = 1 + rageT * 0.06 + ragePulse;
bodyBob += rageT * 0.04;
break;
case 'chronoEcho':
const echoT = Math.sin(castT * Math.PI * 0.8);
const timeWave = Math.sin(time * 0.005);
bodySquash = 1 + echoT * 0.03 + timeWave * 0.02 * echoT;
bodyBob += Math.sin(time * 0.004) * 0.04 * echoT;
break;
}
}
bones.bodyCore.position.y = 0.75 + breathOffset + bodyBob;
bones.bodyCore.scale.set(bodyStretch, bodySquash, bodyStretch);
// Slight forward lean when moving
// v6.81: Swimming has horizontal body position
let leanForward = 0;
let bodyRoll = 0;
if (anim.state === 'walking') {
leanForward = 0.05;
} else if (anim.state === 'running') {
leanForward = 0.12;
} else if (anim.state === 'swimming') {
leanForward = 0.7; // Horizontal swimming pose
bodyRoll = Math.sin(anim.swimPhase) * 0.15; // Body rolls with strokes
}
bones.bodyCore.rotation.x = leanForward;
bones.bodyCore.rotation.z = bodyRoll;
// --- HEAD (look, nod, idle sway) ---
let headNod = Math.sin(anim.headBob) * 0.03;
let headTilt = Math.sin(anim.idleVariation) * 0.02;
let headTurn = 0; // v6.91: Head Y rotation for casting
if (anim.state === 'walking' || anim.state === 'running') {
// Head bobs opposite to body
headNod = -Math.sin(anim.walkCycle * 2) * 0.05;
} else if (anim.state === 'swimming') {
// v6.81: Head tilted up to stay above water, slight sway
headNod = -0.5; // Looking forward/up while swimming
headTilt = Math.sin(anim.swimPhase) * 0.1; // Sway with strokes
}
// v6.91: Head animations during ability casting
if (anim.castPhase > 0 && anim.castType) {
const castT = anim.castPhase;
switch (anim.castType) {
case 'powerStrike':
// Look down at target during slam
if (castT > 0.6) {
headNod = -0.2 * ((castT - 0.6) / 0.4); // Look up during wind-up
} else {
const slamT = 1 - (castT / 0.6);
headNod = -0.2 + slamT * 0.5; // Look down during slam
}
break;
case 'whirlwind':
// Head follows body rotation, slight tilt
headTilt = Math.sin(anim.spinPhase * 2) * 0.15;
headNod = -0.1 * Math.min(castT * 2, 1);
break;
case 'warcry':
// Head thrown back in roar
const cryT = Math.sin(castT * Math.PI);
headNod = -0.5 * cryT; // Look up/back
headTilt = Math.sin(time * 0.02) * 0.05 * cryT; // Slight shake
break;
case 'heal':
// Peaceful downward gaze
const healT = Math.sin(castT * Math.PI * 0.5);
headNod = 0.25 * healT; // Look down at hands
headTilt = 0; // Centered, peaceful
break;
case 'dash':
// Look forward intensely
headNod = -0.15 * castT; // Chin down, focused
break;
case 'shieldWall':
// Alert, looking forward
const shieldT = Math.sin(castT * Math.PI * 0.7);
headNod = -0.1 * shieldT; // Slightly down, braced
headTilt = 0;
break;
case 'execute':
// Focused on target
if (castT > 0.5) {
headTurn = 0.1 * ((castT - 0.5) / 0.5); // Slight turn during prep
} else {
const strikeT = 1 - (castT / 0.5);
headNod = -0.2 * strikeT; // Look at strike point
headTurn = 0.1 - strikeT * 0.15; // Snap forward
}
break;
case 'berserk':
// Head back, aggressive, trembling
const rageT = castT;
const headShake = Math.sin(time * 0.05) * 0.04 * rageT;
headNod = -0.3 * rageT + headShake; // Head back in rage
headTilt = headShake * 2; // Violent shake
break;
case 'chronoEcho':
// Serene, eyes closed look
const echoT = Math.sin(castT * Math.PI * 0.8);
headNod = 0.1 * echoT; // Slight bow
headTilt = Math.sin(time * 0.004) * 0.05 * echoT; // Gentle sway
break;
}
}
bones.headGroup.rotation.x = headNod;
bones.headGroup.rotation.z = headTilt;
// Curious head tilt during idle / head turn during casting
if (anim.state === 'idle') {
bones.headGroup.rotation.y = Math.sin(anim.idleVariation * 0.7) * 0.1;
} else if (anim.castPhase > 0 && headTurn !== 0) {
bones.headGroup.rotation.y = headTurn;
} else {
bones.headGroup.rotation.y *= 0.9; // Return to center
}
// --- ARMS (walking swing, idle sway, special animations) ---
const walkSwingL = Math.sin(anim.walkCycle) * (anim.state === 'running' ? 0.8 : 0.4);
const walkSwingR = Math.sin(anim.walkCycle + Math.PI) * (anim.state === 'running' ? 0.8 : 0.4);
// Idle arm positions - slightly bent, natural
let leftArmRotX = 0.1 + Math.sin(anim.breathPhase * 0.5) * 0.03;
let rightArmRotX = 0.1 + Math.sin(anim.breathPhase * 0.5 + 0.5) * 0.03;
let leftArmRotZ = 0; // v6.81: Added for swimming
let rightArmRotZ = 0;
let leftElbowBend = -0.2;
let rightElbowBend = -0.2;
if (anim.state === 'walking' || anim.state === 'running') {
leftArmRotX = walkSwingL;
rightArmRotX = walkSwingR;
// Elbows bend more when arms swing back
leftElbowBend = -0.2 - Math.max(0, -walkSwingL) * 0.5;
rightElbowBend = -0.2 - Math.max(0, -walkSwingR) * 0.5;
} else if (anim.state === 'swimming') {
// v6.81: Breaststroke swimming motion
// Arms sweep outward, pull back, recover forward
const swimCycle = anim.swimPhase;
// Phase 0-PI: Arms sweep out and pull back
// Phase PI-2PI: Arms recover forward
const strokePhase = (Math.sin(swimCycle) + 1) / 2; // 0 to 1
// Arms extended forward -> sweep out to sides -> pull back
leftArmRotX = -1.2 + strokePhase * 0.8; // Start extended, pull back
rightArmRotX = -1.2 + strokePhase * 0.8;
leftArmRotZ = 0.3 + Math.sin(swimCycle) * 0.6; // Sweep outward
rightArmRotZ = -0.3 - Math.sin(swimCycle) * 0.6;
// Elbows bend during power phase
leftElbowBend = -0.4 - strokePhase * 0.6;
rightElbowBend = -0.4 - strokePhase * 0.6;
}
// Wave animation (right arm)
if (anim.wavePhase > 0) {
const waveT = anim.wavePhase;
rightArmRotX = -0.3; // Arm raised
bones.rightArm.upperGroup.rotation.z = -1.2 * waveT; // Arm out to side and up
bones.rightArm.lowerGroup.rotation.x = -1.5 + Math.sin(time * 0.015) * 0.4 * waveT; // Waving motion
} else {
bones.rightArm.upperGroup.rotation.z = 0;
}
// Attack animation (both arms thrust forward)
if (anim.attackPhase > 0) {
const attackT = anim.attackPhase;
leftArmRotX = -1.2 * attackT;
rightArmRotX = -1.2 * attackT;
leftElbowBend = -0.8 * attackT;
rightElbowBend = -0.8 * attackT;
}
// v6.90: ABILITY CASTING ANIMATIONS
// Each ability has unique, expressive animation
if (anim.castPhase > 0 && anim.castType) {
const castT = anim.castPhase;
const chargeT = anim.chargePhase;
const intensity = anim.castIntensity;
switch (anim.castType) {
case 'powerStrike':
// Powerful overhead slam - wind up then strike down
// Phase 1 (castT > 0.6): Wind up - arms raised high
// Phase 2 (castT <= 0.6): Slam down
if (castT > 0.6) {
const windUp = (castT - 0.6) / 0.4; // 0 to 1 during wind-up
leftArmRotX = -2.5 * windUp; // Arms raised behind
rightArmRotX = -2.5 * windUp;
leftElbowBend = -0.3 * windUp;
rightElbowBend = -0.3 * windUp;
leanForward = -0.15 * windUp; // Lean back during wind-up
} else {
const slam = 1 - (castT / 0.6); // 0 to 1 during slam
leftArmRotX = -2.5 + slam * 4.0; // Slam forward and down
rightArmRotX = -2.5 + slam * 4.0;
leftElbowBend = -0.3 - slam * 0.8;
rightElbowBend = -0.3 - slam * 0.8;
leanForward = -0.15 + slam * 0.4; // Lean forward on impact
bodyBob = -slam * 0.1; // Body drops with slam
}
break;
case 'whirlwind':
// Spinning attack - arms out horizontally, body spins
const spinIntensity = Math.min(castT * 2, 1);
leftArmRotX = -0.2;
rightArmRotX = -0.2;
leftArmRotZ = 1.4 * spinIntensity; // Arms out to sides
rightArmRotZ = -1.4 * spinIntensity;
leftElbowBend = -0.1;
rightElbowBend = -0.1;
// Body rotation handled via spinPhase
if (bones.bodyCore) {
bones.bodyCore.rotation.y = anim.spinPhase;
}
bodyBob = Math.sin(anim.spinPhase * 4) * 0.05; // Slight bob during spin
break;
case 'warcry':
// Chest thrust, arms back, head up - roar pose
const cryT = Math.sin(castT * Math.PI); // Smooth in-out
leftArmRotX = 0.8 * cryT; // Arms back
rightArmRotX = 0.8 * cryT;
leftArmRotZ = 0.4 * cryT; // Arms slightly out
rightArmRotZ = -0.4 * cryT;
leftElbowBend = -0.6 * cryT; // Elbows bent back
rightElbowBend = -0.6 * cryT;
leanForward = -0.25 * cryT; // Chest thrust forward (lean back)
headNod = -0.4 * cryT; // Head tilted up
bodyBob = 0.08 * cryT; // Rise up slightly
break;
case 'heal':
// Hands to chest, serene healing pose
const healT = Math.sin(castT * Math.PI * 0.5); // Smooth ease
leftArmRotX = -0.8 * healT; // Arms toward chest
rightArmRotX = -0.8 * healT;
leftArmRotZ = -0.6 * healT; // Arms cross toward center
rightArmRotZ = 0.6 * healT;
leftElbowBend = -1.2 * healT; // Hands meet at chest
rightElbowBend = -1.2 * healT;
headNod = 0.15 * healT; // Slight bow, peaceful
bodyBob = Math.sin(time * 0.008) * 0.03 * healT; // Gentle float
break;
case 'dash':
// Forward thrust pose with arms back
const dashT = castT;
leftArmRotX = 1.0 * dashT; // Arms trail behind
rightArmRotX = 1.0 * dashT;
leftElbowBend = -0.2 * dashT;
rightElbowBend = -0.2 * dashT;
leanForward = 0.5 * dashT; // Lean into dash
break;
case 'shieldWall':
// Arms crossed in front, defensive stance
const shieldT = Math.sin(castT * Math.PI * 0.7);
leftArmRotX = -1.0 * shieldT; // Arms forward
rightArmRotX = -1.0 * shieldT;
leftArmRotZ = -0.8 * shieldT; // Cross toward center
rightArmRotZ = 0.8 * shieldT;
leftElbowBend = -1.0 * shieldT; // Bent to form shield
rightElbowBend = -1.0 * shieldT;
leanForward = 0.1 * shieldT; // Slight defensive lean
bodyBob = -0.05 * shieldT; // Lower stance
break;
case 'execute':
// Deadly precision strike - wind up then thrust
if (castT > 0.5) {
const prepT = (castT - 0.5) / 0.5;
leftArmRotX = 0.3 * prepT; // Left arm back for balance
rightArmRotX = 1.2 * prepT; // Right arm pulled back
rightElbowBend = -1.4 * prepT; // Coiled
bodyRoll = 0.2 * prepT; // Twist to right
} else {
const strikeT = 1 - (castT / 0.5);
leftArmRotX = 0.3 - strikeT * 0.8;
rightArmRotX = 1.2 - strikeT * 2.8; // Thrust forward
rightElbowBend = -1.4 + strikeT * 1.0; // Extend
bodyRoll = 0.2 - strikeT * 0.4; // Counter-twist
leanForward = strikeT * 0.3;
}
break;
case 'berserk':
// Power-up pose - arms tensed, vibrating with rage
const rageT = castT;
const rageVibration = Math.sin(time * 0.05) * 0.03 * rageT;
leftArmRotX = -0.5 * rageT + rageVibration;
rightArmRotX = -0.5 * rageT - rageVibration;
leftArmRotZ = 0.8 * rageT; // Arms out, tensed
rightArmRotZ = -0.8 * rageT;
leftElbowBend = -1.5 * rageT; // Fists clenched tight
rightElbowBend = -1.5 * rageT;
leanForward = -0.1 * rageT + rageVibration; // Trembling
bodyBob = 0.1 * rageT + Math.abs(rageVibration) * 2; // Rise with power
headNod = -0.2 * rageT; // Head back in rage
break;
case 'chronoEcho':
// Mystical channeling pose - arms out to sides, palms up
const echoT = Math.sin(castT * Math.PI * 0.8);
const timeWave = Math.sin(time * 0.006) * 0.1 * echoT;
leftArmRotX = -0.3 * echoT;
rightArmRotX = -0.3 * echoT;
leftArmRotZ = 1.2 * echoT + timeWave; // Arms to sides
rightArmRotZ = -1.2 * echoT - timeWave;
leftElbowBend = -0.4 * echoT; // Slight bend, palms up
rightElbowBend = -0.4 * echoT;
headNod = 0.1 * echoT; // Slight focus
bodyBob = Math.sin(time * 0.005) * 0.04 * echoT; // Temporal float
// Subtle body rotation as if channeling
if (bones.bodyCore) {
bones.bodyCore.rotation.y = Math.sin(time * 0.003) * 0.1 * echoT;
}
break;
}
}
bones.leftArm.upperGroup.rotation.x = leftArmRotX;
bones.rightArm.upperGroup.rotation.x = rightArmRotX;
bones.leftArm.lowerGroup.rotation.x = leftElbowBend;
bones.rightArm.lowerGroup.rotation.x = rightElbowBend;
// v6.81: Apply arm Z rotation for swimming
// v6.90: Also apply during ability casting
if (anim.state === 'swimming' || anim.state === 'casting') {
bones.leftArm.upperGroup.rotation.z = leftArmRotZ;
bones.rightArm.upperGroup.rotation.z = rightArmRotZ;
} else if (anim.wavePhase <= 0) {
// Reset Z rotation when not swimming, waving, or casting
bones.leftArm.upperGroup.rotation.z *= 0.9;
bones.rightArm.upperGroup.rotation.z *= 0.9;
}
// --- LEGS (walking, running, jumping) ---
const legSwingL = Math.sin(anim.walkCycle) * (anim.state === 'running' ? 0.7 : 0.35);
const legSwingR = Math.sin(anim.walkCycle + Math.PI) * (anim.state === 'running' ? 0.7 : 0.35);
let leftLegRotX = 0;
let rightLegRotX = 0;
let leftKneeBend = 0;
let rightKneeBend = 0;
if (anim.state === 'walking' || anim.state === 'running') {
leftLegRotX = legSwingL;
rightLegRotX = legSwingR;
// Knees bend when leg swings back
leftKneeBend = Math.max(0, -legSwingL) * 0.8;
rightKneeBend = Math.max(0, -legSwingR) * 0.8;
} else if (anim.state === 'swimming') {
// v6.81: Flutter kick for swimming
const kickSpeed = anim.swimPhase * 3; // Faster flutter kick
leftLegRotX = Math.sin(kickSpeed) * 0.4;
rightLegRotX = Math.sin(kickSpeed + Math.PI) * 0.4; // Alternating
// Slight knee bend during kick
leftKneeBend = 0.2 + Math.abs(Math.sin(kickSpeed)) * 0.3;
rightKneeBend = 0.2 + Math.abs(Math.sin(kickSpeed + Math.PI)) * 0.3;
}
// Jump animation
if (anim.jumpPhase > 0) {
const jumpT = anim.jumpPhase;
// Crouch then extend
const crouchPhase = jumpT > 0.5 ? (1 - jumpT) * 2 : jumpT * 2;
leftLegRotX = -0.3 * crouchPhase;
rightLegRotX = -0.3 * crouchPhase;
leftKneeBend = 0.6 * crouchPhase;
rightKneeBend = 0.6 * crouchPhase;
}
// v6.91: Leg animations during ability casting
if (anim.castPhase > 0 && anim.castType) {
const castT = anim.castPhase;
switch (anim.castType) {
case 'powerStrike':
// Wide power stance, knees bent for stability
if (castT > 0.6) {
// Wind-up: slight crouch
const prepT = (castT - 0.6) / 0.4;
leftKneeBend = 0.3 * prepT;
rightKneeBend = 0.3 * prepT;
} else {
// Slam: legs extend with force
const slamT = 1 - (castT / 0.6);
leftLegRotX = -0.15 * slamT; // Lunge forward slightly
rightLegRotX = 0.1 * slamT; // Back leg braces
leftKneeBend = 0.3 - slamT * 0.3;
rightKneeBend = 0.2 * slamT;
}
break;
case 'whirlwind':
// Legs slightly bent, spinning stance
const spinT = Math.min(castT * 2, 1);
leftKneeBend = 0.2 * spinT;
rightKneeBend = 0.2 * spinT;
// Legs spread slightly for balance
leftLegRotX = -0.1 * spinT;
rightLegRotX = -0.1 * spinT;
break;
case 'warcry':
// Planted wide stance, powerful roar pose
const cryT = Math.sin(castT * Math.PI);
leftLegRotX = 0.2 * cryT; // Legs spread wide
rightLegRotX = -0.2 * cryT;
leftKneeBend = 0.15 * cryT;
rightKneeBend = 0.15 * cryT;
break;
case 'heal':
// Relaxed, slightly together stance
const healT = Math.sin(castT * Math.PI * 0.5);
leftKneeBend = 0.1 * healT;
rightKneeBend = 0.1 * healT;
break;
case 'dash':
// Running pose frozen mid-stride
const dashT = castT;
leftLegRotX = 0.5 * dashT; // Front leg forward
rightLegRotX = -0.4 * dashT; // Back leg back
leftKneeBend = 0.3 * dashT;
rightKneeBend = 0.5 * dashT;
break;
case 'shieldWall':
// Defensive crouch, weight low
const shieldT = Math.sin(castT * Math.PI * 0.7);
leftLegRotX = 0.15 * shieldT;
rightLegRotX = -0.15 * shieldT;
leftKneeBend = 0.4 * shieldT; // Deep crouch
rightKneeBend = 0.4 * shieldT;
break;
case 'execute':
// Lunge stance for precision strike
if (castT > 0.5) {
const prepT = (castT - 0.5) / 0.5;
rightLegRotX = 0.3 * prepT; // Back leg coils
rightKneeBend = 0.4 * prepT;
} else {
const strikeT = 1 - (castT / 0.5);
leftLegRotX = 0.4 * strikeT; // Lunge forward
rightLegRotX = -0.3 * strikeT;
leftKneeBend = 0.2 * strikeT;
rightKneeBend = 0.1;
}
break;
case 'berserk':
// Wide aggressive stance, trembling with power
const rageT = castT;
const legVibrate = Math.sin(time * 0.04) * 0.02 * rageT;
leftLegRotX = 0.25 * rageT + legVibrate;
rightLegRotX = -0.25 * rageT - legVibrate;
leftKneeBend = 0.3 * rageT;
rightKneeBend = 0.3 * rageT;
break;
case 'chronoEcho':
// Floating/hovering pose - legs slightly raised
const echoT = Math.sin(castT * Math.PI * 0.8);
const floatWave = Math.sin(time * 0.005) * 0.1 * echoT;
leftLegRotX = -0.2 * echoT + floatWave;
rightLegRotX = -0.15 * echoT - floatWave;
leftKneeBend = 0.3 * echoT;
rightKneeBend = 0.25 * echoT;
break;
}
}
bones.leftLeg.upperGroup.rotation.x = leftLegRotX;
bones.rightLeg.upperGroup.rotation.x = rightLegRotX;
bones.leftLeg.lowerGroup.rotation.x = leftKneeBend;
bones.rightLeg.lowerGroup.rotation.x = rightKneeBend;
// === VISUAL EFFECTS ===
// Antenna sway - v6.91: Enhanced with casting reactions
if (p.userData.antenna) {
let sway = Math.sin(anim.breathPhase * 2) * 0.1;
let antennaBend = 0; // Forward/back bend
if (anim.state === 'running') {
sway += Math.sin(anim.walkCycle * 2) * 0.15;
antennaBend = -0.2; // Antenna trails back when running
}
// v6.91: Dramatic antenna reactions during ability casting
if (anim.castPhase > 0 && anim.castType) {
const castT = anim.castPhase;
const energyPulse = Math.sin(time * 0.015) * castT;
switch (anim.castType) {
case 'powerStrike':
// Antenna whips back then forward with strike
if (castT > 0.6) {
antennaBend = -0.4 * ((castT - 0.6) / 0.4); // Pull back
} else {
const slamT = 1 - (castT / 0.6);
antennaBend = -0.4 + slamT * 0.8; // Whip forward
sway += energyPulse * 0.3;
}
break;
case 'whirlwind':
// Antenna spins with centrifugal force
sway = Math.sin(anim.spinPhase + Math.PI/4) * 0.5 * Math.min(castT * 2, 1);
antennaBend = 0.3 * Math.min(castT * 2, 1); // Bends outward
break;
case 'warcry':
// Antenna vibrates with roar
const cryT = Math.sin(castT * Math.PI);
sway = Math.sin(time * 0.03) * 0.25 * cryT; // Rapid vibration
antennaBend = -0.3 * cryT; // Bends back with head
break;
case 'heal':
// Gentle, glowing sway
const healT = Math.sin(castT * Math.PI * 0.5);
sway = Math.sin(time * 0.005) * 0.15 * healT; // Slow peaceful sway
antennaBend = 0.1 * healT; // Slight forward tilt
break;
case 'dash':
// Antenna streams back
antennaBend = -0.5 * castT; // Strong backward bend
sway = energyPulse * 0.2;
break;
case 'shieldWall':
// Antenna alert, rigid
sway = energyPulse * 0.1;
antennaBend = 0; // Straight up, alert
break;
case 'execute':
// Antenna tracks with precision strike
if (castT > 0.5) {
antennaBend = -0.2 * ((castT - 0.5) / 0.5);
sway = 0.1 * ((castT - 0.5) / 0.5); // Slight lean right
} else {
const strikeT = 1 - (castT / 0.5);
antennaBend = -0.2 + strikeT * 0.5; // Snap forward
sway = 0.1 - strikeT * 0.2;
}
break;
case 'berserk':
// Antenna goes wild with rage
const rageT = castT;
sway = Math.sin(time * 0.04) * 0.4 * rageT; // Violent shaking
antennaBend = Math.sin(time * 0.035) * 0.2 * rageT;
break;
case 'chronoEcho':
// Antenna waves in temporal distortion
const echoT = Math.sin(castT * Math.PI * 0.8);
sway = Math.sin(time * 0.008 + Math.cos(time * 0.003)) * 0.2 * echoT;
antennaBend = Math.sin(time * 0.006) * 0.15 * echoT;
break;
}
}
p.userData.antenna.rotation.z = sway;
p.userData.antenna.rotation.x = antennaBend;
}
// Antenna light pulse
// v6.91: Enhanced with persistent buff effects
if (p.userData.antennaLight) {
const antPulse = (Math.sin(time * 0.003) + 1) / 2;
let r = antPulse * 0.2, g = 0.5 + antPulse * 0.5, b = antPulse * 0.4;
if (anim.state === 'running') { r = 0.8; g = 0.6; b = 0.1; } // Orange when running
if (anim.state === 'swimming') { r = 0.1; g = 0.5 + antPulse * 0.3; b = 0.9; } // v6.81: Blue when swimming
if (anim.damageFlash > 0) { r = 1; g = 0.1; b = 0.1; } // Red when damaged
// v6.91: Persistent buff antenna colors (lower priority than casting)
if (hasActiveBuff && !(anim.castGlow > 0 && anim.castType)) {
const buffPulse = (Math.sin(time * 0.005) + 1) / 2;
if (berserkActive) {
// Berserk: Angry red/orange rapid pulse
const rage = (Math.sin(time * 0.02) + 1) / 2;
r = 1; g = 0.2 + rage * 0.2; b = 0;
} else if (warcryActive) {
// Warcry: Golden empowered glow
r = 1; g = 0.6 + buffPulse * 0.2; b = 0.1;
} else if (shieldActive) {
// Shield: Protective blue
r = 0.2; g = 0.5 + buffPulse * 0.2; b = 1;
} else if (chronoActive) {
// Chrono: Temporal purple shimmer
const timeShift = Math.sin(time * 0.003 + Math.cos(time * 0.002));
r = 0.5 + timeShift * 0.2; g = 0.2; b = 1;
}
}
// v6.90: Ability casting colors (highest priority)
if (anim.castGlow > 0 && anim.castType) {
const castPulse = (Math.sin(time * 0.01) + 1) / 2; // Fast pulse during cast
const glow = anim.castGlow * (0.8 + castPulse * 0.2);
switch (anim.castType) {
case 'powerStrike': r = 1 * glow; g = 0.3 * glow; b = 0; break; // Fire orange
case 'whirlwind': r = 0; g = 1 * glow; b = 1 * glow; break; // Cyan
case 'warcry': r = 1 * glow; g = 0.5 * glow; b = 0; break; // Orange-yellow
case 'heal': r = 0.2 * glow; g = 1 * glow; b = 0.5 * glow; break; // Green
case 'dash': r = 0.5 * glow; g = 1 * glow; b = 1 * glow; break; // Light cyan
case 'shieldWall': r = 0.3 * glow; g = 0.5 * glow; b = 1 * glow; break; // Blue
case 'execute': r = 1 * glow; g = 0; b = 0.3 * glow; break; // Dark red
case 'berserk': r = 1 * glow; g = 0.2 * glow; b = 0; break; // Blood orange
case 'chronoEcho': r = 0.5 * glow; g = 0.3 * glow; b = 1 * glow; break; // Purple
}
}
p.userData.antennaLight.material.color.setRGB(r, g, b);
}
// Heart/status light based on health
if (p.userData.statusStrip) {
const hpPercent = (gameData.player?.hp || 100) / (gameData.player?.maxHp || 100);
const pulse = (Math.sin(time * 0.004) + 1) / 2;
let r, g, b;
if (anim.damageFlash > 0) {
r = 1; g = 0; b = 0; // Flash red on damage
} else if (anim.castGlow > 0 && anim.castType) {
// v6.90: Status light matches ability color during cast
const castPulse = (Math.sin(time * 0.008) + 1) / 2;
const glow = anim.castGlow * (0.7 + castPulse * 0.3);
switch (anim.castType) {
case 'powerStrike': r = 1 * glow; g = 0.4 * glow; b = 0.1 * glow; break;
case 'whirlwind': r = 0.1 * glow; g = 0.9 * glow; b = 1 * glow; break;
case 'warcry': r = 1 * glow; g = 0.6 * glow; b = 0.1 * glow; break;
case 'heal': r = 0.1 * glow; g = 1 * glow; b = 0.4 * glow; break;
case 'dash': r = 0.4 * glow; g = 0.9 * glow; b = 1 * glow; break;
case 'shieldWall': r = 0.2 * glow; g = 0.5 * glow; b = 1 * glow; break;
case 'execute': r = 0.9 * glow; g = 0.1 * glow; b = 0.2 * glow; break;
case 'berserk': r = 1 * glow; g = 0.3 * glow; b = 0.1 * glow; break;
case 'chronoEcho': r = 0.6 * glow; g = 0.2 * glow; b = 1 * glow; break;
default: r = 0; g = 0.8; b = 0.5;
}
} else if (hpPercent > 0.5) {
r = 0; g = 0.7 + pulse * 0.3; b = 0.5;
} else if (hpPercent > 0.25) {
r = 1; g = 0.5 + pulse * 0.2; b = 0;
} else {
r = 0.8 + pulse * 0.2; g = 0; b = 0;
}
p.userData.statusStrip.material.color.setRGB(r, g, b);
}
// Eye effects
let eyePulse = 0.7 + Math.sin(time * 0.003) * 0.3;
const blinkScale = anim.isBlinking ? 0.1 : 1;
// v6.90: Enhanced eye glow during ability casting
// v6.91: Also handles persistent buff effects
const eyeMesh = p.userData.robotEye;
let eyeR = 0, eyeG = 0.87, eyeB = 1; // Default cyan
let hasEyeEffect = false;
if (anim.castGlow > 0 && anim.castType) {
// Active casting takes priority
const castIntensity = anim.castGlow * 1.5;
const castFlicker = Math.sin(time * 0.012) * 0.2;
eyePulse = 1.0 + castIntensity + castFlicker;
hasEyeEffect = true;
switch (anim.castType) {
case 'powerStrike': eyeR = 1; eyeG = 0.4; eyeB = 0; break;
case 'whirlwind': eyeR = 0; eyeG = 1; eyeB = 1; break;
case 'warcry': eyeR = 1; eyeG = 0.7; eyeB = 0; break;
case 'heal': eyeR = 0; eyeG = 1; eyeB = 0.5; break;
case 'dash': eyeR = 0.5; eyeG = 1; eyeB = 1; break;
case 'shieldWall': eyeR = 0.3; eyeG = 0.6; eyeB = 1; break;
case 'execute': eyeR = 1; eyeG = 0; eyeB = 0.2; break;
case 'berserk': eyeR = 1; eyeG = 0.2; eyeB = 0; break;
case 'chronoEcho': eyeR = 0.7; eyeG = 0.3; eyeB = 1; break;
}
} else if (hasActiveBuff) {
// v6.91: Persistent buff visual effects on eyes
hasEyeEffect = true;
const buffPulse = (Math.sin(time * 0.006) + 1) / 2;
if (berserkActive) {
// Berserk: Intense red pulsing, aggressive
eyeR = 1;
eyeG = 0.15 + buffPulse * 0.15;
eyeB = 0;
eyePulse = 1.2 + Math.sin(time * 0.015) * 0.4; // Fast intense pulse
} else if (warcryActive) {
// Warcry: Golden/orange empowered glow
eyeR = 1;
eyeG = 0.6 + buffPulse * 0.2;
eyeB = 0.1;
eyePulse = 1.0 + buffPulse * 0.3;
} else if (shieldActive) {
// Shield Wall: Calm blue protective glow
eyeR = 0.2 + buffPulse * 0.1;
eyeG = 0.5 + buffPulse * 0.2;
eyeB = 1;
eyePulse = 0.9 + buffPulse * 0.2;
} else if (chronoActive) {
// Chrono Echo: Ethereal purple temporal glow
const timeWarp = Math.sin(time * 0.004 + Math.cos(time * 0.002));
eyeR = 0.6 + timeWarp * 0.2;
eyeG = 0.2 + timeWarp * 0.1;
eyeB = 1;
eyePulse = 0.8 + Math.abs(timeWarp) * 0.4;
}
}
// Apply eye color changes
if (eyeMesh && eyeMesh.material && eyeMesh.material.color && eyeMesh.material.emissive) {
if (hasEyeEffect) {
const blend = anim.castGlow > 0 ? Math.min(anim.castGlow, 1) : 0.7;
eyeMesh.material.color.setRGB(
eyeR * blend + 0 * (1 - blend),
eyeG * blend + 0.87 * (1 - blend),
eyeB * blend + 1 * (1 - blend)
);
eyeMesh.material.emissive.setRGB(eyeR, eyeG, eyeB);
} else {
// Reset to default cyan
eyeMesh.material.color.setRGB(0, 0.87, 1);
eyeMesh.material.emissive.setRGB(0, 0.87, 1);
}
}
// v10.12: Added emissive property checks
if (p.userData.robotEye && p.userData.robotEye.material?.emissive) {
p.userData.robotEye.material.emissiveIntensity = eyePulse;
p.userData.robotEye.scale.y = blinkScale;
}
if (p.userData.leftEye && p.userData.leftEye.material?.emissive) {
p.userData.leftEye.material.emissiveIntensity = eyePulse;
p.userData.leftEye.scale.y = blinkScale;
}
// Pupils follow slight movement (curious robot look)
if (p.userData.leftPupil && p.userData.rightPupil) {
const pupilOffset = Math.sin(anim.idleVariation * 0.3) * 0.02;
p.userData.leftPupil.position.x = -0.15 + pupilOffset;
p.userData.rightPupil.position.x = 0.15 + pupilOffset;
p.userData.leftPupil.scale.y = blinkScale;
p.userData.rightPupil.scale.y = blinkScale;
}
// Eyebrow expressions
if (p.userData.leftBrow && p.userData.rightBrow) {
let browAngle = 0.2; // Neutral friendly
if (anim.damageFlash > 0) browAngle = -0.3; // Concerned
if (anim.state === 'running') browAngle = 0.4; // Determined
// v6.90: Eyebrow expressions during ability casting
if (anim.castGlow > 0 && anim.castType) {
switch (anim.castType) {
case 'powerStrike': browAngle = 0.6; break; // Aggressive
case 'whirlwind': browAngle = 0.5; break; // Focused intensity
case 'warcry': browAngle = 0.8; break; // Battle fury
case 'heal': browAngle = 0.1; break; // Serene
case 'dash': browAngle = 0.4; break; // Determined
case 'shieldWall': browAngle = 0.3; break; // Alert
case 'execute': browAngle = 0.7; break; // Deadly focus
case 'berserk': browAngle = 0.9; break; // Maximum aggression
case 'chronoEcho': browAngle = 0.0; break; // Mystical calm
}
}
p.userData.leftBrow.rotation.z = browAngle;
p.userData.rightBrow.rotation.z = -browAngle;
}
}
// v4.0: Screen shake effect
updateScreenShake();
// v6.32: Camera punch effect (8-agent consensus)
updateCameraPunch();
// v4.0: Update particles
if (particles) particles.update(dt);
// v7.24: Update mob spawn/death animation systems
if (typeof MobSpawnSystem !== 'undefined') MobSpawnSystem.update(dt);
if (typeof DeathDissolutionSystem !== 'undefined') DeathDissolutionSystem.update(dt);
// v7.26: Update memory scars animations (floating embers, rotating monuments)
if (typeof MemoryScarsSystem !== 'undefined') MemoryScarsSystem.update(dt);
// v7.30: Update Omniscient Observer - "The God That Learns"
if (typeof OmniscientObserver !== 'undefined') {
OmniscientObserver.update(dt, frameCount);
}
// v6.5.2: Update observer beacon (follows agent, animates)
updateObserverBeacon();
// v4.4: Update environmental particles
if (envParticles && worldState.player) {
envParticles.update(dt, worldState.player.position);
}
// v4.5: Update dodge movement
updateDodge(dt);
// v6.9: Update style meter decay (Agent consensus - Combat Depth)
if (typeof decayStyleMeter === 'function') {
decayStyleMeter(dt);
}
// v7.22: Update combat intensity audio system (8-Strategy Consensus Round 3)
if (typeof CombatIntensityAudio !== 'undefined') {
CombatIntensityAudio.update();
}
// v6.42: Update Chrono-Echo ghost animations
if (typeof chronoEchoSystem !== 'undefined') {
chronoEchoSystem.update(dt);
}
// v6.65: Update DOTA-style creep waves
if (typeof updateCreepWaves === 'function') {
updateCreepWaves(dt, time);
}
// v10.20: Update knocked-over obstacles physics (Trailblazer system)
if (typeof updateKnockedObstacles === 'function') {
updateKnockedObstacles(dt);
}
// v9.1: Update neutral creep camps
if (typeof updateNeutralCamps === 'function') {
updateNeutralCamps(time, dt);
}
// v12.25: Update Living Ecosystem and Terrain Memory
if (typeof updateLivingWorld === 'function') {
updateLivingWorld(dt);
}
// v6.66: Update RCT-style base building system
if (typeof updateBaseBuildingSystem === 'function') {
updateBaseBuildingSystem(time);
}
// v6.67: Update lane support & fortification system
if (typeof updateLaneSupportSystem === 'function') {
updateLaneSupportSystem(time);
}
// v12.21: Update Enemy Fauna Hero AI and combat
if (typeof updateEnemyHero === 'function') {
updateEnemyHero(dt, time);
}
// v6.68: Update Dota 2-style player HP/Mana bars (3D version)
if (typeof updatePlayerDotaBars === 'function') {
updatePlayerDotaBars(dt, time);
}
// v6.69: Update 2D UI HP/Mana bars (above ability bar)
if (typeof updateDotaBarsUI === 'function') {
updateDotaBarsUI();
}
// v10.33: Update Unified HUD (cooldowns, HP, MP, etc.) every frame
if (typeof UnifiedHUD !== 'undefined' && UnifiedHUD.active) {
UnifiedHUD.update();
}
// v6.68: Update versus match state (throne animations, win condition checking)
if (typeof updateVersusMatch === 'function') {
updateVersusMatch(time);
}
// v8.04: FRAME-LEVEL MOB CACHE (Performance optimization)
// Cache worldState.mobs reference at frame start to avoid repeated property access
// This reference is used ~15+ times per frame across various systems
const _frameMobs = worldState.mobs;
const _frameMobsLen = _frameMobs ? _frameMobs.length : 0;
// v10.0: SPATIAL GRID FOR MOB COLLISION (8-Agent Consensus Cycle 8)
// Reduces O(n²) collision to O(n) - critical for combat performance
// v7.33: INTEGER KEYS (Cycle 16 - Performance Consensus)
// Eliminates string allocation GC pressure - uses integer math instead of template literals
if (!window.MobSpatialGrid) {
window.MobSpatialGrid = {
cellSize: 5, grid: new Map(),
// Integer key formula: (cellX + 10000) * 100000 + (cellZ + 10000)
// Supports cells from -10000 to +10000 in each dimension (200km x 200km game world)
_intKey(cellX, cellZ) {
return (cellX + 10000) * 100000 + (cellZ + 10000);
},
rebuild(mobs) {
this.grid.clear();
for (let i = 0; i < mobs.length; i++) {
const mob = mobs[i];
if (!mob || !mob.parent || !mob.userData || mob.userData.hp <= 0) continue;
const cellX = Math.floor(mob.position.x / this.cellSize);
const cellZ = Math.floor(mob.position.z / this.cellSize);
const key = this._intKey(cellX, cellZ);
if (!this.grid.has(key)) this.grid.set(key, []);
this.grid.get(key).push(mob);
}
},
// v7.35: Replace spread operator with indexed loop (Cycle 14 - Performance)
// Eliminates ~3,150+ spread operations per frame during combat
getNearby(x, z) {
const cellX = Math.floor(x / this.cellSize);
const cellZ = Math.floor(z / this.cellSize);
const nearby = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
const cell = this.grid.get(this._intKey(cellX + dx, cellZ + dz));
if (cell) {
for (let i = 0; i < cell.length; i++) {
nearby.push(cell[i]);
}
}
}
}
return nearby;
}
};
}
// v8.04: Use cached _frameMobs reference
if (_frameMobsLen > 8) MobSpatialGrid.rebuild(_frameMobs);
// v7.31: SPATIAL GRID FOR CREEP COLLISION (8-Strategy Cycle 10 Consensus)
// Reduces O(n²) creep separation to O(n) - critical for wave defense performance
// v7.33: INTEGER KEYS (Cycle 16 - Performance Consensus)
if (!window.CreepSpatialGrid) {
window.CreepSpatialGrid = {
cellSize: 3, // Smaller than mobs since creeps are closer together
grid: new Map(),
// Integer key formula matches MobSpatialGrid for consistency
_intKey(cellX, cellZ) {
return (cellX + 10000) * 100000 + (cellZ + 10000);
},
rebuild(creeps) {
this.grid.clear();
for (let i = 0; i < creeps.length; i++) {
const creep = creeps[i];
if (!creep || !creep.parent || !creep.userData || creep.userData.hp <= 0) continue;
const cellX = Math.floor(creep.position.x / this.cellSize);
const cellZ = Math.floor(creep.position.z / this.cellSize);
const key = this._intKey(cellX, cellZ);
if (!this.grid.has(key)) this.grid.set(key, []);
this.grid.get(key).push(creep);
}
},
// v7.35: Replace spread operator with indexed loop (Cycle 14 - Performance)
getNearby(x, z) {
const cellX = Math.floor(x / this.cellSize);
const cellZ = Math.floor(z / this.cellSize);
const nearby = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
const cell = this.grid.get(this._intKey(cellX + dx, cellZ + dz));
if (cell) {
for (let i = 0; i < cell.length; i++) {
nearby.push(cell[i]);
}
}
}
}
return nearby;
}
};
}
// v7.39: Pre-allocated separation force pools (Cycle 18 Performance)
// Reuse arrays instead of creating new ones every frame - reduces GC pressure
if (!window._separationForcePool) {
window._separationForcePool = {
creepForces: new Array(500), // Max creeps
mobForces: new Array(200), // Max mobs
// Initialize with force objects
init() {
for (let i = 0; i < this.creepForces.length; i++) {
this.creepForces[i] = { x: 0, z: 0, active: false };
}
for (let i = 0; i < this.mobForces.length; i++) {
this.mobForces[i] = { x: 0, z: 0, active: false };
}
},
resetCreep(count) {
for (let i = 0; i < count && i < this.creepForces.length; i++) {
this.creepForces[i].x = 0;
this.creepForces[i].z = 0;
this.creepForces[i].active = false;
}
},
resetMob(count) {
for (let i = 0; i < count && i < this.mobForces.length; i++) {
this.mobForces[i].x = 0;
this.mobForces[i].z = 0;
this.mobForces[i].active = false;
}
}
};
window._separationForcePool.init();
}
// Mob AI with aggro (using CONFIG constants)
// v8.01: forEach to for loop conversion - CRITICAL hot path (N mobs * 60 fps)
// v8.04: Use cached _frameMobs reference
for (let mobIdx = 0, mobLen = _frameMobsLen; mobIdx < mobLen; mobIdx++) {
const mob = _frameMobs[mobIdx];
if (!mob.parent) continue;
// v6.9: Update knockback physics (Agent consensus - Physics Fun)
if (typeof updateMobKnockback === 'function') {
updateMobKnockback(mob, 0.016); // ~60fps delta
}
// v4.6: Update status effects
updateMobStatusEffects(mob, time);
// v7.32: REMOVED - checkElementalChainReactions moved outside forEach (called N times!)
// Now called once per frame after mob loop ends (8-Strategy Cycle 11 Consensus - Performance)
// Check if mob died from status effect DoT
if (mob.userData.hp <= 0) {
// Handle death - same as combat death but simplified
const xpReward = mob.userData.xpReward || 100;
addXp('combat', xpReward);
gameData.statistics.mobsKilled++;
worldMobKillCount++;
checkBossSpawn();
// v12.17: Award Battery Core XP on kill
if (typeof BatteryCoreSystem !== 'undefined') {
const coreXP = mob.userData.isBoss ? BatteryCoreSystem.XP_VALUES.killBoss :
mob.userData.isElite ? BatteryCoreSystem.XP_VALUES.killElite :
BatteryCoreSystem.XP_VALUES.killMob;
BatteryCoreSystem.awardXP(coreXP, 'combat');
}
// v12.19: Adaptive AI - track mob kill
if (typeof AdaptiveAISystem !== 'undefined') {
AdaptiveAISystem.recordEvent('mob_killed', {
isBoss: mob.userData.isBoss,
isElite: mob.userData.isElite,
mobName: mob.userData.name
});
}
// v4.9: Track creature in codex
trackCreatureKill(mob.userData.name?.toLowerCase() || 'unknown');
spawnFloater(mob.position, `KILLED! +${xpReward}XP`, '#f00');
if (particles) particles.emit(mob.position, 20, ENEMY_TYPES[mob.userData.name]?.color || 0x44ff44);
// v6.80: Momentum boost on kill (8-Agent Consensus)
updateMomentum(15);
showImpactBorder('damage-dealt');
// v6.52: Spawn quantum wreckage on death (30% chance)
if (typeof quantumWreckage !== 'undefined' && Math.random() < 0.3) {
quantumWreckage.spawnWreckage(mob.position, mob.userData.name, mob.userData);
}
scene.remove(mob);
worldState.mobs = worldState.mobs.filter(x => x !== mob);
mobLen--; // v8.01: Adjust length after removal
mobIdx--; // v8.01: Step back to not skip next mob
continue;
}
// v4.6: Handle stun state from parry
if (mob.userData.stunned) {
if (time < mob.userData.stunEnd) {
// Still stunned - skip AI behavior, keep yellow glow
mob.userData.telegraphing = false;
// Update HP bar to face camera
if (mob.userData.hpBar) mob.userData.hpBar.lookAt(camera.position);
continue; // v8.01: return->continue for for loop
} else {
// Stun ended
mob.userData.stunned = false;
// Restore original emissive (v10.12: Added emissive check)
if (mob.material?.emissive) {
const originalEmissive = ENEMY_TYPES[mob.userData.name]?.emissive || 0x003300;
mob.material.emissive.setHex(originalEmissive);
}
}
}
// v6.84: Use squared distance to avoid sqrt in hot path (N mobs * 60 fps)
const dx = mob.position.x - p.position.x;
const dz = mob.position.z - p.position.z;
const distToPlayerSq = dx * dx + dz * dz;
// v6.83: Calculate actual distance for features that need it (hypnosis, chilling aura)
const distToPlayer = Math.sqrt(distToPlayerSq);
// Aggro range (using squared distances)
if (distToPlayerSq < CONFIG.MOB_AGGRO_RANGE_SQ && distToPlayerSq > CONFIG.MOB_ATTACK_RANGE_SQ) {
mob.userData.targetPos.copy(p.position);
mob.userData.nextMove = time + 500;
} else if(time > mob.userData.nextMove) {
mob.userData.targetPos.set(
mob.position.x + (Math.random()-0.5)*10,
0,
mob.position.z + (Math.random()-0.5)*10
);
mob.userData.nextMove = time + 2000 + Math.random()*2000;
}
// Move mob (using temp vector) - v4.2: Use enemy-specific speed
// v4.6: Apply status effect speed modifier
// v9.4: Integrated avoidance steering for mobs
_tempVec3B.subVectors(mob.userData.targetPos, mob.position);
_tempVec3B.y = 0;
// v8.10: Use lengthSq for comparison (avoids sqrt in hot path)
if(_tempVec3B.lengthSq() > 0.01) {
_tempVec3B.normalize();
// Calculate avoidance force from nearby mobs
// v10.0: Use spatial grid for O(n) instead of O(n²) lookup
let avoidX = 0;
let avoidZ = 0;
const avoidRadius = 2.5;
const hardRadius = 1.0;
const avoidRadiusSq = avoidRadius * avoidRadius;
const nearbyMobs = (worldState.mobs.length > 8 && window.MobSpatialGrid)
? MobSpatialGrid.getNearby(mob.position.x, mob.position.z)
: worldState.mobs;
for (let j = 0; j < nearbyMobs.length; j++) {
const otherMob = nearbyMobs[j];
if (!otherMob || otherMob === mob || !otherMob.parent || !otherMob.userData || otherMob.userData.hp <= 0) continue;
const dx2 = mob.position.x - otherMob.position.x;
const dz2 = mob.position.z - otherMob.position.z;
const distSq = dx2 * dx2 + dz2 * dz2;
if (distSq > avoidRadiusSq) continue; // Skip sqrt for distant mobs
const dist2 = Math.sqrt(distSq);
if (dist2 < 0.01) {
const angle = Math.random() * Math.PI * 2;
avoidX += Math.cos(angle) * 2;
avoidZ += Math.sin(angle) * 2;
continue;
}
const nx = dx2 / dist2;
const nz = dz2 / dist2;
let strength = dist2 < hardRadius
? 2.5 * (hardRadius / dist2)
: 1.2 * ((avoidRadius - dist2) / avoidRadius);
avoidX += nx * strength;
avoidZ += nz * strength;
}
// v9.5: Add building avoidance force
if (typeof getBuildingAvoidanceForce === 'function') {
const buildingAvoid = getBuildingAvoidanceForce(mob.position.x, mob.position.z, 2);
avoidX += buildingAvoid.x * 2; // Buildings have higher priority
avoidZ += buildingAvoid.z * 2;
}
// Blend target direction with avoidance
let finalX = _tempVec3B.x;
let finalZ = _tempVec3B.z;
const avoidLen = Math.sqrt(avoidX * avoidX + avoidZ * avoidZ);
if (avoidLen > 0.1) {
const avoidWeight = Math.min(avoidLen * 0.4, 0.8);
finalX = _tempVec3B.x * (1 - avoidWeight) + (avoidX / avoidLen) * avoidWeight;
finalZ = _tempVec3B.z * (1 - avoidWeight) + (avoidZ / avoidLen) * avoidWeight;
const finalLen = Math.sqrt(finalX * finalX + finalZ * finalZ);
if (finalLen > 0) {
finalX /= finalLen;
finalZ /= finalLen;
}
}
const mobSpeed = (mob.userData.speed || 4) * (mob.userData.speedMultiplier || 1);
const newMobX = mob.position.x + finalX * mobSpeed * dt;
const newMobZ = mob.position.z + finalZ * mobSpeed * dt;
// v9.5: Hard collision check - prevent moving into buildings
if (typeof checkBuildingCollision === 'function') {
const collision = checkBuildingCollision(newMobX, newMobZ);
if (collision) {
// Push out of building instead of moving
const pushOut = getBuildingPushOut(mob.position.x, mob.position.z, collision);
mob.position.x += pushOut.x * 0.3;
mob.position.z += pushOut.z * 0.3;
} else {
mob.position.x = newMobX;
mob.position.z = newMobZ;
}
} else {
mob.position.x = newMobX;
mob.position.z = newMobZ;
}
}
snapToGround(mob);
// v6.64: Add subtle rotation to mobs (makes them feel more alive)
mob.rotation.y += dt * 0.5;
// v4.5: Attack telegraph system with windup
// v6.84: Use squared attack range for consistency with squared distance
const attackRange = mob.userData.attackRange || CONFIG.MOB_ATTACK_RANGE;
const attackRangeSq = attackRange * attackRange;
const attackWindup = mob.userData.attackWindup || 600;
// Start telegraph when in range and ready to attack
if (distToPlayerSq < attackRangeSq && time > mob.userData.nextAttack && !mob.userData.telegraphing) {
mob.userData.telegraphing = true;
mob.userData.telegraphStart = time;
mob.userData.telegraphEnd = time + attackWindup;
// Show telegraph visual - mob glows red (v10.12: Added emissive check)
if (mob.material?.emissive) {
mob.userData.originalEmissive = mob.material.emissive.getHex();
mob.material.emissive.setHex(0xff0000);
}
AudioSystem.telegraph();
// v7.31: Spatial telegraph audio (8-Strategy Cycle 10 Consensus)
// Directional audio warning scaled by incoming damage
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && mob?.position) {
const incomingDmg = Math.floor(mob.userData.damage * (mob.userData.damageMultiplier || 1));
const playerHp = gameData.hp || 100;
let damageLevel = 'light';
if (incomingDmg >= playerHp * 0.5) damageLevel = 'lethal';
else if (incomingDmg >= playerHp * 0.25) damageLevel = 'heavy';
else if (incomingDmg >= playerHp * 0.1) damageLevel = 'medium';
SpatialAudioSystem.playTelegraph3D(mob.position, attackWindup, damageLevel);
}
// v6.33: Future Ghost Telegraph (8-agent consensus)
// Check if this attack would be lethal and warn the player
if (typeof futureGhostTelegraph !== 'undefined') {
const incomingDamage = Math.floor(mob.userData.damage * (mob.userData.damageMultiplier || 1));
futureGhostTelegraph.checkAttack(incomingDamage, mob.position);
}
// v6.35: Enemy Premonition Ghost (8-agent consensus)
// Show ghost of WHERE the enemy WILL strike
if (typeof enemyPremonition !== 'undefined') {
enemyPremonition.showPremonition(mob, 'melee');
}
}
// Update telegraph progress
if (mob.userData.telegraphing) {
const telegraphProgress = (time - mob.userData.telegraphStart) / attackWindup;
// Pulse effect during windup
const pulseScale = 1 + Math.sin(telegraphProgress * Math.PI * 4) * 0.15;
mob.scale.setScalar(pulseScale);
// Execute attack when windup completes
if (time >= mob.userData.telegraphEnd) {
mob.userData.telegraphing = false;
mob.scale.setScalar(1);
// Restore original emissive (v10.12: Added emissive check)
if (mob.material?.emissive && mob.userData.originalEmissive !== undefined) {
mob.material.emissive.setHex(mob.userData.originalEmissive);
}
// Only deal damage if still in range
// v6.84: Use squared distance for range check
if (distToPlayerSq < attackRangeSq * 1.44) { // 1.2^2 = 1.44
// v4.6: Apply damage multiplier from status effects
const actualDamage = Math.floor(mob.userData.damage * (mob.userData.damageMultiplier || 1));
// v6.7: Pass mob position for directional damage indicator
// v9.2: Pass mob object for auto-retaliation
damagePlayer(actualDamage, mob.position, mob);
spawnFloater(p.position, `-${actualDamage} HP`, '#ff4444');
// v4.7: Vampiric elite heals on hit
if (mob.userData.isElite && mob.userData.eliteData?.lifesteal) {
const healAmount = Math.floor(actualDamage * mob.userData.eliteData.lifesteal);
mob.userData.hp = Math.min(mob.userData.maxHp, mob.userData.hp + healAmount);
spawnFloater(mob.position, `🦇 +${healAmount}`, '#ff00ff');
// Update health bar
if (mob.userData.hpBar) {
const hpPercent = mob.userData.hp / mob.userData.maxHp;
mob.userData.hpBar.scale.x = Math.max(0.01, hpPercent);
}
}
}
mob.userData.nextAttack = time + CONFIG.MOB_ATTACK_COOLDOWN;
}
}
// v4.7: Elite affix behaviors
if (mob.userData.isElite && mob.userData.eliteData) {
const eliteData = mob.userData.eliteData;
// Regenerating: heal over time
if (eliteData.regenRate && mob.userData.hp < mob.userData.maxHp) {
const regenAmount = mob.userData.maxHp * eliteData.regenRate * dt;
mob.userData.hp = Math.min(mob.userData.maxHp, mob.userData.hp + regenAmount);
// Update health bar
if (mob.userData.hpBar) {
const hpPercent = mob.userData.hp / mob.userData.maxHp;
mob.userData.hpBar.scale.x = Math.max(0.01, hpPercent);
}
}
// Teleporter: blink towards player when in aggro range
if (eliteData.canTeleport && distToPlayer < CONFIG.MOB_AGGRO_RANGE && distToPlayer > 5) {
if (!mob.userData.lastTeleport || time - mob.userData.lastTeleport > 4000) {
// Teleport towards player
const teleportDist = Math.min(10, distToPlayer - 3);
const dir = _tempVec3B.subVectors(p.position, mob.position).normalize();
mob.position.add(dir.multiplyScalar(teleportDist));
mob.userData.lastTeleport = time;
spawnFloater(mob.position, '🌀', '#9900ff');
if (particles) particles.emit(mob.position, 15, 0x9900ff, { spread: 3, lifetime: 500 });
}
}
// Chilling Aura: slow player when nearby
if (eliteData.chillingAura && distToPlayer < 6) {
if (!playerState.chilled || time > playerState.chilledEnd) {
playerState.chilled = true;
playerState.chilledEnd = time + 500;
playerState.moveSpeedMult = 0.5;
}
}
// Animate elite aura ring
if (mob.userData.auraRing) {
mob.userData.auraRing.rotation.z += dt * 2;
const auraScale = 1 + Math.sin(time * 0.005) * 0.2;
mob.userData.auraRing.scale.set(auraScale, auraScale, 1);
}
}
// v5.12: Hypnotist special behavior - hypnotize player when in range
const enemyType = ENEMY_TYPES[mob.userData.name];
if (enemyType?.isHypnotist && !HYPNOSIS_STATE.active) {
const hypnosisRange = enemyType.hypnosisRange || 12;
const hypnosisCooldown = enemyType.hypnosisCooldown || 15000;
if (distToPlayer < hypnosisRange && distToPlayer > 3) {
// Check cooldown
if (!mob.userData.lastHypnosis || time - mob.userData.lastHypnosis > hypnosisCooldown) {
mob.userData.lastHypnosis = time;
// Start hypnosis!
const duration = enemyType.hypnosisDuration || 8000;
startHypnosis(mob, duration);
// Visual effect on hypnotist
spawnFloater(mob.position, '👁️ HYPNOSIS', '#ff00ff');
if (particles) particles.emit(mob.position, 30, 0xff00ff, { spread: 5, lifetime: 1000 });
// Pulsing eye effect on the mob itself (v10.12: Added emissive check)
if (mob.material?.emissive) mob.material.emissive.setHex(0xff00ff);
mob.userData.hypnotizing = true;
}
}
}
// Animate hypnotist while hypnotizing (v10.12: Added emissive checks)
if (mob.userData.hypnotizing && HYPNOSIS_STATE.active && HYPNOSIS_STATE.hypnotistMob === mob) {
// Pulsing glow
const pulse = 0.3 + Math.sin(time * 0.01) * 0.2;
if (mob.material?.emissive) mob.material.emissiveIntensity = pulse;
// Slowly rotate
mob.rotation.y += dt * 0.5;
} else if (mob.userData.hypnotizing && !HYPNOSIS_STATE.active) {
mob.userData.hypnotizing = false;
if (mob.material?.emissive) {
mob.material.emissive.setHex(enemyType?.emissive || 0x660066);
mob.material.emissiveIntensity = 0.2;
}
}
// v5.12: Animate hypnotist eye - pupil tracks player
if (mob.userData.isHypnotist && mob.userData.pupil) {
// Make the eye look toward the player
const lookDir = _tempVec3A.subVectors(p.position, mob.position).normalize();
// Calculate pupil offset based on look direction (limited movement)
const maxOffset = 0.2;
mob.userData.pupil.position.x = lookDir.x * maxOffset;
mob.userData.pupil.position.y = Math.max(-maxOffset, lookDir.y * maxOffset + 0.1);
// Make the whole mob face the player
mob.lookAt(p.position.x, mob.position.y, p.position.z);
// Subtle creepy floating animation
mob.position.y += Math.sin(time * 0.003 + mob.id) * 0.002;
}
// Update HP bar rotation to face camera
if (mob.userData.hpBar) {
mob.userData.hpBar.lookAt(camera.position);
}
}
// v7.32: Check elemental chain reactions ONCE per frame (moved from inside forEach)
// Was being called N times per mob! (8-Strategy Cycle 11 Consensus - Performance)
if (typeof checkElementalChainReactions === 'function') {
checkElementalChainReactions();
}
// v9.3: Apply mob separation to prevent bunching
if (typeof applyMobSeparation === 'function') {
applyMobSeparation(dt);
}
// Animate fishing spots
worldState.fishingSpots.forEach(spot => {
if (spot.userData.ripple) {
const scale = 1 + Math.sin(time * 0.003) * 0.2;
spot.userData.ripple.scale.set(scale, scale, 1);
}
});
// Update minimap (v6.6: Throttled to 10 FPS for performance - Agent 1 consensus)
if (time - lastMinimapUpdate > 100) {
updateMinimap();
lastMinimapUpdate = time;
}
// v4.8: Update ability cooldowns
updateAbilityUI();
// v6.7: Check auto-potion (Agent consensus - QoL)
if (typeof checkAutoPotion === 'function') {
checkAutoPotion();
}
// v5.0: Update pet companion
updatePet(dt, time);
updatePetRegen(time);
// v5.6: Update Copilot Companion
updateCopilotCompanion(dt, time);
// v9.6: Update RTS selection ring positions and refresh portrait panel
if (RTSSelection && (!LandingSequence || !LandingSequence.isActive())) {
RTSSelection.updateRingPositions();
// Refresh portrait HP bars every ~200ms
if (!RTSSelection.lastPortraitUpdate || time - RTSSelection.lastPortraitUpdate > 200) {
RTSSelection.updatePortraitPanel();
RTSSelection.lastPortraitUpdate = time;
}
}
// v9.8: Update cinematic landing sequence
if (LandingSequence && LandingSequence.isActive()) {
LandingSequence.update(dt);
}
// v5.12: Update hypnosis effects
updateHypnosis(dt);
// v5.13: Update ship defense system
updateShipDefense(dt, time);
// v6.68: Update living economy (price fluctuations, NPC trading, market events)
if (typeof updateEconomy === 'function') {
updateEconomy(time);
}
// v5.9: Update Copilot task progress
updateCopilotTask(dt);
// v5.10: Update Agent Fleet meshes
updateAgentFleetMeshes(dt);
// v5.18: Update robot energy and structures
updateRobotEnergy(dt);
updateStructures(dt);
// v6.11: Animate construction site beacons
if (typeof updateConstructionSiteBeacons === 'function') {
updateConstructionSiteBeacons(dt);
}
// v6.13: Update wave momentum system (DOTA-style creep pushing)
if (typeof updateWaveSystem === 'function') {
updateWaveSystem(dt);
}
// v7.33: Update DOTA-style AI behavior system
if (typeof DOTA_AI !== 'undefined' && AI_BEHAVIOR.active && p) {
DOTA_AI.update(dt, p, camera);
}
// v7.75: Update 5v5 DOTA Hero Team System
if (typeof DotaHeroTeamSystem !== 'undefined') {
DotaHeroTeamSystem.update(dt);
}
// v6.13: Update Fus Ro Dah visual effects
if (typeof updateFusRoDahEffects === 'function') {
updateFusRoDahEffects(dt);
}
// v9.3: Update iconic ability visual effects
if (typeof updateAbilityEffects === 'function') {
updateAbilityEffects(dt);
}
// v6.16: Update fog clearing effects
if (typeof updateFogClearEffects === 'function') {
updateFogClearEffects(dt);
}
// v5.18: Stream to spectators
sendGameStateToSpectators();
// ENHANCED MULTIPLAYER: Sync state with connected players
updateMultiplayerSync();
animateRemotePlayers(time);
// v6.1: Viewer's robot always looks at host
if (multiplayerState.enabled && !multiplayerState.isHost) {
const hostAvatar = multiplayerState.remotePlayers.get(multiplayerState.hostId);
if (hostAvatar && p) {
p.lookAt(hostAvatar.position.x, p.position.y, hostAvatar.position.z);
}
}
// v5.16: Check for agent troubleshooting interactions
checkAgentTroubleshooting();
// v5.16.3: Update body cams more frequently for streaming effect (every ~100ms)
// Similar to AI Companion Hub's broadcastCameraUpdate pattern
if (Math.floor(time * 10) !== Math.floor((time - dt) * 10)) {
updateAllAgentBodyCams();
}
// v5.0: Update weather system
updateWeather(dt, time);
// v7.29: Update Terrain Deformation Warfare system
if (typeof TerrainDeformationSystem !== 'undefined') {
TerrainDeformationSystem.update(dt);
}
if (typeof TerraformingTools !== 'undefined') {
TerraformingTools.update(dt);
}
// v6.1: Update critical systems (fires, disease, earthquakes, avalanches)
updateCriticalSystems(dt, time);
// v5.4: Update world events
updateWorldEvent(dt, time);
// v5.4: Update cosmetic effects
updateCosmeticEffects(time);
// v6.38: Update Temporal Echo System - markers animation & discovery checks
if (typeof temporalEchoSystem !== 'undefined') {
temporalEchoSystem.updateMarkers(time);
// Check discovery every ~500ms to save performance
if (time % 500 < 20) {
temporalEchoSystem.checkDiscovery();
}
}
// v6.34: Animate dropped items (floating effect)
updateDroppedItemAnimations(time);
// v6.52: TEMPORAL MOMENTUM REVERSAL - Record position and update rewind
if (p && typeof temporalRewind !== 'undefined') {
if (temporalRewind.isRewinding) {
temporalRewind.updateRewind(p, dt);
} else {
temporalRewind.recordPosition(p.position, p.rotation.y, time);
}
temporalRewind.updateCooldown(dt);
}
// v6.52: QUANTUM WRECKAGE - Update evolution
if (typeof quantumWreckage !== 'undefined') {
quantumWreckage.updateEvolution(time);
// Check for nearby harvestable wreckage and auto-harvest on interact
if (p && worldState.interactTarget === null) {
const nearbyWreck = quantumWreckage.checkNearbyHarvestable(p.position);
if (nearbyWreck) {
// Show hint
const dist = Math.sqrt(Math.pow(p.position.x - nearbyWreck.x, 2) + Math.pow(p.position.z - nearbyWreck.z, 2));
if (dist < 2) {
// Auto-harvest when very close
quantumWreckage.harvestWreckage(nearbyWreck.id);
}
}
}
}
// v6.52: LEGACY CONSTELLATION - Check for new unlocks periodically
if (typeof legacyConstellations !== 'undefined' && Math.floor(time) % 5 === 0) {
legacyConstellations.checkUnlocks();
}
}
// v6.62: Get terrain height at world coordinates (was missing - referenced but never defined!)
// v12.18: Enhanced to use ProceduralWorldSystem for positions outside original world bounds
function getTerrainHeight(worldX, worldZ) {
if (!worldState.terrain) {
// No terrain loaded - use procedural system if available
if (typeof ProceduralWorldSystem !== 'undefined' && ProceduralWorldSystem.enabled) {
return ProceduralWorldSystem.getTerrainHeight(worldX, worldZ);
}
return 0;
}
const gx = Math.round(worldX / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const gz = Math.round(worldZ / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
if (gx >= 0 && gx < CONFIG.WORLD_SIZE && gz >= 0 && gz < CONFIG.WORLD_SIZE) {
const y = worldState.terrain[gx]?.[gz];
if (y !== undefined && y > -50) {
return y;
}
}
// v12.18: Position outside original world bounds - use procedural terrain
if (typeof ProceduralWorldSystem !== 'undefined' && ProceduralWorldSystem.enabled) {
return ProceduralWorldSystem.getTerrainHeight(worldX, worldZ);
}
return 0;
}
// v6.68: Bridge constants for player ground snapping
const PLAYER_BRIDGE_HEIGHT = 3.5; // Bridge deck height (matches lane visuals)
const PLAYER_WATER_LEVEL = 0.5;
// v6.81: Swimming water surface level
const SWIM_WATER_SURFACE = 1.0; // Y level of water surface
const SWIM_SINK_DEPTH = 0.8; // How deep the player sinks when swimming
const SWIM_BOB_AMPLITUDE = 0.15; // How much the player bobs up and down
// Note: isOnBridge() function is defined earlier in file (line ~67752)
function snapToGround(obj) {
const gx = Math.round(obj.position.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE/2;
const gz = Math.round(obj.position.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE/2;
if(gx >=0 && gx < CONFIG.WORLD_SIZE && gz >= 0 && gz < CONFIG.WORLD_SIZE) {
const y = worldState.terrain[gx]?.[gz];
// v6.81: Handle water/lava tiles - SWIMMING or BRIDGES
// v9.4: Check if on a bridge first - bridges take priority over swimming
if (y !== undefined && y < -50) {
// Check if player is on a bridge over the water/lava
const onBridge = isOnBridge(obj.position.x, obj.position.z);
if (onBridge) {
// Walk on bridge - not swimming
if (obj === worldState.player && obj.userData.animation) {
obj.userData.animation.isSwimming = false;
}
const bridgeY = PLAYER_WATER_LEVEL + PLAYER_BRIDGE_HEIGHT;
const targetY = bridgeY + (obj === worldState.player ? 1.2 : 0.8);
const lerpRate = obj === worldState.player ? 0.2 : 0.4;
obj.position.y = THREE.MathUtils.lerp(obj.position.y, targetY, lerpRate);
return;
}
// Not on bridge - swim in water/lava
if (obj === worldState.player && obj.userData.animation) {
obj.userData.animation.isSwimming = true;
// Calculate swimming bob (sinusoidal bobbing motion)
obj.userData.animation.swimBob += 0.05;
const bobOffset = Math.sin(obj.userData.animation.swimBob) * SWIM_BOB_AMPLITUDE;
// Swim at water surface level minus sink depth, plus bob
const swimY = SWIM_WATER_SURFACE - SWIM_SINK_DEPTH + bobOffset + 0.5;
const lerpRate = 0.12;
obj.position.y = THREE.MathUtils.lerp(obj.position.y, swimY, lerpRate);
} else {
// v9.4: Non-player objects (mobs) also swim at water level, not float
const swimY = SWIM_WATER_SURFACE + 0.3; // Mobs swim slightly higher
obj.position.y = THREE.MathUtils.lerp(obj.position.y, swimY, 0.3);
}
return;
}
// On land - not swimming
if (obj === worldState.player && obj.userData.animation) {
obj.userData.animation.isSwimming = false;
}
if(y !== undefined && y > -50) {
const targetY = y + (obj === worldState.player ? 1.2 : 0.8);
const diff = Math.abs(obj.position.y - targetY);
// v6.64: Instant snap if way off (>3 units), otherwise smooth lerp
if (obj !== worldState.player && diff > 3) {
obj.position.y = targetY; // Instant correction for floating mobs
} else {
const lerpRate = obj === worldState.player ? 0.15 : 0.4;
obj.position.y = THREE.MathUtils.lerp(obj.position.y, targetY, lerpRate);
}
}
}
}
// v6.81: Check if a position is blocked hazardous terrain
// Returns true if the robot cannot enter this tile
// UPDATED: Now allows swimming in water and lava!
function isBlockedTerrain(pos, currentY = 0) {
if (!worldState.terrain) return false;
const gx = Math.round(pos.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const gz = Math.round(pos.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
// Bounds check - don't block at world edges (let existing boundary handling work)
if (gx < 0 || gx >= CONFIG.WORLD_SIZE || gz < 0 || gz >= CONFIG.WORLD_SIZE) return false;
const terrainY = worldState.terrain[gx]?.[gz];
if (terrainY === undefined) return false;
// v6.81: Allow swimming in water and lava - never block based on terrain type
// The snapToGround function handles the swimming mechanics
return false;
}
// v6.81: Move player - swimming enabled, no terrain blocking
// v9.5: Added building collision detection
// v12.16: Added battery range boundary enforcement
function tryMovePlayer(player, moveVector) {
if (!player || moveVector.length() < 0.001) return true;
// v9.5: Check for building collision at target position
const targetX = player.position.x + moveVector.x;
const targetZ = player.position.z + moveVector.z;
// v12.16: BATTERY RANGE BOUNDARY CHECK
// The robot's battery determines exploration range from landing site
if (typeof BatteryRangeSystem !== 'undefined' && robotEnergy.origin) {
const rangeCheck = BatteryRangeSystem.canMoveTo(targetX, targetZ);
if (!rangeCheck.allowed) {
// Player is trying to move beyond battery range
if (rangeCheck.reason === 'boundary') {
// Clamp to boundary edge instead of blocking completely
// This allows sliding along the boundary
player.position.x = rangeCheck.clampedX;
player.position.z = rangeCheck.clampedZ;
return false;
}
}
}
if (typeof checkBuildingCollision === 'function') {
const collidingBuilding = checkBuildingCollision(targetX, targetZ);
if (collidingBuilding) {
// Blocked by building - try to slide along it
const pushOut = getBuildingPushOut(targetX, targetZ, collidingBuilding);
// Try X movement only
const testX = player.position.x + moveVector.x;
if (!checkBuildingCollision(testX, player.position.z)) {
player.position.x = testX;
return true;
}
// Try Z movement only
const testZ = player.position.z + moveVector.z;
if (!checkBuildingCollision(player.position.x, testZ)) {
player.position.z = testZ;
return true;
}
// Fully blocked - push player out of building
player.position.x += pushOut.x;
player.position.z += pushOut.z;
return false;
}
}
// v6.81: Swimming enabled - allow movement, snapToGround handles Y position
player.position.add(moveVector);
return true;
}
// v6.42: Check if position is on lava (water tiles in Volcanic biome) - 8-agent consensus
// v6.68: Updated to account for bridges over lava - no damage when elevated
// v9.4: Also check isOnBridge for extra safety
function isOnLava(pos) {
// Early exit: Only Volcanic biome has lava (water in other biomes is just water)
if (!activeCiv || activeCiv.biome !== 'Volcanic') return false;
if (!worldState.terrain) return false;
const gx = Math.round(pos.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const gz = Math.round(pos.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
// Bounds check
if (gx < 0 || gx >= CONFIG.WORLD_SIZE || gz < 0 || gz >= CONFIG.WORLD_SIZE) return false;
// v9.4: If on a bridge, not in lava (check position against lane paths)
if (isOnBridge(pos.x, pos.z)) return false;
// v6.68: If player is elevated (on a bridge), not in lava
const bridgeMinHeight = PLAYER_WATER_LEVEL + PLAYER_BRIDGE_HEIGHT - 0.5;
if (pos.y > bridgeMinHeight) return false;
// -99 indicates water/lava tile
return worldState.terrain[gx] && worldState.terrain[gx][gz] === -99;
}
// v6.42: Apply lava damage to player - 8-agent consensus implementation
function checkLavaDamage(time) {
if (!worldState.player) return;
const p = worldState.player;
const onLava = isOnLava(p.position);
if (onLava) {
// Show warning notification on first contact
if (!playerState.inLava) {
playerState.inLava = true;
showNotification('⚠️ LAVA! Get to solid ground!', 'warning');
}
// Check damage cooldown (500ms tick rate)
if (time - playerState.lastLavaDamageTime >= LAVA_DAMAGE_CONFIG.TICK_RATE) {
playerState.lastLavaDamageTime = time;
// Apply damage through damagePlayer for proper defense/immunity handling
damagePlayer(LAVA_DAMAGE_CONFIG.DAMAGE);
// Additional visual feedback specific to lava
if (p.position) {
spawnFloater(
p.position,
`${LAVA_DAMAGE_CONFIG.FLOATER_ICON} LAVA! -${LAVA_DAMAGE_CONFIG.DAMAGE}`,
LAVA_DAMAGE_CONFIG.FLOATER_COLOR
);
// Rising ember particles (negative gravity makes them rise like flames)
if (particles) {
particles.emit(p.position, 8, 0xff4400, {
spread: 1.5,
lifetime: 400,
gravity: -5
});
}
}
}
} else {
// Reset state when off lava
playerState.inLava = false;
}
}
// v10.20: Check if position is on quicksand (low terrain in Desert biome)
// Returns: { inQuicksand: bool, depth: 0|1|2, terrainHeight: number }
let _lastQuicksandDebug = 0;
function getQuicksandInfo(pos) {
// Early exit: Only Desert biome has quicksand
if (!activeCiv || activeCiv.biome !== 'Desert') {
return { inQuicksand: false, depth: 0, terrainHeight: 0 };
}
if (!worldState.terrain) {
return { inQuicksand: false, depth: 0, terrainHeight: 0 };
}
const gx = Math.round(pos.x / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
const gz = Math.round(pos.z / CONFIG.TILE_SIZE) + CONFIG.WORLD_SIZE / 2;
// Bounds check
if (gx < 0 || gx >= CONFIG.WORLD_SIZE || gz < 0 || gz >= CONFIG.WORLD_SIZE) {
return { inQuicksand: false, depth: 0, terrainHeight: 0 };
}
// Get terrain value
const terrainValue = worldState.terrain[gx]?.[gz];
// Skip water tiles (those are handled separately)
if (terrainValue === -99) { // -99 = water
return { inQuicksand: false, depth: 0, terrainHeight: 0 };
}
const terrainHeight = terrainValue ?? 0.5; // Default to mid-height if undefined
// Debug logging (throttled to every 2 seconds)
const now = performance.now();
if (now - _lastQuicksandDebug > 2000) {
_lastQuicksandDebug = now;
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`🏜️ Quicksand check: terrain=${terrainHeight.toFixed(3)}, shallow<${QUICKSAND_CONFIG.SHALLOW_THRESHOLD}, deep<${QUICKSAND_CONFIG.DEEP_THRESHOLD}`);
}
// Check if on a bridge - no quicksand damage on bridges
if (typeof isOnBridge === 'function' && isOnBridge(pos.x, pos.z)) {
return { inQuicksand: false, depth: 0, terrainHeight };
}
// Check terrain height thresholds for quicksand (lower terrain = more dangerous)
if (terrainHeight < QUICKSAND_CONFIG.DEEP_THRESHOLD) {
// Deep quicksand - most dangerous
return { inQuicksand: true, depth: 2, terrainHeight };
} else if (terrainHeight < QUICKSAND_CONFIG.SHALLOW_THRESHOLD) {
// Shallow quicksand - some danger
return { inQuicksand: true, depth: 1, terrainHeight };
}
return { inQuicksand: false, depth: 0, terrainHeight };
}
// v10.20: Apply quicksand damage to player - Desert biome hazard
function checkQuicksandDamage(time) {
if (!worldState.player) return;
const p = worldState.player;
const quicksandInfo = getQuicksandInfo(p.position);
if (quicksandInfo.inQuicksand) {
// Update player state
playerState.quicksandDepth = quicksandInfo.depth;
// Show warning notification on first contact
if (!playerState.inQuicksand) {
playerState.inQuicksand = true;
const warning = quicksandInfo.depth === 2
? '🏜️ QUICKSAND! You\'re sinking fast!'
: '⚠️ Quicksand! Move to higher ground!';
showNotification(warning, 'warning');
}
// Apply movement slowdown
playerState.moveSpeedMult = QUICKSAND_CONFIG.SLOWDOWN_FACTOR;
// Check damage cooldown
if (time - playerState.lastQuicksandDamageTime >= QUICKSAND_CONFIG.TICK_RATE) {
playerState.lastQuicksandDamageTime = time;
// Damage based on depth
const damage = quicksandInfo.depth === 2
? QUICKSAND_CONFIG.DEEP_DAMAGE
: QUICKSAND_CONFIG.SHALLOW_DAMAGE;
// Apply damage
damagePlayer(damage);
// Visual feedback
if (p.position) {
const depthText = quicksandInfo.depth === 2 ? 'SINKING!' : 'quicksand';
spawnFloater(
p.position,
`${QUICKSAND_CONFIG.FLOATER_ICON} ${depthText} -${damage}`,
QUICKSAND_CONFIG.FLOATER_COLOR
);
// Sand particles rising as player struggles
if (particles) {
particles.emit(p.position, quicksandInfo.depth === 2 ? 15 : 6, 0xc4a35a, {
spread: 2,
lifetime: 600,
gravity: -2 // Sand rises slowly
});
}
}
// Screen shake for deep quicksand (struggling)
if (quicksandInfo.depth === 2) {
screenShake(0.3);
}
}
} else {
// Reset state when off quicksand
if (playerState.inQuicksand) {
playerState.moveSpeedMult = 1.0; // Restore normal speed
playerState.inQuicksand = false;
playerState.quicksandDepth = 0;
}
}
}
// v4.2: Calculate player damage with weapon bonus and skill levels
function getPlayerDamage() {
let baseDamage = 1;
// v5.1: Get damage from equipped gear
const equipStats = getEquipmentStats();
let weaponBonus = equipStats.damage;
// Fallback: Check inventory for weapons if nothing equipped
if (weaponBonus === 0) {
const weapons = ['Legendary Blade', 'Void Dagger', 'Magma Sword', 'Frost Blade', 'Sword'];
for (const weapon of weapons) {
if (hasItem(weapon)) {
weaponBonus = Math.max(weaponBonus, ITEMS[weapon].combatBonus || 0);
break;
}
}
}
// Skill bonus: +1 damage every 3 combat levels
const skillBonus = Math.floor(gameData.skills.combat.level / 3);
let totalDamage = baseDamage + weaponBonus + skillBonus;
// v5.1: Apply equipment crit chance
if (equipStats.critChance > 0 && Math.random() < equipStats.critChance) {
totalDamage = Math.floor(totalDamage * 2);
if (worldState.player) {
spawnFloater(worldState.player.position, '⚡ CRIT!', '#ffaa00');
}
}
// v4.6: Apply crit multiplier if in parry crit window
if (isInCritWindow()) {
totalDamage = Math.floor(totalDamage * PARRY_CONFIG.CRIT_MULTIPLIER);
}
// v4.8: Apply combo multiplier
const comboMult = getComboMultiplier();
if (comboMult > 1) {
totalDamage = Math.floor(totalDamage * comboMult);
}
// v4.8: Apply War Cry damage boost
if (isWarcryActive()) {
totalDamage = Math.floor(totalDamage * COMBAT_ABILITIES.warcry.damageBoost);
}
// v4.9: Apply Berserker Rage damage boost
if (isBerserkActive()) {
totalDamage = Math.floor(totalDamage * COMBAT_ABILITIES.berserk.damageBoost);
}
// v5.0: Apply pet damage bonus
const petBonuses = getPetBonuses();
if (petBonuses.damage > 0) {
totalDamage = Math.floor(totalDamage * (1 + petBonuses.damage));
}
if (petBonuses.allStats > 0) {
totalDamage = Math.floor(totalDamage * (1 + petBonuses.allStats));
}
// v5.2: Apply talent bonuses
const talentBonuses = getTalentBonuses();
if (talentBonuses.damage > 0) {
totalDamage = Math.floor(totalDamage * (1 + talentBonuses.damage));
}
// v5.2: Apply talent crit chance
if (talentBonuses.critChance > 0 && Math.random() < talentBonuses.critChance) {
totalDamage = Math.floor(totalDamage * 2);
if (worldState.player) {
spawnFloater(worldState.player.position, '🌟 TALENT CRIT!', '#ffd700');
}
}
// v5.3: Apply mastery combat bonuses
const masteryBonuses = getMasteryBonuses();
if (masteryBonuses.combatDamage > 0) {
totalDamage = Math.floor(totalDamage * (1 + masteryBonuses.combatDamage));
}
if (masteryBonuses.combatCrit > 0 && Math.random() < masteryBonuses.combatCrit) {
totalDamage = Math.floor(totalDamage * 2);
if (worldState.player) {
spawnFloater(worldState.player.position, '✨ MASTERY CRIT!', '#ff44ff');
}
}
// v5.3: Apply rarity item bonuses
const rarityBonuses = getRarityBonuses();
if (rarityBonuses.damage > 0) {
totalDamage += rarityBonuses.damage;
}
// v8.0: Apply Adrenaline Surge damage boost (8-Agent Consensus Cycle 4)
if (typeof getAdrenalineDamageMultiplier === 'function') {
const adrenalineMult = getAdrenalineDamageMultiplier();
if (adrenalineMult > 1.0) {
totalDamage = Math.floor(totalDamage * adrenalineMult);
const surgeLevel = getAdrenalineSurgeLevel();
if (surgeLevel === 'extreme') {
spawnFloater(worldState.player.position, '💀 ADRENALINE MAX!', '#ff0000');
} else if (surgeLevel === 'critical') {
spawnFloater(worldState.player.position, '⚡ ADRENALINE!', '#ff4400');
}
}
}
if (rarityBonuses.critChance > 0 && Math.random() < rarityBonuses.critChance) {
const critMult = 2 + (rarityBonuses.critDamage || 0);
totalDamage = Math.floor(totalDamage * critMult);
if (worldState.player) {
spawnFloater(worldState.player.position, '💎 RARITY CRIT!', '#4488ff');
}
}
// v5.4: Apply evolution damage bonus
const evolutionBonuses = getEvolutionBonuses();
if (evolutionBonuses.damageBonus > 0) {
totalDamage = Math.floor(totalDamage * (1 + evolutionBonuses.damageBonus));
}
// v5.8: Boss damage bonus is now applied in performAction where isBoss is known
return totalDamage;
}
// v4.2: Calculate skill bonus for gathering (multiplier)
function getSkillBonus(skillName) {
const level = gameData.skills[skillName]?.level || 1;
return 1 + Math.floor(level / 5) * 0.25; // +25% every 5 levels
}
// v4.2: Calculate player defense from armor
function getPlayerDefense() {
let defense = 0;
// v5.1: Get defense from equipped gear
const equipStats = getEquipmentStats();
defense += equipStats.defense;
// Fallback: Check inventory for armor if nothing equipped
if (equipStats.defense === 0 && hasItem('Chitin Armor')) {
defense += ITEMS['Chitin Armor'].defenseBonus;
}
if (equipStats.defense === 0 && hasItem('Guardian Armor')) {
defense += ITEMS['Guardian Armor'].defenseBonus;
}
defense += Math.floor(gameData.skills.combat.level / 5); // +1 defense every 5 combat levels
// v5.2: Apply talent defense bonus
const talentBonuses = getTalentBonuses();
defense += talentBonuses.defense || 0;
// v5.3: Apply rarity item defense bonus
const rarityBonuses = getRarityBonuses();
defense += rarityBonuses.defense || 0;
return defense;
}
function performAction(target) {
const data = target.userData;
// v7.30: Track combat actions for Omniscient Observer
if (typeof OmniscientObserver !== 'undefined') {
const combatTypes = ['mob', 'creep', 'neutral', 'boss'];
if (combatTypes.includes(data.type) || (data.type === 'creep' && data.team === 'B')) {
OmniscientObserver.observeAction('combat_engage', {
target: data.type,
targetName: data.name || data.type
});
}
}
// v5.4: Handle event item collection
if (data.type === 'eventItem') {
collectEventItem(target);
return;
}
// v6.34: Handle dropped items pickup
if (data.type === 'droppedItems') {
pickupDroppedItems(target);
return;
}
// v4.2: Handle POI interactions differently
if (data.type === 'poi') {
if (!data.discovered) {
data.discovered = true;
gameData.statistics.poisDiscovered++;
// Mark as discovered for this planet
if (!gameData.discoveredPOIs[activeCiv.id]) {
gameData.discoveredPOIs[activeCiv.id] = [];
}
gameData.discoveredPOIs[activeCiv.id].push(data.poiType);
// Grant rewards
data.rewards.forEach(reward => {
const count = Array.isArray(reward.count)
? Math.floor(Math.random() * (reward.count[1] - reward.count[0] + 1)) + reward.count[0]
: reward.count;
for (let i = 0; i < count; i++) {
addItem(reward.item);
}
spawnFloater(target.position, `+${count} ${reward.item}`, '#ffdd00');
});
// Grant XP bonus
addXp('combat', data.xpBonus);
spawnFloater(getFloaterPos(target.position, 2), `${data.icon} ${data.name} DISCOVERED!`, '#ffdd00'); // v7.91: Use pooled position
AudioSystem.levelUp();
if (particles) particles.emit(target.position, 30, 0xffdd00, { spread: 6, lifetime: 1500, size: 0.3 });
// Change POI appearance to show it's been discovered
if (data.beacon) data.beacon.material.emissiveIntensity = 0.1;
if (data.iconMesh) data.iconMesh.material.opacity = 0.3;
checkAchievements();
updateDailyChallengeProgress();
updatePlayerRank();
} else {
spawnFloater(target.position, "Already discovered", '#888888');
}
return;
}
// v6.68: Handle hostile creep attacks
if (data.type === 'creep' && data.team === 'B') {
// v7.33: Notify TowerAggroSystem - player is attacking a creep (for tower aggro transfer)
if (typeof TowerAggroSystem !== 'undefined') {
TowerAggroSystem.onPlayerAttack(target, 'creep');
}
const damage = getPlayerDamage();
data.hp -= damage;
// Visual feedback
spawnFloater(target.position, `-${damage}`, '#ff4444');
AudioSystem.hit(0);
// v7.33: 3D spatial hit audio (Cycle 6 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && target?.position) {
SpatialAudioSystem.playHit3D(target.position, damage);
}
if (particles) particles.emit(target.position, 8, 0xff4444, { spread: 2, lifetime: 600 });
// Update HP bar
if (data.hpBar) {
const hpPercent = data.hp / data.maxHp;
data.hpBar.scale.x = Math.max(0.01, hpPercent);
data.hpBar.material.color.setHex(hpPercent > 0.5 ? 0x00ff00 : hpPercent > 0.25 ? 0xffff00 : 0xff0000);
}
// Scale feedback
target.scale.setScalar(0.85);
setTimeout(() => { if(target.parent) target.scale.setScalar(1); }, 100);
// Creep death
if (data.hp <= 0) {
const idx = creepWaveState.creeps.indexOf(target);
if (idx > -1) {
// Award XP and gold
addXp('combat', 30);
gameData.gold = (gameData.gold || 0) + 5;
spawnFloater(target.position, '+30 XP', '#ffff00');
// Death particles
if (particles) particles.emit(target.position, 20, 0xff4444, { spread: 4, lifetime: 800 });
AudioSystem.combatEvent('kill');
// v12.25: Record blood in terrain memory
if (typeof terrainMemory !== 'undefined' && terrainMemory.initialized) {
terrainMemory.recordBlood(target.position.x, target.position.z);
}
// Remove creep
scene.remove(target);
creepWaveState.creeps.splice(idx, 1);
// v9.5: Only clear target when creep dies
worldState.interactTarget = null;
}
}
// v9.5: Don't clear interactTarget after each hit - auto-attack continues
return;
}
// v9.1: Handle neutral creature attacks
if (data.type === 'neutral') {
// v7.33: Notify TowerAggroSystem - player is attacking a mob
if (typeof TowerAggroSystem !== 'undefined') {
TowerAggroSystem.onPlayerAttack(target, 'mob');
}
const damage = getPlayerDamage();
data.hp -= damage;
data.state = 'aggro'; // Aggro on damage
// v7.30: Spatial aggro audio (8-Strategy Cycle 9 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && target?.position) {
SpatialAudioSystem.playAggro3D(target.position);
}
// Visual feedback
spawnFloater(target.position, `-${damage}`, '#ffaa00');
AudioSystem.hit(0);
// v7.33: 3D spatial hit audio (Cycle 6 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && target?.position) {
SpatialAudioSystem.playHit3D(target.position, damage);
}
if (particles) particles.emit(target.position, 10, 0xffaa00, { spread: 2.5, lifetime: 600 });
// Flash effect (only on MeshStandardMaterial which has emissive)
target.traverse(child => {
if (child.isMesh && child.material && child.material.isMeshStandardMaterial) {
const origEmissive = child.material.emissive.clone();
child.material.emissive = new THREE.Color(0xffffff);
setTimeout(() => {
if (child.material) {
child.material.emissive = origEmissive;
}
}, 100);
}
});
// Update HP bar
if (data.hpBar) {
const hpPercent = data.hp / data.maxHp;
data.hpBar.scale.x = Math.max(0.01, hpPercent);
data.hpBar.material.color.setHex(hpPercent > 0.5 ? 0x00ff00 : hpPercent > 0.25 ? 0xffaa00 : 0xff0000);
}
// Scale feedback
target.scale.multiplyScalar(0.9);
setTimeout(() => { if(target.parent) target.scale.multiplyScalar(1/0.9); }, 100);
// Death is handled in updateNeutralCamps loop
// v9.5: Clear target only when creature dies (in updateNeutralCamps)
if (data.hp <= 0) {
worldState.interactTarget = null;
}
return;
}
// v6.68: Handle hostile tower attacks
if (data.type === 'hostileTower') {
const damage = getPlayerDamage();
const towerRef = data.towerRef;
// v7.33: Notify TowerAggroSystem - player is attacking a tower
if (typeof TowerAggroSystem !== 'undefined') {
TowerAggroSystem.onPlayerAttack(towerRef || target, 'tower');
}
if (towerRef) {
towerRef.hp -= damage;
data.hp = towerRef.hp; // Sync userData
// Visual feedback
spawnFloater(target.position, `-${damage}`, '#ff4444');
AudioSystem.hit(0);
// v7.33: 3D spatial hit audio (Cycle 6 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && target?.position) {
SpatialAudioSystem.playHit3D(target.position, damage);
}
if (particles) particles.emit(target.position, 10, 0xff4444, { spread: 3, lifetime: 600 });
// Flash the tower (only on MeshStandardMaterial which has emissive)
target.traverse(child => {
if (child.isMesh && child.material && child.material.isMeshStandardMaterial) {
const origIntensity = child.material.emissiveIntensity;
child.material.emissiveIntensity = 2;
setTimeout(() => {
if (child.material) child.material.emissiveIntensity = origIntensity;
}, 100);
}
});
// Tower destruction
if (towerRef.hp <= 0) {
towerRef.active = false;
// Award XP and gold
addXp('combat', 200);
gameData.gold = (gameData.gold || 0) + 50;
spawnFloater(target.position, '+200 XP', '#ffff00');
spawnFloater(getFloaterPos(target.position, 1), 'TOWER DESTROYED!', '#ff4400'); // v7.91: Use pooled position
// Explosion effect
if (particles) particles.emit(target.position, 50, 0xff4400, { spread: 8, lifetime: 1500, size: 0.4 });
screenShake(1.5);
AudioSystem.combatEvent('kill');
// Remove tower mesh
scene.remove(target);
// Remove from array
const towerIdx = laneSupportState.laneTowers.indexOf(towerRef);
if (towerIdx > -1) {
laneSupportState.laneTowers.splice(towerIdx, 1);
}
// v9.5: Only clear target when tower is destroyed
worldState.interactTarget = null;
}
}
// v9.5: Don't clear interactTarget after each hit - auto-attack continues
return;
}
// v7.4: Handle hostile spawn platform attacks
if (data.type === 'hostileSpawnPlatform') {
const damage = getPlayerDamage();
// Find the spawn platform data
const platformData = creepWaveState.spawnPlatforms?.find(p =>
p.team === data.team && p.laneKey === data.laneKey && p.active
);
if (platformData) {
platformData.hp -= damage;
data.hp = platformData.hp; // Sync userData
// Visual feedback
spawnFloater(target.position, `-${damage}`, '#ff4444');
AudioSystem.hit(0);
// v7.33: 3D spatial hit audio (Cycle 6 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && target?.position) {
SpatialAudioSystem.playHit3D(target.position, damage);
}
if (particles) particles.emit(target.position, 15, 0xff4444, { spread: 4, lifetime: 700 });
// Flash the platform (only on MeshStandardMaterial which has emissive)
target.traverse(child => {
if (child.isMesh && child.material && child.material.isMeshStandardMaterial) {
const origIntensity = child.material.emissiveIntensity;
child.material.emissiveIntensity = 3;
setTimeout(() => {
if (child.material) child.material.emissiveIntensity = origIntensity;
}, 100);
}
});
// Spawn platform destruction
if (platformData.hp <= 0) {
platformData.active = false;
data.active = false;
// Award big XP and gold for destroying spawn - v7.91: Use pooled positions
addXp('combat', 500);
gameData.gold = (gameData.gold || 0) + 150;
spawnFloater(target.position, '+500 XP', '#ffff00');
spawnFloater(getFloaterPos(target.position, 1), 'SPAWN DESTROYED!', '#ff0000');
spawnFloater(getFloaterPos(target.position, 2), `${data.name} FALLS!`, '#ff8800');
// Big explosion effect
if (particles) particles.emit(target.position, 80, 0xff4400, { spread: 12, lifetime: 2000, size: 0.5 });
screenShake(2.5);
AudioSystem.combatEvent('kill');
// Remove platform mesh and label
scene.remove(target);
if (data.labelSprite) {
scene.remove(data.labelSprite);
}
// Announce the destruction
const laneDef = LANE_DEFINITIONS[data.laneKey];
showNotification(`${data.name} DESTROYED! ${laneDef?.name || data.laneKey.toUpperCase()} lane hostile spawns disabled!`, 'success');
addCopilotMessage(`CRITICAL HIT! The ${data.name} spawn platform on ${laneDef?.name || data.laneKey} has been obliterated! No more hostile fauna will spawn from this location.`, 'ai');
// v9.6: Check if all hostile spawns are now destroyed - trigger victory behavior
checkVictoryCondition();
// v9.5: Only clear target when platform is destroyed
worldState.interactTarget = null;
}
}
// v9.5: Don't clear interactTarget after each hit - auto-attack continues
return;
}
// v12.21: Handle Enemy Hero (Primal Ravager) attacks
if (data.type === 'enemyHero') {
const damage = getPlayerDamage();
// Damage the enemy hero via the system
if (typeof damageEnemyHero === 'function') {
damageEnemyHero(damage, 'player');
}
// Visual feedback
spawnFloater(target.position, `-${damage}`, '#ff4444');
AudioSystem.hit(0);
// 3D spatial hit audio
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && target?.position) {
SpatialAudioSystem.playHit3D(target.position, damage);
}
if (particles) particles.emit(target.position, 12, 0xff4444, { spread: 3, lifetime: 700 });
// Flash effect on hero mesh
target.traverse(child => {
if (child.isMesh && child.material && child.material.isMeshStandardMaterial) {
const origEmissive = child.material.emissive.clone();
child.material.emissive = new THREE.Color(0xffffff);
setTimeout(() => {
if (child.material) child.material.emissive = origEmissive;
}, 100);
}
});
// Scale feedback (squash on hit)
target.scale.multiplyScalar(0.9);
setTimeout(() => { if(target.parent) target.scale.multiplyScalar(1/0.9); }, 100);
// Check if hero died (handled in damageEnemyHero)
if (typeof EnemyHeroSystem !== 'undefined' && !EnemyHeroSystem.isAlive()) {
worldState.interactTarget = null;
}
return;
}
// v4.2: Calculate damage based on type
let damage = 1;
if (data.type === 'mob' || data.type === 'boss') {
damage = getPlayerDamage();
// v5.8: Apply evolution boss damage bonus here where isBoss is known
const isBoss = data.type === 'boss' || data.isBoss;
if (isBoss) {
const evolutionBonuses = getEvolutionBonuses();
if (evolutionBonuses.bossDamage > 0) {
damage = Math.floor(damage * (1 + evolutionBonuses.bossDamage));
}
}
}
// v4.8: Update combo state on combat hit
const isCombatHit = data.type === 'mob' || data.type === 'boss';
let comboHit = 0;
if (isCombatHit) {
comboHit = updateCombo(performance.now());
// v6.9: Update style meter on hit (Agent consensus)
if (typeof updateStyleMeter === 'function') {
updateStyleMeter(comboHit > 0 ? 'comboHit' : 'hit', 1 + comboHit * 0.2);
}
// v6.35: Combo Crescendo Orchestra - combat composes music
if (typeof comboCrescendo !== 'undefined') {
comboCrescendo.updateCombo(comboHit);
}
// v6.42: Chrono-Echo Combat - record attack for echo playback
if (typeof chronoEchoSystem !== 'undefined' && worldState.player) {
chronoEchoSystem.recordAction('attack',
worldState.player.position,
worldState.player.rotation.y,
target.position,
damage
);
}
}
// v6.9: Apply elemental multiplier (Agent consensus - Combat Depth)
const weaponElement = typeof getEquippedElement === 'function' ? getEquippedElement() : null;
const mobName = data.name || data.type || 'unknown'; // v6.90: Fallback for targets without names
const elementalResult = typeof getElementalMultiplier === 'function'
? getElementalMultiplier(mobName, weaponElement)
: { multiplier: 1.0, type: 'normal' };
damage = Math.floor(damage * elementalResult.multiplier);
// v8.0: ELEMENTAL PET COMBAT - Pet evolution elements deal bonus damage! (8-Agent Consensus)
const petElementResult = typeof getPetElementalBonus === 'function'
? getPetElementalBonus(mobName)
: { multiplier: 1.0, type: 'none', element: null };
if (petElementResult.multiplier !== 1.0 && petElementResult.type !== 'none') {
damage = Math.floor(damage * petElementResult.multiplier);
// Show pet elemental effectiveness feedback - v7.91: Use pooled positions
if (petElementResult.type === 'weak') {
spawnFloater(getFloaterPos(target.position, 1.5), '🐾 PET SUPER EFFECTIVE!', '#44ff44');
} else if (petElementResult.type === 'resist') {
spawnFloater(getFloaterPos(target.position, 1.5), '🐾 Resisted...', '#888888');
} else if (petElementResult.type === 'immune') {
spawnFloater(getFloaterPos(target.position, 1.5), '🐾 Immune!', '#ff4444');
}
}
// v6.9: Apply bestiary damage bonus (Agent consensus)
const bestiaryBonus = typeof getBestiaryDamageBonus === 'function'
? getBestiaryDamageBonus(mobName) : 0;
if (bestiaryBonus > 0) {
damage = Math.floor(damage * (1 + bestiaryBonus));
}
// v4.6: Show crit feedback if in crit window, v4.8: combo feedback
const isCrit = isInCritWindow() && isCombatHit;
const isFinisher = comboHit >= COMBO_CONFIG.MAX_HITS - 1;
let hitText, hitColor;
if (isFinisher) {
hitText = `💥 FINISHER x${comboHit + 1}! -${damage}`;
hitColor = '#ff00ff';
} else if (isCrit) {
hitText = `⚔️ CRIT! -${damage}`;
hitColor = '#ffd700';
} else if (comboHit > 0) {
hitText = `x${comboHit + 1} COMBO! -${damage}`;
hitColor = '#00ffff';
} else {
// v6.34: Variety in basic hit feedback
const hitVariants = damage >= 10
? ['SMASH!', 'WHAM!', 'POW!', 'SLAM!', 'CRUSH!']
: damage >= 5
? ['HIT!', 'STRIKE!', 'BASH!', 'THWACK!']
: ['HIT!', 'TAP!', 'NICK!', 'POKE!'];
const variant = hitVariants[Math.floor(Math.random() * hitVariants.length)];
hitText = damage > 1 ? `${variant} -${damage}` : variant;
// v6.34: Subtle color variation based on damage
hitColor = damage >= 10 ? '#ffaa44' : damage >= 5 ? '#ffffff' : '#cccccc';
}
// v7.23: Use damage-scaled options object for enhanced floater animations (8-Strategy Consensus Cycle 9 Fix)
const isBossForFloater = data.type === 'boss' || data.isBoss;
spawnFloater(target.position, hitText, hitColor, { damage, isCrit, isFinisher, isBoss: isBossForFloater });
AudioSystem.hit(comboHit || 0); // v6.41: Pass combo count for ascending pitch
// v10.19: Haptic feedback for combat hits (8-Strategy Cycle 6 Consensus)
if (typeof MobileHaptics !== 'undefined') {
if (isFinisher) MobileHaptics.vibrate('death'); // Heavy for finisher
else if (isCrit) MobileHaptics.vibrate('heavyTap'); // Strong for crit
else MobileHaptics.vibrate('attack'); // Standard for hit
}
// v7.22: Layered impact audio (8-Strategy Consensus Round 3)
if (typeof LayeredImpactAudio !== 'undefined') {
LayeredImpactAudio.play(damage, { critical: isCrit, finisher: isFinisher });
}
// v6.32: Adaptive combat music events (8-agent consensus)
if (isCombatHit) {
if (isFinisher) {
AudioSystem.combatEvent('finisher');
} else if (isCrit) {
AudioSystem.combatEvent('crit');
} else {
AudioSystem.combatEvent('hit');
}
// v6.33: Combo Chromatic Crescendo (8-agent consensus)
// Color progression through spectrum per combo hit
if (typeof comboChromaticSystem !== 'undefined' && comboHit) {
comboChromaticSystem.triggerComboEffect(comboHit, target.position);
}
}
// v6.9: Show elemental effectiveness feedback (Agent consensus) - v7.91: Use pooled positions
if (elementalResult.type === 'weak') {
spawnFloater(getFloaterPos(target.position, 1), '⚡ WEAK!', '#ff4400');
if (particles) particles.emit(target.position, 15, 0xff4400, { spread: 3, lifetime: 500 });
} else if (elementalResult.type === 'resist') {
spawnFloater(getFloaterPos(target.position, 1), '🛡️ RESIST', '#666666');
} else if (elementalResult.type === 'immune') {
spawnFloater(getFloaterPos(target.position, 1), '❌ IMMUNE', '#444444');
}
// v6.9: Apply knockback on hit (Agent consensus - Physics Fun)
// v7.91: Use GlobalVec3Pool.temp() instead of clone()
if (isCombatHit && typeof applyKnockback === 'function' && worldState.player) {
const knockDir = GlobalVec3Pool.temp().subVectors(target.position, worldState.player.position);
const knockForce = KNOCKBACK_CONFIG.BASE_FORCE * (isFinisher ? 2 : isCrit ? 1.5 : 1);
applyKnockback(target, knockDir, knockForce);
}
// v5.15: Trigger robot attack animation on combat
if (isCombatHit) {
triggerRobotAnimation('attack');
}
data.hp -= damage;
gameData.statistics.totalDamageDealt += damage;
// v8.0: ATTACK INTERRUPT SYSTEM - Check for stagger during telegraph (8-Agent Consensus Cycle 5)
if (isCombatHit && typeof accumulateStaggerDamage === 'function') {
accumulateStaggerDamage(target, damage);
}
// v6.36: Screen shake on dealing damage (Round 3 consensus)
if (isCombatHit) {
impactShake.triggerDamageDealt(damage);
// v6.81: Enhanced impact border for crits/finishers (8-Agent Ultra-Think Consensus - 8/8 votes)
if (isFinisher || isCrit) {
showImpactBorder('critical-hit');
} else {
showImpactBorder('damage-dealt');
}
}
// v5.1: Apply lifesteal from equipment
const equipStats = getEquipmentStats();
if (equipStats.lifesteal > 0) {
const healAmount = Math.floor(damage * equipStats.lifesteal);
if (healAmount > 0) {
gameData.player.hp = Math.min(CONFIG.PLAYER_MAX_HP + equipStats.maxHpBonus, gameData.player.hp + healAmount);
spawnFloater(worldState.player.position, `💚 +${healAmount}`, '#44ff44');
updateHealthUI();
}
}
// v4.4: Hit-stop and flash for satisfying combat
const isBossTarget = data.type === 'boss' || data.isBoss;
const isMobTarget = data.type === 'mob';
const willDie = data.hp - damage <= 0; // Check if this hit will kill
if (isBossTarget) {
triggerHitStop(HIT_STOP_BOSS);
// v7.31: Enhanced emissive flash with damage-scaled intensity (Cycle 4 Consensus)
const bossEmissiveBoost = Math.min(4.0, 2.5 + damage * 0.025);
flashTargetHit(target, 0xff4400, { emissiveBoost: bossEmissiveBoost });
// v8.0: SQUASH-STRETCH on hit (8-Agent Consensus Cycle 7)
if (typeof applySquashStretch === 'function') {
applySquashStretch(target, damage, comboHit || 0, isCrit, isFinisher);
}
// v7.24: HIT STAGGER on non-lethal hits (8-Strategy Consensus Cycle 9)
if (typeof HitStaggerSystem !== 'undefined' && !willDie) {
HitStaggerSystem.trigger(target, damage, null, { isCrit, isFinisher, willDie });
HitStaggerSystem.emitHitParticles(target.position, damage, 0xff4400);
}
// v6.32: Camera punch toward boss impact (8-agent consensus)
triggerCameraPunch(target.position, {
isBoss: true,
isFinisher,
isCrit,
isKill: willDie
});
} else if (isMobTarget) {
triggerHitStop(HIT_STOP_LIGHT);
// v7.31: Enhanced emissive flash with damage-scaled intensity (Cycle 4 Consensus)
const mobEmissiveBoost = Math.min(3.5, 2.0 + damage * 0.03);
flashTargetHit(target, 0xff0000, { emissiveBoost: mobEmissiveBoost });
// v8.0: SQUASH-STRETCH on hit (8-Agent Consensus Cycle 7)
if (typeof applySquashStretch === 'function') {
applySquashStretch(target, damage, comboHit || 0, isCrit, isFinisher);
}
// v7.24: HIT STAGGER on non-lethal hits (8-Strategy Consensus Cycle 9)
if (typeof HitStaggerSystem !== 'undefined' && !willDie) {
HitStaggerSystem.trigger(target, damage, null, { isCrit, isFinisher, willDie });
HitStaggerSystem.emitHitParticles(target.position, damage, 0xff0000);
}
// v6.32: Camera punch toward mob impact (8-agent consensus)
triggerCameraPunch(target.position, {
isBoss: false,
isFinisher,
isCrit,
isKill: willDie
});
}
// v4.6: Apply elemental status effect on hit
if (isMobTarget || isBossTarget) {
const element = getEquippedElement();
if (element) {
applyStatusEffect(target, element);
}
}
// Visual feedback
target.scale.setScalar(0.85);
setTimeout(() => { if(target.parent) target.scale.setScalar(1); }, 100);
// v4.0: Hit particles based on type
// v6.81: Enhanced particles for crits/finishers (8-Agent Ultra-Think Consensus - 7/8 votes)
if (particles) {
const particleColor = data.type === 'tree' ? 0x885522 :
data.type === 'rock' ? 0x888888 :
data.type === 'mob' ? (ENEMY_TYPES[data.name]?.color || 0x44ff44) : 0x4488ff;
// Enhanced particle burst for critical hits and finishers
const particleCount = isFinisher ? 25 : isCrit ? 15 : 5;
const particleSpread = isFinisher ? 5 : isCrit ? 3.5 : 2;
const particleSize = isFinisher ? 0.3 : isCrit ? 0.22 : 0.15;
const particleLifetime = isFinisher ? 1000 : isCrit ? 800 : 600;
particles.emit(target.position, particleCount, particleColor, {
spread: particleSpread,
lifetime: particleLifetime,
size: particleSize
});
// Golden sparkle particles for crits and finishers
if (isCrit || isFinisher) {
particles.emit(target.position, isFinisher ? 15 : 8, 0xffd700, {
spread: 4,
lifetime: 800,
size: 0.2
});
}
}
// Update mob health bar
if (data.type === 'mob' && data.hpBar) {
const hpPercent = data.hp / data.maxHp;
data.hpBar.scale.x = Math.max(0.01, hpPercent);
data.hpBar.material.color.setHex(hpPercent > 0.5 ? 0x00ff00 : hpPercent > 0.25 ? 0xffff00 : 0xff0000);
}
if(data.hp <= 0) {
// ============================================
// v8.0: STYLISH HARVESTING - 8-Agent Consensus Feature
// Combat style rating affects resource gathering!
// "Stylish workers get better yields"
// ============================================
const getStyleGatheringBonus = () => {
if (typeof styleMeterState === 'undefined' || typeof STYLE_METER_CONFIG === 'undefined') return 1.0;
const grade = styleMeterState.grade;
// S/SS/SSS ranks give bonus resources!
const styleGatherBonuses = {
'D': 1.0, 'C': 1.0, 'B': 1.1, 'A': 1.2,
'S': 1.5, 'SS': 2.0, 'SSS': 3.0
};
return styleGatherBonuses[grade] || 1.0;
};
if(data.type === 'tree') {
// v4.2: Apply skill bonus to gathering
// v8.0: Also apply style meter bonus!
const toolBonus = hasItem('Crystal Pickaxe') ? 3 : hasItem('Pickaxe') ? 2 : 1;
const skillMultiplier = getSkillBonus('wood');
const styleBonus = getStyleGatheringBonus();
const totalYield = Math.floor(toolBonus * skillMultiplier * styleBonus);
// Show stylish gathering message for high style ranks
const isStylish = styleBonus >= 1.5;
for (let i = 0; i < totalYield; i++) addItem('Log');
addXp('wood', 50);
gameData.statistics.treesChopped++;
gainPetBond(1); // v5.4: Pet bond from gathering
// v12.17: Battery Core XP from gathering
if (typeof BatteryCoreSystem !== 'undefined') BatteryCoreSystem.awardXP(BatteryCoreSystem.XP_VALUES.chopTree, 'gathering');
if (isStylish) {
spawnFloater(target.position, `✨ +${totalYield} LOG (STYLISH!)`, '#ffdd00');
if (particles) particles.emit(target.position, 20, 0xffdd00, { spread: 5, lifetime: 1200 });
} else {
spawnFloater(target.position, `+${totalYield} LOG`, '#da5');
if (particles) particles.emit(target.position, 12, 0xdd9955, { spread: 4, lifetime: 1000 });
}
AudioSystem.collect();
scene.remove(target);
worldState.interactables = worldState.interactables.filter(x => x !== target);
}
else if(data.type === 'rock') {
// v4.2: Apply skill bonus to gathering
// v8.0: Also apply style meter bonus!
const toolBonus = hasItem('Crystal Pickaxe') ? 3 : hasItem('Pickaxe') ? 2 : 1;
const skillMultiplier = getSkillBonus('mining');
const styleBonus = getStyleGatheringBonus();
const totalYield = Math.floor(toolBonus * skillMultiplier * styleBonus);
// Show stylish gathering message for high style ranks
const isStylish = styleBonus >= 1.5;
for (let i = 0; i < totalYield; i++) addItem('Ore');
addXp('mining', 50);
gameData.statistics.oresMined++;
gainPetBond(1); // v5.4: Pet bond from gathering
// v12.17: Battery Core XP from gathering
if (typeof BatteryCoreSystem !== 'undefined') BatteryCoreSystem.awardXP(BatteryCoreSystem.XP_VALUES.mineOre, 'gathering');
if (isStylish) {
spawnFloater(target.position, `✨ +${totalYield} ORE (STYLISH!)`, '#ffdd00');
if (particles) particles.emit(target.position, 20, 0xffdd00, { spread: 5, lifetime: 1200 });
} else {
spawnFloater(target.position, `+${totalYield} ORE`, '#888');
if (particles) particles.emit(target.position, 15, 0x888888, { spread: 3, lifetime: 800 });
}
AudioSystem.collect();
scene.remove(target);
worldState.interactables = worldState.interactables.filter(x => x !== target);
}
else if(data.type === 'mob' || data.type === 'boss') {
// v4.3: Handle both regular mobs and bosses
const isBoss = data.type === 'boss' || data.isBoss;
// v4.2/4.3: Drop items from enemy data
const drops = data.drops || ['Slime'];
// v4.7: Elite enemies drop more items
const dropMultiplier = data.isElite ? ELITE_CONFIG.bonusDropMult : 1;
drops.forEach(drop => {
// Handle boss drop format { item, count } - v7.91: Use pooled position
if (typeof drop === 'object') {
const count = drop.count * dropMultiplier;
for (let i = 0; i < count; i++) addItem(drop.item);
spawnFloater(getFloaterPos(target.position, 1, Math.random(), Math.random()), `+${count} ${drop.item}`, '#ffd700');
// v8.0: Magnet visual for drops (8-Agent Consensus Cycle 6)
if (typeof spawnMagnetItem === 'function') {
for (let i = 0; i < Math.min(count, 5); i++) {
const offset = new THREE.Vector3((Math.random() - 0.5) * 2, 0, (Math.random() - 0.5) * 2);
spawnMagnetItem(target.position.clone().add(offset), drop.item);
}
}
} else {
for (let i = 0; i < dropMultiplier; i++) addItem(drop);
// v8.0: Magnet visual for drops (8-Agent Consensus Cycle 6)
if (typeof spawnMagnetItem === 'function') {
for (let i = 0; i < Math.min(dropMultiplier, 3); i++) {
const offset = new THREE.Vector3((Math.random() - 0.5) * 2, 0, (Math.random() - 0.5) * 2);
spawnMagnetItem(target.position.clone().add(offset), drop);
}
}
}
});
// v4.7: Elite essence drop - v7.91: Use pooled position
if (data.isElite && Math.random() < ELITE_CONFIG.essenceDropChance) {
const essenceCount = 1 + Math.floor(Math.random() * 3); // 1-3 essence
for (let i = 0; i < essenceCount; i++) addItem('Elite Essence');
spawnFloater(getFloaterPos(target.position, 1.5), `+${essenceCount} Elite Essence`, '#aa00ff');
// v8.0: Magnet visual for Elite Essence (8-Agent Consensus Cycle 6)
if (typeof spawnMagnetItem === 'function') {
for (let i = 0; i < essenceCount; i++) {
const offset = new THREE.Vector3((Math.random() - 0.5) * 2, 0.5, (Math.random() - 0.5) * 2);
spawnMagnetItem(target.position.clone().add(offset), 'Elite Essence');
}
}
}
// v6.8: Update kill streak and apply XP multiplier (Agent consensus)
if (typeof updateKillStreak === 'function') {
updateKillStreak();
}
const streakMultiplier = typeof getKillStreakXPMultiplier === 'function' ? getKillStreakXPMultiplier() : 1.0;
const xpReward = Math.floor((data.xpReward || 100) * streakMultiplier);
addXp('combat', xpReward);
// v6.68: Gold drops from mob kills (Living Economy)
const baseGold = isBoss ? 50 + Math.floor(Math.random() * 100) :
data.isElite ? 15 + Math.floor(Math.random() * 25) :
2 + Math.floor(Math.random() * 8);
const goldDrop = Math.floor(baseGold * streakMultiplier);
if (typeof addGold === 'function') {
addGold(goldDrop, isBoss ? 'boss' : data.isElite ? 'elite' : 'mob');
} else {
ECONOMY.gold += goldDrop;
spawnFloater(target.position, `+${goldDrop}g`, '#ffd700');
}
// v4.7: Handle explosive affix death
// v7.98: Use distanceToSquared for explosion range check
if (data.isElite && data.eliteData?.explodeOnDeath) {
const explosionDamage = Math.floor(data.damage * 2);
const explosionRangeSq = 25; // 5 * 5
const distToPlayerSq = target.position.distanceToSquared(p.position);
if (distToPlayerSq < explosionRangeSq) {
damagePlayer(explosionDamage, 'explosion');
spawnFloater(p.position, `💥 EXPLOSION! -${explosionDamage}`, '#ff6600');
}
if (particles) particles.emit(target.position, 40, 0xff6600, { spread: 8, lifetime: 1000, size: 0.4 });
screenShake(1.2);
AudioSystem.explosion && AudioSystem.explosion();
}
// v6.7: Kill celebration flash (Agent consensus - Combat Juice)
if (typeof flashKillCelebration === 'function') {
flashKillCelebration(isBoss);
}
// v8.0: KILLING BLOW TIME DILATION - brief slow-mo on kills (8-Agent Consensus Cycle 5)
if (typeof triggerKillTimeDilation === 'function') {
const killType = isBoss ? 'boss' : (data.isElite ? 'elite' : 'normal');
const comboCount = comboState?.count || 0;
triggerKillTimeDilation(killType, comboCount);
}
// v8.0: PET REACTIVE CELEBRATIONS - Pet celebrates kills! (8-Agent Consensus Cycle 5)
if (typeof triggerPetReaction === 'function') {
if (isBoss) {
triggerPetReaction('bossKill');
} else {
triggerPetReaction('kill');
}
// Pet extra excited for clutch kills (low HP)
if (gameData.player && gameData.player.hp < gameData.player.maxHp * 0.15) {
triggerPetReaction('clutch');
}
}
// v6.32: Adaptive combat music - kill event (8-agent consensus)
AudioSystem.combatEvent('kill');
// v6.33: Synaptic Bass Drop (8-agent consensus)
// Dramatic kill satisfaction - silence, bass thump, screen compression
if (typeof synapticBassDrop !== 'undefined') {
synapticBassDrop.trigger(target.position, isBoss);
}
// v7.22: Layered death audio (8-Strategy Consensus Round 3)
if (typeof LayeredImpactAudio !== 'undefined') {
LayeredImpactAudio.playDeath(isBoss ? 'boss' : 'normal');
}
// v6.36: Kill screen shake (Round 3 consensus)
impactShake.triggerKill();
if (isBoss) impactShake.triggerBossHit();
// v6.81: Boss kill victory confetti (8-Agent Ultra-Think Consensus - 6/8 votes)
if (isBoss && typeof spawnVictoryConfetti === 'function') {
spawnVictoryConfetti(200); // Epic confetti burst for boss kills
}
// v6.36: Personal records & daily challenges (Round 3 consensus)
if (typeof personalRecords !== 'undefined' && personalRecords.records) {
personalRecords.recordKill();
personalRecords.recordDamageDealt(damage);
personalRecords.recordCombo(comboHit || 0);
}
if (typeof dailyChallenges !== 'undefined' && dailyChallenges.progress) {
dailyChallenges.updateProgress('kill');
dailyChallenges.updateProgress('damage', damage);
dailyChallenges.updateProgress('combo', comboHit || 0);
}
// v6.36: Kill Replay Flash for significant kills (Round 3 consensus)
if (typeof killReplay !== 'undefined') {
killReplay.recordKill(
isBoss ? 'boss' : (data.isElite ? 'elite' : 'mob'),
damage,
target.position.clone(),
comboHit || 0
);
}
if (isBoss) {
// v6.32: Boss defeat triggers special music event
AudioSystem.combatEvent('bossDefeat');
gameData.statistics.bossesDefeated++;
// v7.30: Track boss defeat for Omniscient Observer (major triumph!)
if (typeof OmniscientObserver !== 'undefined') {
OmniscientObserver.observeAction('boss_defeat', {
bossName: data.name,
location: activeCiv?.name || 'Unknown'
});
OmniscientObserver.recordSignificantMoment(`Defeated ${data.name}!`, 9);
}
// v6.35: Chronicle Engine - capture boss defeat
if (typeof captureChronicleEvent === 'function') {
captureChronicleEvent('boss_defeat', { bossName: data.name, xpEarned: xpReward, totalBossesDefeated: gameData.statistics.bossesDefeated });
}
// v4.9: Track boss in codex
trackCreatureKill('boss');
// v6.9: Try to discover lore on boss defeat (Agent consensus - Secrets)
if (typeof tryDiscoverLore === 'function') {
tryDiscoverLore('boss_defeat');
}
// v6.9: Style meter finisher bonus on boss kill
if (typeof updateStyleMeter === 'function') {
updateStyleMeter('finisher', 2);
}
// v8.0: CLUTCH BOSS KILL - extra dramatic! (8-Agent Consensus)
if (typeof triggerClutchCelebration === 'function' && gameData?.player?.hp) {
triggerClutchCelebration(gameData.player.hp, true);
}
spawnFloater(getFloaterPos(target.position, 2), `BOSS DEFEATED! +${xpReward}XP`, '#ffd700'); // v7.91: Use pooled position
showNotification(`${data.name} has been defeated!`, 'success');
// v4.4: Extra long hit-stop for boss kill
triggerHitStop(HIT_STOP_BOSS * 2);
screenShake(1.5);
// Extra celebration
if (particles) particles.emit(target.position, 50, 0xffd700, { spread: 8, lifetime: 2000, size: 0.4 });
// v8.30: Add VisualFeedback for boss defeat - dramatic screen effect
if (typeof VisualFeedback !== 'undefined') {
VisualFeedback.onCriticalEvent('#ffd700'); // Gold burst for boss defeat
}
// v5.3: Check portal clear on boss kill (portal realms require boss kills)
if (gameData.portals?.currentPortal) {
const portalMods = getPortalModifiers();
if (portalMods?.bossOnly) {
exitPortal(true);
}
}
// v5.3: Chance for rarity loot on boss kills
if (Math.random() < 0.4) {
const rareDrop = drops[0]?.item || drops[0] || 'Boss Trophy';
const rarityItem = createRarityItem(rareDrop);
if (rarityItem.rarity !== 'common') {
if (!gameData.rarityItems) gameData.rarityItems = [];
gameData.rarityItems.push(rarityItem);
showRarityDropPopup(rarityItem);
}
}
} else {
gameData.statistics.mobsKilled++;
// v4.9: Track creature in codex
if (data.isElite) {
trackCreatureKill('elite');
} else {
trackCreatureKill(data.name?.toLowerCase() || 'unknown');
}
// v8.0: CLUTCH KILL CELEBRATION - 8-Agent Consensus
// If player killed enemy while at critical HP, celebrate!
if (typeof triggerClutchCelebration === 'function' && gameData?.player?.hp) {
triggerClutchCelebration(gameData.player.hp, true);
}
// v6.9: Check bestiary milestones (Agent consensus - Meta)
if (typeof checkBestiaryMilestone === 'function') {
checkBestiaryMilestone(data.name);
}
// v6.9: Update style meter on kill (Agent consensus)
if (typeof updateStyleMeter === 'function') {
updateStyleMeter('kill', data.isElite ? 2 : 1);
}
// v8.0: Track night combat for behavioral commentary
if (typeof trackBehaviorPattern === 'function' && typeof timeOfDay !== 'undefined') {
// Night is roughly 0.7-0.3 (evening to morning)
const isNight = (timeOfDay > 0.7 || timeOfDay < 0.3);
if (isNight) {
trackBehaviorPattern('night_combat');
}
}
// v5.0: Try to drop a pet
tryDropPet(data.name);
// v5.4: Gain pet bond from kills
gainPetBond(data.isElite ? 3 : 1);
// v6.12: Track elite defeats (renamed from kills for family-friendly)
if (data.isElite) {
gameData.statistics.elitesKilled = (gameData.statistics.elitesKilled || 0) + 1;
// v6.35: Chronicle Engine - capture elite defeat
if (typeof captureChronicleEvent === 'function') {
captureChronicleEvent('elite_defeat', { eliteName: data.name, prefix: data.eliteData?.prefix, xpEarned: xpReward });
}
spawnFloater(getFloaterPos(target.position, 2), `${data.eliteData.prefix} ELITE DEFEATED! +${xpReward}XP`, '#ffaa00'); // v7.91: Use pooled position
showNotification(`Elite ${data.name} defeated!`, 'success');
triggerHitStop(HIT_STOP_BOSS);
// v5.3: Chance for rarity loot on elite defeats
if (Math.random() < 0.2) {
const rareDrop = drops[0] || 'Elite Essence';
const rarityItem = createRarityItem(rareDrop);
if (rarityItem.rarity !== 'common') {
if (!gameData.rarityItems) gameData.rarityItems = [];
gameData.rarityItems.push(rarityItem);
showRarityDropPopup(rarityItem);
}
}
} else {
// v6.12: Changed "KILLED" to "DEFEATED" for family-friendly messaging
spawnFloater(target.position, `DEFEATED! +${xpReward}XP`, '#88ff88');
triggerHitStop(HIT_STOP_HEAVY);
}
worldMobKillCount++; // v4.3: Track for boss spawning
checkBossSpawn(); // v4.3: Check if boss should spawn
// v5.3: Track portal kills - elites count more
if (gameData.portals?.currentPortal) {
const portalMods = getPortalModifiers();
// Portals without bossOnly can be cleared by killing enough enemies
if (!portalMods?.bossOnly && data.isElite) {
if (!gameData.portals.killProgress) gameData.portals.killProgress = 0;
gameData.portals.killProgress += 5; // Elite = 5 kills
if (gameData.portals.killProgress >= 25) { // Need 25 points (5 elites or 25 mobs)
exitPortal(true);
}
} else if (!portalMods?.bossOnly) {
if (!gameData.portals.killProgress) gameData.portals.killProgress = 0;
gameData.portals.killProgress += 1;
if (gameData.portals.killProgress >= 25) {
exitPortal(true);
}
}
}
}
AudioSystem.kill();
const mobColor = data.isElite ? (data.eliteData?.color || 0xffaa00) :
isBoss ? (BOSS_TYPES[data.bossId]?.color || 0xffd700) :
(ENEMY_TYPES[data.name]?.color || 0x44ff44);
// v7.23: ENHANCED DEATH IMPACT (8-Strategy Consensus Cycle 8)
// Triggers dramatic scale burst, particle explosion, and lighting
const killEffectType = isBoss ? 'boss' : (data.isElite ? 'elite' : 'normal');
if (typeof EnhancedDeathImpact !== 'undefined') {
EnhancedDeathImpact.trigger(target, killEffectType, mobColor);
} else {
// Fallback to standard particles if EnhancedDeathImpact not available
if (particles && !isBoss) particles.emit(target.position, data.isElite ? 30 : 20, mobColor, { spread: data.isElite ? 7 : 5, lifetime: 1200, size: data.isElite ? 0.35 : 0.25 });
}
// v6.52: Spawn quantum wreckage on death (higher chance for elites/bosses)
if (typeof quantumWreckage !== 'undefined') {
const wreckageChance = isBoss ? 1.0 : data.isElite ? 0.6 : 0.3;
if (Math.random() < wreckageChance) {
quantumWreckage.spawnWreckage(target.position, data.name, data);
}
}
// v8.0: KILL-CHAIN AUTO-TARGET - snap to next enemy! (8-Agent Consensus Cycle 6)
// Keeps combat flowing without manual re-targeting
if (typeof triggerKillChainAutoTarget === 'function') {
const killType = isBoss ? 'boss' : (data.isElite ? 'elite' : 'normal');
triggerKillChainAutoTarget(target.position.clone(), killType);
}
// v7.26: ENVIRONMENTAL MEMORY SCARS (8-Strategy Consensus)
// Boss/Elite kills leave permanent visual markers - "The world REMEMBERS"
if (typeof MemoryScarsSystem !== 'undefined' && (isBoss || data.isElite)) {
const scarType = isBoss ? 'boss' : 'elite';
const enemyDisplayName = data.displayName || data.name || 'Unknown Enemy';
MemoryScarsSystem.createScar(target.position.clone(), scarType, enemyDisplayName, {
elitePrefix: data.eliteData?.prefix,
bossId: data.bossId,
xpEarned: xpReward
});
}
// v12.25: Record blood in terrain memory for all mob kills
if (typeof terrainMemory !== 'undefined' && terrainMemory.initialized) {
terrainMemory.recordBlood(target.position.x, target.position.z);
// Boss kills create craters
if (isBoss) {
terrainMemory.createCrater(target.position.x, target.position.z, 2.5);
}
}
scene.remove(target);
worldState.mobs = worldState.mobs.filter(x => x !== target);
}
else if(data.type === 'fishing') {
if (hasItem('Fishing Rod')) {
// v4.2: Skill bonus for fishing
const skillMultiplier = getSkillBonus('fishing');
const fishCount = Math.floor(1 * skillMultiplier);
for (let i = 0; i < fishCount; i++) addItem('Raw Fish');
addXp('fishing', 40);
gameData.statistics.fishCaught += fishCount;
gainPetBond(1); // v5.4: Pet bond from fishing
spawnFloater(target.position, `+${fishCount} FISH`, '#44f');
AudioSystem.collect();
if (particles) particles.emit(target.position, 8, 0x4488ff, { spread: 2, lifetime: 800, gravity: 5 });
} else {
spawnFloater(target.position, "Need Rod!", '#f44');
AudioSystem.error();
}
data.hp = data.maxHp = 1;
return;
}
worldState.interactTarget = null;
checkAchievements();
updateDailyChallengeProgress();
updatePlayerRank();
}
}
// v6.7: Updated to accept optional attacker position for directional damage indicator
// v9.2: Added attacker object parameter for auto-retaliation
function damagePlayer(amount, attackerPos = null, attackerObj = null) {
// v12.26: Check for spawn protection first (separate from dodge)
if (typeof hasSpawnProtection === 'function' && hasSpawnProtection()) {
spawnFloater(worldState.player.position, '⚡ PROTECTED!', '#ffff00');
showImpactBorder('heal'); // Golden flash for protection
return;
}
// v4.5: Check for dodge i-frames
if (isInvincible()) {
spawnFloater(worldState.player.position, 'DODGE!', '#88ffff');
// v7.45: Cyan screen pulse for dodge success feedback (Cycle 24 Visual Polish)
showImpactBorder('dodge-success');
return;
}
// v9.2: AUTO-RETALIATE - Attack back when hit!
if (SteamDeckManager.autoRetaliateEnabled && attackerObj && attackerObj.userData &&
typeof performAction === 'function' && gameData.player.hp > 0) {
// Only retaliate against valid combat targets (mobs, hostile creeps, neutrals)
const attackerType = attackerObj.userData.type;
const attackerTeam = attackerObj.userData.team;
// v10.18: Added enemyHero for DOTA mode retaliation
const isValidTarget = attackerType === 'mob' || attackerType === 'neutral' ||
(attackerType === 'creep' && attackerTeam === 'B') ||
attackerType === 'hostileTower' || attackerType === 'enemyHero';
if (isValidTarget && attackerObj.userData.hp > 0) {
// Set as target and attack back
worldState.interactTarget = attackerObj;
// Small delay to feel reactive rather than instant
setTimeout(() => {
if (attackerObj.userData.hp > 0 && gameData.player.hp > 0) {
performAction(attackerObj);
spawnFloater(worldState.player.position, '⚔️ RETALIATE!', '#ff8800');
}
}, 100);
}
}
// v4.8: Break combo on taking damage
if (COMBO_CONFIG.BREAK_ON_DAMAGE && comboState.active) {
breakCombo();
}
// v6.8: Reset kill streak on taking damage (Agent consensus)
if (typeof resetKillStreak === 'function') {
resetKillStreak();
}
// v6.9: Style meter penalty on taking damage (Agent consensus)
if (typeof updateStyleMeter === 'function') {
updateStyleMeter('damageTaken');
}
// v4.9: Apply Shield Wall damage reduction
let reducedAmount = amount;
if (isShieldWallActive()) {
reducedAmount = Math.floor(amount * (1 - COMBAT_ABILITIES.shieldWall.damageReduction));
const damageBlocked = amount - reducedAmount;
if (worldState.player) {
spawnFloater(worldState.player.position, `🛡️ BLOCKED!`, '#4488ff');
}
// v7.59: Shield block audio feedback (Evolution Cycle 2 - Audio/Game Feel Consensus)
if (typeof AudioSystem !== 'undefined') {
AudioSystem.shieldBlock(damageBlocked);
}
// v7.59: Haptic feedback for shield block
if (typeof MobileHaptics !== 'undefined') {
MobileHaptics.vibrate('parry'); // Use parry pattern for now
}
}
// v5.4: Apply evolution damage reduction and phase shift
const evolutionBonuses = getEvolutionBonuses();
if (evolutionBonuses.damageReduction > 0) {
reducedAmount = Math.floor(reducedAmount * (1 - evolutionBonuses.damageReduction));
}
if (evolutionBonuses.phaseShift > 0 && Math.random() < evolutionBonuses.phaseShift) {
reducedAmount = Math.floor(reducedAmount * 0.5);
if (worldState.player) {
spawnFloater(worldState.player.position, '🌀 PHASED!', '#4400ff');
}
}
// v4.2: Apply defense reduction
const defense = getPlayerDefense();
const actualDamage = Math.max(1, reducedAmount - defense);
// v12.17: UNIFIED BATTERY - Route damage through structural integrity
if (robotEnergy.unifiedMode && typeof UnifiedBatterySystem !== 'undefined') {
UnifiedBatterySystem.applyStructuralDamage(actualDamage);
// HP is synced automatically by UnifiedBatterySystem.update()
} else {
gameData.player.hp = Math.max(0, gameData.player.hp - actualDamage);
}
updateHealthUI();
// v6.80: Enhanced visual feedback (8-Agent Consensus)
showImpactBorder('damage-taken');
updateCriticalHPOverlay();
// v4.0: Enhanced damage feedback
// v7.35: Spatial damage audio when attacker position known (Cycle 14 - Audio/Feedback)
if (attackerPos && typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.playDamageReceived3D) {
SpatialAudioSystem.playDamageReceived3D(attackerPos, actualDamage);
} else {
AudioSystem.damage(); // Fallback for position-less damage (fall, DoTs, etc.)
}
screenShake(amount * 0.1);
flashDamageOverlay();
// v8.28: Apply VisualFeedback damage vignette for significant hits (>15% max HP)
if (typeof VisualFeedback !== 'undefined' && actualDamage > gameData.player.maxHp * 0.15) {
const vignetteIntensity = Math.min(0.7, 0.3 + (actualDamage / gameData.player.maxHp) * 0.5);
VisualFeedback.damageVignette(vignetteIntensity, 400 + actualDamage * 2);
}
// v10.9: Add haptic feedback for player damage (8-Strategy Cycle 4 Consensus #3)
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('damage');
// v6.36: Screen shake when taking damage
impactShake.triggerDamageReceived(actualDamage);
// v6.36: Update daily challenges for death tracking
if (typeof dailyChallenges !== 'undefined' && dailyChallenges.progress) {
dailyChallenges.updateProgress('death');
}
// v6.7: Show directional damage indicator if attacker position known
if (attackerPos && typeof flashDirectionalDamage === 'function') {
flashDirectionalDamage(attackerPos);
}
// v5.15: Trigger robot damage animation
triggerRobotAnimation('damage');
// v6.65: Companion takes splash damage in combat (30% chance)
if (Math.random() < 0.3 && gameData.companion && gameData.companion.hp > 0) {
const companionDamage = Math.max(1, Math.floor(actualDamage * 0.3));
damageCompanion(companionDamage, 'Combat splash damage');
}
// v8.0: ECHO Proactive Concern - check if ECHO should worry (8-Agent Consensus)
if (typeof checkEchoConcern === 'function') {
checkEchoConcern();
}
// v8.0: Track combat state for prolonged combat concern
if (typeof setEchoCombatState === 'function') {
setEchoCombatState(true);
}
// v8.0: Check for Adrenaline Surge state changes (8-Agent Consensus Cycle 4)
if (typeof checkAdrenalineStateChange === 'function') {
checkAdrenalineStateChange();
}
// v12.17: Check death using unified battery or legacy HP
const isDead = robotEnergy.unifiedMode && typeof UnifiedBatterySystem !== 'undefined'
? UnifiedBatterySystem.getStructuralHP() <= 0
: gameData.player.hp <= 0;
if (isDead) {
// v6.36: Record death in personal records
if (typeof personalRecords !== 'undefined' && personalRecords.records) {
personalRecords.recordDeath();
}
playerDeath();
}
}
function healPlayer(amount) {
// v12.17: UNIFIED BATTERY - Route healing through structural integrity
if (robotEnergy.unifiedMode && typeof UnifiedBatterySystem !== 'undefined') {
UnifiedBatterySystem.healStructural(amount);
} else {
gameData.player.hp = Math.min(gameData.player.maxHp, gameData.player.hp + amount);
}
updateHealthUI();
// v6.41: Added null check for worldState.player
if (worldState.player && worldState.player.position) {
spawnFloater(worldState.player.position, `+${amount} HP`, '#44ff44');
}
AudioSystem.heal(); // v4.0
// v6.80: Enhanced visual feedback
showImpactBorder('heal');
updateCriticalHPOverlay();
// v8.28: Apply VisualFeedback heal vignette for significant heals (>20% max HP)
if (typeof VisualFeedback !== 'undefined' && amount > gameData.player.maxHp * 0.2) {
VisualFeedback.healVignette(0.3, 300);
}
}
// v6.12: Renamed from "death" to "fainted" for family-friendly gameplay
// v6.34: Now drops inventory items on the ground that can be picked up later
// v6.85: MEMENTO MORI PROTOCOL integration
function playerFainted(killerType = 'Unknown Entity', killerName = null) {
// v7.30: Track death for Omniscient Observer
if (typeof OmniscientObserver !== 'undefined') {
OmniscientObserver.observeAction('death', {
cause: killerType,
killerName: killerName,
location: activeCiv?.name || 'Unknown'
});
OmniscientObserver.recordSignificantMoment(`Player fell to ${killerName || killerType}`, 6);
}
// v6.85: Record death in the Archivist's archive
recordDeathInArchive(killerType, killerName);
// v6.34: Drop inventory items at faint location before respawning
if (gameData.inventory && gameData.inventory.length > 0 && activeCiv) {
dropInventoryAtLocation(
worldState.player.position.x,
worldState.player.position.y,
worldState.player.position.z
);
}
showNotification('You fainted! Your items dropped on the ground...', 'info');
// v6.35: Chronicle Engine - capture player fainted
if (typeof captureChronicleEvent === 'function') {
captureChronicleEvent('player_fainted', { itemsLost: gameData.inventory?.length || 0, location: activeCiv?.name || 'Unknown' });
}
gameData.player.hp = gameData.player.maxHp;
worldState.player.position.set(0, 10, 0);
worldState.target = null;
worldState.interactTarget = null;
updateHealthUI();
// v12.26: Grant spawn protection to prevent death loops
if (typeof grantSpawnProtection === 'function') {
grantSpawnProtection();
showNotification('⚡ SPAWN PROTECTION: 3 seconds of invincibility!', 'success');
}
// v6.85: Show Archivist greeting if MEMENTO MORI protocol is active
if (gameData.deathArchive && gameData.deathArchive.archivistEnabled) {
showArchivistGreeting();
}
// v6.12: Play recovery sound instead of death sound
AudioSystem.heal();
}
// Backwards compatibility alias
function playerDeath() { playerFainted(); }
// ===========================================
// v6.34: DROPPED ITEMS SYSTEM
// ===========================================
// Track active dropped item meshes in the world
let droppedItemMeshes = [];
// Drop all inventory items at a specific location
function dropInventoryAtLocation(x, y, z) {
if (!activeCiv || !gameData.inventory || gameData.inventory.length === 0) return;
const planetId = activeCiv.id;
// Initialize dropped items for this planet if not exists
if (!gameData.droppedItems) gameData.droppedItems = {};
if (!gameData.droppedItems[planetId]) gameData.droppedItems[planetId] = [];
// Clone the inventory items
const droppedStack = {
x: x,
y: y,
z: z,
items: [...gameData.inventory], // Copy all items
timestamp: Date.now()
};
// Add to persistent storage
gameData.droppedItems[planetId].push(droppedStack);
// Create visual representation
createDroppedItemMesh(droppedStack);
// Play drop sound
playDropSound();
// Show dramatic notification
const itemCount = gameData.inventory.length;
showNotification(`💼 Dropped ${itemCount} items! Return here to recover them.`, 'warning');
// Clear inventory
gameData.inventory = [];
updateInventoryUI();
saveGameData();
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`Dropped ${itemCount} items at (${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)}) on planet ${planetId}`);
}
// Create a visual mesh for dropped items
function createDroppedItemMesh(dropData) {
const group = new THREE.Group();
group.position.set(dropData.x, dropData.y + 0.5, dropData.z);
// Create a glowing crate/bag mesh
const crateGeo = new THREE.BoxGeometry(1.2, 0.8, 1.2);
const crateMat = new THREE.MeshStandardMaterial({
color: 0x8b4513, // Saddle brown
metalness: 0.1,
roughness: 0.8
});
const crate = new THREE.Mesh(crateGeo, crateMat);
crate.castShadow = true;
crate.receiveShadow = true;
group.add(crate);
// Add golden glow ring around it
const glowRingGeo = new THREE.TorusGeometry(1, 0.1, 8, 32);
const glowRingMat = new THREE.MeshBasicMaterial({
color: 0xffdd00,
transparent: true,
opacity: 0.6
});
const glowRing = new THREE.Mesh(glowRingGeo, glowRingMat);
glowRing.rotation.x = Math.PI / 2;
glowRing.position.y = 0;
group.add(glowRing);
// Add floating item indicator above
const indicatorGeo = new THREE.SphereGeometry(0.3, 16, 16);
const indicatorMat = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.8
});
const indicator = new THREE.Mesh(indicatorGeo, indicatorMat);
indicator.position.y = 1.5;
group.add(indicator);
// Add vertical beam
const beamGeo = new THREE.CylinderGeometry(0.05, 0.05, 3, 8);
const beamMat = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.3
});
const beam = new THREE.Mesh(beamGeo, beamMat);
beam.position.y = 2;
group.add(beam);
// Store reference data
group.userData = {
type: 'droppedItems',
name: `📦 Dropped Items (${dropData.items.length})`,
dropData: dropData,
hp: 1,
maxHp: 1
};
// Add animation data
group.userData.animPhase = Math.random() * Math.PI * 2;
scene.add(group);
worldState.interactables.push(group);
droppedItemMeshes.push(group);
return group;
}
// Restore dropped items when entering a planet
function restoreDroppedItemsForPlanet(planetId) {
if (!gameData.droppedItems || !gameData.droppedItems[planetId]) return;
const drops = gameData.droppedItems[planetId];
for (const dropData of drops) {
createDroppedItemMesh(dropData);
}
if (drops.length > 0) {
showNotification(`📦 ${drops.length} item pile(s) from previous visits nearby!`, 'info');
}
}
// Handle picking up dropped items
function pickupDroppedItems(droppedGroup) {
if (!droppedGroup || !droppedGroup.userData.dropData) return;
const dropData = droppedGroup.userData.dropData;
const items = dropData.items;
// Check if inventory has space
const currentCount = gameData.inventory.length;
const maxInventory = 20;
if (currentCount >= maxInventory) {
showNotification('Inventory full! Make some space first.', 'error');
return false;
}
// Calculate how many items we can pick up
const spaceAvailable = maxInventory - currentCount;
const itemsToPickup = items.slice(0, spaceAvailable);
const itemsRemaining = items.slice(spaceAvailable);
// Add items to inventory
for (const item of itemsToPickup) {
gameData.inventory.push(item);
}
// Update drop data
if (itemsRemaining.length > 0) {
// Some items left - update the drop
dropData.items = itemsRemaining;
droppedGroup.userData.name = `📦 Dropped Items (${itemsRemaining.length})`;
showNotification(`Picked up ${itemsToPickup.length} items! ${itemsRemaining.length} still on ground.`, 'info');
} else {
// All items picked up - remove the drop
removeDroppedItemMesh(droppedGroup);
showNotification(`✅ Recovered all ${itemsToPickup.length} items!`, 'success');
// Remove from persistent storage
if (activeCiv && gameData.droppedItems[activeCiv.id]) {
const idx = gameData.droppedItems[activeCiv.id].indexOf(dropData);
if (idx >= 0) {
gameData.droppedItems[activeCiv.id].splice(idx, 1);
}
}
}
// Play pickup sound
AudioSystem.collect();
// v7.32: 3D spatial collect audio (Cycle 5 Consensus)
if (typeof SpatialAudioSystem !== 'undefined' && SpatialAudioSystem.ctx && droppedGroup.position) {
SpatialAudioSystem.playCollect3D(droppedGroup.position);
}
// Update UI
updateInventoryUI();
saveGameData();
return true;
}
// Remove a dropped item mesh from the world
function removeDroppedItemMesh(group) {
scene.remove(group);
worldState.interactables = worldState.interactables.filter(x => x !== group);
droppedItemMeshes = droppedItemMeshes.filter(x => x !== group);
// Dispose geometry and materials
group.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
}
// Animate dropped items (floating effect)
function updateDroppedItemAnimations(time) {
for (const mesh of droppedItemMeshes) {
if (!mesh.userData) continue;
const phase = mesh.userData.animPhase || 0;
// Floating bob
mesh.position.y = mesh.userData.dropData.y + 0.5 + Math.sin(time * 0.002 + phase) * 0.15;
// Rotate glow ring
if (mesh.children[1]) {
mesh.children[1].rotation.z += 0.02;
}
// Pulse indicator
if (mesh.children[2]) {
const pulse = 0.6 + Math.sin(time * 0.004 + phase) * 0.2;
mesh.children[2].material.opacity = pulse;
}
}
}
// Play drop sound effect
function playDropSound() {
try {
if (!AudioSystem.ctx || !AudioSystem.enabled) return;
const ctx = AudioSystem.ctx;
if (ctx.state === 'suspended') ctx.resume();
const now = ctx.currentTime;
// Thud sound
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(150, now);
osc.frequency.exponentialRampToValueAtTime(50, now + 0.2);
gain.gain.setValueAtTime(0.4, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.3);
osc.connect(gain);
gain.connect(ctx.destination);
osc.start(now);
osc.stop(now + 0.3);
// Scatter sound
const noise = ctx.createOscillator();
const noiseGain = ctx.createGain();
noise.type = 'sawtooth';
noise.frequency.setValueAtTime(800, now + 0.05);
noise.frequency.exponentialRampToValueAtTime(200, now + 0.15);
noiseGain.gain.setValueAtTime(0.15, now + 0.05);
noiseGain.gain.exponentialRampToValueAtTime(0.01, now + 0.2);
noise.connect(noiseGain);
noiseGain.connect(ctx.destination);
noise.start(now + 0.05);
noise.stop(now + 0.2);
} catch (e) {
console.log('Audio not supported');
}
}
// Clear dropped items meshes when leaving planet
function clearDroppedItemMeshes() {
for (const mesh of droppedItemMeshes) {
scene.remove(mesh);
mesh.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
}
droppedItemMeshes = [];
}
// ===========================================
// END v6.34 FEATURES
// ===========================================
// v6.51: Slot-based vertical stacking with duplicate suppression
// Based on consensus from 8 strategy analyzers - simpler and more reliable than spiral/collision
// v6.65: Screen-space aware slot system to prevent overlapping floaters from different sources
const floaterSlots = []; // Active floaters with screen positions
const MAX_FLOATER_SLOTS = 12;
const SLOT_HEIGHT = 38; // Vertical spacing between floaters
const PROXIMITY_THRESHOLD = 120; // Horizontal proximity in pixels to consider "same area"
const recentMessages = new Map(); // For duplicate suppression
const DUPLICATE_WINDOW = 250; // ms - suppress identical messages within this window
// v7.23: Enhanced spawnFloater with damage-scaled animations (8-Strategy Consensus Cycle 8)
// Options: { damage: number, isFinisher: boolean, isBoss: boolean }
// v8.25: Added input validation for robustness
function spawnFloater(pos, text, color='#fff', isCritOrOptions=false) {
// v8.25: Input validation - early return for invalid inputs
if (!pos || typeof pos.x !== 'number' || typeof pos.z !== 'number') return;
if (text === null || text === undefined) text = '';
text = String(text); // Ensure text is a string
const now = performance.now();
// v7.23: Support both legacy boolean and new options object
let isCrit = false;
let damage = 0;
let isFinisher = false;
let isBoss = false;
if (typeof isCritOrOptions === 'object') {
isCrit = isCritOrOptions.isCrit || false;
damage = isCritOrOptions.damage || 0;
isFinisher = isCritOrOptions.isFinisher || false;
isBoss = isCritOrOptions.isBoss || false;
} else {
isCrit = isCritOrOptions;
// Try to extract damage from text for legacy calls
const dmgMatch = text.match(/-(\d+)/);
if (dmgMatch) damage = parseInt(dmgMatch[1], 10);
}
// v6.51: Duplicate suppression - skip or consolidate identical messages
const msgKey = text + color;
const recent = recentMessages.get(msgKey);
if (recent && now - recent.time < DUPLICATE_WINDOW) {
// Update existing floater with count if still visible
recent.count++;
if (recent.floater && recent.floater.active) {
const baseText = text.replace(/ x\d+$/, ''); // Remove existing multiplier
recent.floater.el.textContent = `${baseText} x${recent.count}`;
recent.time = now;
return; // Skip creating new floater
}
}
// Use pool
let floater = floaterPool.find(f => !f.active);
if (!floater) {
floater = floaterPool[0]; // Reuse oldest
}
floater.active = true;
floater.el.textContent = text;
floater.el.style.color = color;
floater.el.style.display = 'block';
floater.el.style.animation = 'none';
// v7.23: Determine floater class based on damage magnitude and type
let floaterClass = 'floater';
let animName = 'floatUp';
let animDuration = '1.5s';
if (isFinisher) {
floaterClass = 'floater finisher-bounce';
animName = 'floatUpBounce';
animDuration = '2.2s';
} else if (isCrit || isBoss) {
floaterClass = 'floater crit';
animName = 'floatUpCrit';
animDuration = '1.8s';
} else if (damage >= 50) {
floaterClass = 'floater damage-massive';
animName = 'floatUpSlam';
animDuration = '2s';
} else if (damage >= 25) {
floaterClass = 'floater damage-large';
animName = 'floatUpLarge';
animDuration = '1.6s';
} else if (damage >= 10) {
floaterClass = 'floater damage-medium';
animName = 'floatUp';
animDuration = '1.5s';
} else if (damage > 0 && damage < 5) {
floaterClass = 'floater damage-small';
animName = 'floatUpSmall';
animDuration = '1.2s';
}
// v10.5: CRITICAL IMPACT PARTICLE BURST (8-Agent Consensus Cycle 6)
// Emit directional particles on crit/finisher hits for instant visual feedback
if (particles && pos && (isFinisher || isCrit || isBoss)) {
const burstColor = isFinisher ? 0xff00ff : 0xffdd00; // Magenta finisher, gold crit
const burstCount = isFinisher ? 12 : 8;
const burstSpread = isFinisher ? 10 : 8;
const burstLife = isFinisher ? 700 : 600;
particles.emit(pos, burstCount, burstColor, {
spread: burstSpread,
lifetime: burstLife,
size: 0.25
});
}
floater.el.className = floaterClass;
floater.el.offsetHeight; // Trigger reflow
floater.el.style.animation = `${animName} ${animDuration} forwards`;
// Project 3D position to screen
// v6.64: Handle both Vector3 and plain objects
const v = pos.clone ? pos.clone() : new THREE.Vector3(pos.x || 0, pos.y || 0, pos.z || 0);
v.y += 2;
v.project(camera);
let baseX = (v.x * .5 + .5) * window.innerWidth;
let baseY = (-(v.y * .5) + .5) * window.innerHeight;
// v6.51: Clean expired slots
for (let i = floaterSlots.length - 1; i >= 0; i--) {
if (now >= floaterSlots[i].expiresAt) {
floaterSlots.splice(i, 1);
}
}
// v6.65: Screen-space collision detection - check if position overlaps any existing floater
// Keep pushing up until we find a clear spot
let x = baseX + (Math.random() - 0.5) * 30; // Small horizontal jitter
let y = baseY;
// Check for collisions and move up until clear
for (let attempts = 0; attempts < MAX_FLOATER_SLOTS; attempts++) {
let hasCollision = false;
for (const slot of floaterSlots) {
const dx = Math.abs(slot.screenX - baseX);
const dy = Math.abs(slot.screenY - y);
// Check if within collision box (horizontally close AND vertically overlapping)
if (dx < PROXIMITY_THRESHOLD && dy < SLOT_HEIGHT) {
hasCollision = true;
break;
}
}
if (!hasCollision) break;
y -= SLOT_HEIGHT; // Move up one slot
}
// Reserve the slot with screen position for proximity checks
const lifetime = isCrit ? 1700 : 1400;
floaterSlots.push({
screenX: baseX,
screenY: y,
expiresAt: now + lifetime
});
// Track for duplicate suppression
recentMessages.set(msgKey, { time: now, count: 1, floater: floater });
// Clean old message tracking entries
if (recentMessages.size > 50) {
for (const [key, val] of recentMessages) {
if (now - val.time > DUPLICATE_WINDOW * 2) {
recentMessages.delete(key);
}
}
}
floater.el.style.left = x + 'px';
floater.el.style.top = y + 'px';
setTimeout(() => {
floater.el.style.display = 'none';
floater.active = false;
}, lifetime);
}
// ===========================================
// v6.52: LEGACY CONSTELLATION SYSTEM
// Your actions write stars in the sky - a visual history of your journey
// Based on 8-agent consensus: 10/10 confidence rating
// ===========================================
const legacyConstellations = {
stars: [], // Array of earned constellation stars
lines: [], // Lines connecting stars into shapes
constellationGroup: null, // THREE.Group for rendering
initialized: false,
// Constellation definitions - shapes formed from achievements
CONSTELLATION_DEFS: {
// First Kill - "The Blade" constellation
firstBlood: {
name: "The Blade",
trigger: { stat: 'mobsKilled', value: 1 },
stars: [
{ offset: [0, 0, 0], size: 3, color: 0xff4444 },
{ offset: [15, 25, 10], size: 2, color: 0xff6666 },
{ offset: [30, 60, 20], size: 2.5, color: 0xff8888 }
],
lines: [[0, 1], [1, 2]],
description: "First blood drawn in the cosmos"
},
// Explorer - "The Compass" constellation
explorer: {
name: "The Compass",
trigger: { stat: 'planetsVisited', value: 3 },
stars: [
{ offset: [0, 0, 0], size: 4, color: 0x44ff44 },
{ offset: [0, 40, 0], size: 2, color: 0x66ff66 },
{ offset: [40, 0, 0], size: 2, color: 0x66ff66 },
{ offset: [0, -40, 0], size: 2, color: 0x66ff66 },
{ offset: [-40, 0, 0], size: 2, color: 0x66ff66 }
],
lines: [[0, 1], [0, 2], [0, 3], [0, 4]],
description: "The wanderer who charts new worlds"
},
// Warrior - "The Shield" constellation
warrior: {
name: "The Shield",
trigger: { stat: 'mobsKilled', value: 50 },
stars: [
{ offset: [0, 30, 0], size: 3, color: 0xffaa00 },
{ offset: [-25, 15, 5], size: 2, color: 0xffbb44 },
{ offset: [25, 15, -5], size: 2, color: 0xffbb44 },
{ offset: [-20, -20, 10], size: 2.5, color: 0xffcc66 },
{ offset: [20, -20, -10], size: 2.5, color: 0xffcc66 },
{ offset: [0, -35, 0], size: 2, color: 0xffdd88 }
],
lines: [[0, 1], [0, 2], [1, 3], [2, 4], [3, 5], [4, 5]],
description: "Protector of the weak, destroyer of evil"
},
// Boss Slayer - "The Crown" constellation
bossSlayer: {
name: "The Crown",
trigger: { stat: 'bossesDefeated', value: 1 },
stars: [
{ offset: [0, 50, 0], size: 5, color: 0xffd700 },
{ offset: [-30, 30, 10], size: 3, color: 0xffe44d },
{ offset: [30, 30, -10], size: 3, color: 0xffe44d },
{ offset: [-50, 10, 15], size: 2.5, color: 0xffee80 },
{ offset: [50, 10, -15], size: 2.5, color: 0xffee80 },
{ offset: [-40, 0, 20], size: 2, color: 0xfff4b3 },
{ offset: [40, 0, -20], size: 2, color: 0xfff4b3 }
],
lines: [[0, 1], [0, 2], [1, 3], [2, 4], [3, 5], [4, 6], [5, 6]],
description: "Slayer of titans, bearer of the crown"
},
// Master Crafter - "The Anvil" constellation
crafter: {
name: "The Anvil",
trigger: { stat: 'itemsCrafted', value: 10 },
stars: [
{ offset: [0, 0, 0], size: 4, color: 0x8888ff },
{ offset: [-30, 0, 10], size: 3, color: 0x9999ff },
{ offset: [30, 0, -10], size: 3, color: 0x9999ff },
{ offset: [0, -25, 0], size: 3.5, color: 0xaaaaff },
{ offset: [-40, -25, 15], size: 2, color: 0xbbbbff },
{ offset: [40, -25, -15], size: 2, color: 0xbbbbff }
],
lines: [[0, 1], [0, 2], [1, 3], [2, 3], [3, 4], [3, 5]],
description: "Forger of destiny, shaper of stars"
},
// Survivor - "The Phoenix" constellation
survivor: {
name: "The Phoenix",
trigger: { stat: 'nearDeathSurvived', value: 5 },
stars: [
{ offset: [0, 60, 0], size: 4, color: 0xff6600 },
{ offset: [-20, 40, 10], size: 2.5, color: 0xff8833 },
{ offset: [20, 40, -10], size: 2.5, color: 0xff8833 },
{ offset: [-40, 20, 20], size: 2, color: 0xffaa66 },
{ offset: [40, 20, -20], size: 2, color: 0xffaa66 },
{ offset: [0, 0, 0], size: 3, color: 0xffcc99 },
{ offset: [-15, -30, 10], size: 2, color: 0xffeedd },
{ offset: [15, -30, -10], size: 2, color: 0xffeedd }
],
lines: [[0, 1], [0, 2], [1, 3], [2, 4], [1, 5], [2, 5], [5, 6], [5, 7]],
description: "Rose from ashes, defied death itself"
},
// Legendary Hunter - "The Beast" constellation
legendaryHunter: {
name: "The Beast",
trigger: { stat: 'mobsKilled', value: 500 },
stars: [
{ offset: [0, 50, 0], size: 5, color: 0xff0066 },
{ offset: [-35, 40, 15], size: 3, color: 0xff3388 },
{ offset: [35, 40, -15], size: 3, color: 0xff3388 },
{ offset: [-50, 20, 25], size: 2.5, color: 0xff66aa },
{ offset: [50, 20, -25], size: 2.5, color: 0xff66aa },
{ offset: [-30, 0, 15], size: 3, color: 0xff99cc },
{ offset: [30, 0, -15], size: 3, color: 0xff99cc },
{ offset: [0, -20, 0], size: 4, color: 0xffccee }
],
lines: [[0, 1], [0, 2], [1, 3], [2, 4], [3, 5], [4, 6], [5, 7], [6, 7]],
description: "Apex predator of the cosmos"
},
// World Traveler - "The Spiral" constellation
worldTraveler: {
name: "The Spiral",
trigger: { stat: 'planetsVisited', value: 10 },
stars: [
{ offset: [0, 0, 0], size: 5, color: 0x00ffff },
{ offset: [20, 15, 10], size: 3, color: 0x33ffff },
{ offset: [35, 35, 5], size: 2.5, color: 0x66ffff },
{ offset: [40, 60, -5], size: 2, color: 0x99ffff },
{ offset: [30, 85, -15], size: 2, color: 0xccffff },
{ offset: [10, 100, -25], size: 3, color: 0xffffff }
],
lines: [[0, 1], [1, 2], [2, 3], [3, 4], [4, 5]],
description: "Traverser of galaxies, seeker of wonders"
}
},
// Initialize constellation rendering
init() {
if (this.initialized) return;
this.initialized = true;
// Load saved constellations
if (gameData.legacyConstellations) {
this.stars = gameData.legacyConstellations.stars || [];
}
// Create THREE group for constellations
this.constellationGroup = new THREE.Group();
this.constellationGroup.name = 'legacyConstellations';
console.log('[Legacy Constellation] System initialized');
},
// Check if new constellations should be unlocked
// v8.17: Optimized with Set for O(1) unlock lookups instead of O(n) .find() per entry
checkUnlocks() {
if (!gameData.statistics) return;
const stats = gameData.statistics;
stats.planetsVisited = gameData.visitedPlanets?.length || 0;
// v8.17: Build Set of unlocked IDs for O(1) lookup instead of O(n) .find() per constellation
const unlockedIds = new Set();
const stars = this.stars;
for (let si = 0, slen = stars.length; si < slen; si++) {
unlockedIds.add(stars[si].constellationId);
}
for (const [id, def] of Object.entries(this.CONSTELLATION_DEFS)) {
// Skip already unlocked - O(1) lookup
if (unlockedIds.has(id)) continue;
// Check trigger condition
const statValue = stats[def.trigger.stat] || 0;
if (statValue >= def.trigger.value) {
this.unlockConstellation(id, def);
}
}
},
// Unlock a new constellation with fanfare
unlockConstellation(id, def) {
// Generate base position in galaxy space (far from center)
const angle = Math.random() * Math.PI * 2;
const distance = 1600 + Math.random() * 300;
const basePos = {
x: Math.cos(angle) * distance,
y: (Math.random() - 0.5) * 400,
z: Math.sin(angle) * distance
};
// Store constellation data
this.stars.push({
constellationId: id,
name: def.name,
description: def.description,
unlockedAt: Date.now(),
basePos: basePos,
starDefs: def.stars,
lineDefs: def.lines
});
// Save to gameData
gameData.legacyConstellations = { stars: this.stars };
saveGameData();
// Show notification
showNotification(`✨ NEW CONSTELLATION: ${def.name}`, 'legendary');
spawnFloater(worldState.player?.position || { x: 0, y: 5, z: 0 }, `⭐ ${def.name} written in stars!`, '#ffd700', true);
// Play celestial sound
AudioSystem.playGentle(AudioSystem.penta.C5, 0.4, 0.3);
setTimeout(() => AudioSystem.playGentle(AudioSystem.penta.E5, 0.35, 0.25), 150);
setTimeout(() => AudioSystem.playGentle(AudioSystem.penta.G5, 0.3, 0.2), 300);
// v8.26: Gated debug logging
if (DEBUG_LOGGING) console.log(`[Legacy Constellation] Unlocked: ${def.name}`);
},
// Render constellations in galaxy view
renderToScene(targetScene) {
if (!this.constellationGroup) this.init();
// Clear previous render
while (this.constellationGroup.children.length > 0) {
this.constellationGroup.remove(this.constellationGroup.children[0]);
}
// Render each unlocked constellation
for (const constellation of this.stars) {
const group = new THREE.Group();
group.position.set(constellation.basePos.x, constellation.basePos.y, constellation.basePos.z);
// Create stars
const starMeshes = [];
for (const starDef of constellation.starDefs) {
const starGeo = new THREE.SphereGeometry(starDef.size, 8, 8);
const starMat = new THREE.MeshBasicMaterial({
color: starDef.color,
transparent: true,
opacity: 0.9
});
const star = new THREE.Mesh(starGeo, starMat);
star.position.set(starDef.offset[0], starDef.offset[1], starDef.offset[2]);
// Add glow
const glowGeo = new THREE.SphereGeometry(starDef.size * 2, 8, 8);
const glowMat = new THREE.MeshBasicMaterial({
color: starDef.color,
transparent: true,
opacity: 0.3
});
const glow = new THREE.Mesh(glowGeo, glowMat);
star.add(glow);
group.add(star);
starMeshes.push(star);
}
// Create constellation lines
if (constellation.lineDefs) {
for (const [startIdx, endIdx] of constellation.lineDefs) {
const startPos = starMeshes[startIdx]?.position;
const endPos = starMeshes[endIdx]?.position;
if (startPos && endPos) {
const lineGeo = new THREE.BufferGeometry().setFromPoints([startPos, endPos]);
const lineMat = new THREE.LineBasicMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.4
});
const line = new THREE.Line(lineGeo, lineMat);
group.add(line);
}
}
}
// Store name for tooltip
group.userData.constellationName = constellation.name;
group.userData.constellationDesc = constellation.description;
this.constellationGroup.add(group);
}
targetScene.add(this.constellationGroup);
},
// Get constellation count for UI
getCount() {
return this.stars.length;
},
// Get all unlocked constellation names
getUnlocked() {
return this.stars.map(s => s.name);
}
};
// ===========================================
// v6.52: TEMPORAL MOMENTUM REVERSAL SYSTEM
// Rewind your POSITION but keep all combat progress
// Based on 8-agent consensus: 10/10 confidence rating
// ===========================================
const temporalRewind = {
positionHistory: [], // Ring buffer of position snapshots
MAX_HISTORY: 300, // ~30 seconds at 10fps recording
RECORD_INTERVAL: 100, // Record every 100ms
lastRecordTime: 0,
isRewinding: false,
rewindProgress: 0,
rewindStartIndex: 0,
REWIND_SPEED: 3, // 3x speed rewind
ENERGY_COST_PER_SECOND: 10,
ghostMesh: null,
trailMeshes: [],
cooldown: 0,
COOLDOWN_TIME: 5000, // 5 second cooldown after use
// Initialize the system
init() {
this.positionHistory = [];
this.lastRecordTime = 0;
console.log('[Temporal Rewind] System initialized - Press V to rewind time');
},
// Record current position (called from game loop)
recordPosition(playerPos, rotation, time) {
if (this.isRewinding) return;
if (time - this.lastRecordTime < this.RECORD_INTERVAL) return;
this.lastRecordTime = time;
// Add to history
this.positionHistory.push({
x: playerPos.x,
y: playerPos.y,
z: playerPos.z,
rotY: rotation,
time: time
});
// Trim to max size (ring buffer)
while (this.positionHistory.length > this.MAX_HISTORY) {
this.positionHistory.shift();
}
},
// Start rewinding
startRewind() {
if (this.isRewinding) return false;
if (this.positionHistory.length < 10) {
showNotification('Not enough temporal data to rewind', 'warning');
return false;
}
if (this.cooldown > 0) {
showNotification(`Temporal rewind cooling down: ${Math.ceil(this.cooldown / 1000)}s`, 'warning');
return false;
}
if (gameData.player.energy < this.ENERGY_COST_PER_SECOND) {
showNotification('Not enough energy to rewind time', 'warning');
return false;
}
this.isRewinding = true;
this.rewindStartIndex = this.positionHistory.length - 1;
this.rewindProgress = this.rewindStartIndex;
// Create ghost trail effect
this.createGhostTrail();
// Play rewind sound
AudioSystem.playGentle(AudioSystem.penta.G4, 0.5, 0.2);
showNotification('⏪ TEMPORAL REWIND ACTIVE - Release V to stop', 'info');
console.log('[Temporal Rewind] Started rewinding from index', this.rewindStartIndex);
return true;
},
// Update rewind (called from game loop while V is held)
updateRewind(player, dt) {
if (!this.isRewinding) return;
// Energy cost
const energyCost = this.ENERGY_COST_PER_SECOND * dt;
if (gameData.player.energy < energyCost) {
this.stopRewind();
showNotification('Ran out of energy!', 'warning');
return;
}
gameData.player.energy -= energyCost;
updateEnergyUI();
// Move backwards through history
this.rewindProgress -= this.REWIND_SPEED * dt * 10; // ~30 positions per second
if (this.rewindProgress <= 0) {
this.rewindProgress = 0;
this.stopRewind();
return;
}
// Get interpolated position
const index = Math.floor(this.rewindProgress);
const frac = this.rewindProgress - index;
if (index >= 0 && index < this.positionHistory.length - 1) {
const curr = this.positionHistory[index];
const next = this.positionHistory[index + 1];
// Interpolate position
player.position.x = curr.x + (next.x - curr.x) * frac;
player.position.y = curr.y + (next.y - curr.y) * frac;
player.position.z = curr.z + (next.z - curr.z) * frac;
player.rotation.y = curr.rotY + (next.rotY - curr.rotY) * frac;
}
// Update ghost trail
this.updateGhostTrail();
},
// Stop rewinding
stopRewind() {
if (!this.isRewinding) return;
this.isRewinding = false;
// Trim history to current position (can't go forward again)
const trimIndex = Math.floor(this.rewindProgress);
this.positionHistory = this.positionHistory.slice(0, trimIndex + 1);
// Start cooldown
this.cooldown = this.COOLDOWN_TIME;
// Clear ghost trail
this.clearGhostTrail();
// Play exit sound
AudioSystem.playGentle(AudioSystem.penta.C5, 0.4, 0.15);
const secondsRewound = ((this.rewindStartIndex - this.rewindProgress) * this.RECORD_INTERVAL / 1000).toFixed(1);
showNotification(`⏹️ Rewound ${secondsRewound}s - Combat progress preserved!`, 'info');
spawnFloater(worldState.player?.position || { x: 0, y: 5, z: 0 }, `⏪ -${secondsRewound}s`, '#00ffff', true);
console.log('[Temporal Rewind] Stopped at index', trimIndex);
},
// Create visual trail showing rewind path
createGhostTrail() {
if (!scene || !worldState.player) return;
this.clearGhostTrail();
// Create trail line
const points = this.positionHistory.map(p => new THREE.Vector3(p.x, p.y + 1, p.z));
if (points.length > 1) {
const trailGeo = new THREE.BufferGeometry().setFromPoints(points);
const trailMat = new THREE.LineBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.6
});
const trail = new THREE.Line(trailGeo, trailMat);
trail.name = 'temporalTrail';
scene.add(trail);
this.trailMeshes.push(trail);
}
// Create ghost at start position
const ghostGeo = new THREE.SphereGeometry(1, 8, 8);
const ghostMat = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.5
});
this.ghostMesh = new THREE.Mesh(ghostGeo, ghostMat);
this.ghostMesh.name = 'temporalGhost';
scene.add(this.ghostMesh);
},
// Update ghost trail position
updateGhostTrail() {
if (!this.ghostMesh) return;
const index = Math.floor(this.rewindProgress);
if (index >= 0 && index < this.positionHistory.length) {
const pos = this.positionHistory[index];
this.ghostMesh.position.set(pos.x, pos.y + 1, pos.z);
// Pulse effect
const pulse = 0.8 + Math.sin(performance.now() * 0.01) * 0.3;
this.ghostMesh.scale.setScalar(pulse);
}
},
// Clear ghost trail meshes
clearGhostTrail() {
if (this.ghostMesh && scene) {
scene.remove(this.ghostMesh);
this.ghostMesh = null;
}
for (const mesh of this.trailMeshes) {
if (scene) scene.remove(mesh);
}
this.trailMeshes = [];
},
// Update cooldown
updateCooldown(dt) {
if (this.cooldown > 0) {
this.cooldown -= dt * 1000;
if (this.cooldown < 0) this.cooldown = 0;
}
}
};
// ===========================================
// v6.52: QUANTUM WRECKAGE ARCHAEOLOGY SYSTEM
// Destroyed enemies become persistent debris that evolves over time
// Based on 8-agent consensus: 10/10 confidence rating
// ===========================================
const quantumWreckage = {
wreckage: [], // Active wreckage pieces
MAX_WRECKAGE: 50, // Limit for performance
EVOLUTION_INTERVAL: 30000, // Check evolution every 30 seconds
lastEvolutionCheck: 0,
wreckageGroup: null,
// Wreckage evolution stages
EVOLUTION_STAGES: {
fresh: {
duration: 60000, // 1 minute
color: 0x884444,
emissive: 0x220000,
scale: 1.0,
description: 'Fresh wreckage - still warm'
},
cooling: {
duration: 120000, // 2 minutes
color: 0x666666,
emissive: 0x000000,
scale: 0.9,
description: 'Cooling debris'
},
rusted: {
duration: 300000, // 5 minutes
color: 0x885533,
emissive: 0x110500,
scale: 0.85,
description: 'Oxidizing wreckage'
},
overgrown: {
duration: 600000, // 10 minutes
color: 0x338844,
emissive: 0x001100,
scale: 0.8,
description: 'Nature reclaiming the debris'
},
crystallized: {
duration: Infinity,
color: 0x8888ff,
emissive: 0x222288,
scale: 0.75,
harvestable: true,
harvestItem: 'Crystallized Essence',
harvestAmount: 1,
description: 'Ancient crystallized remains - harvestable!'
}
},
// Initialize wreckage system
init() {
this.wreckageGroup = new THREE.Group();
this.wreckageGroup.name = 'quantumWreckage';
// Load saved wreckage
if (gameData.quantumWreckage) {
this.wreckage = gameData.quantumWreckage;
}
console.log('[Quantum Wreckage] System initialized');
},
// Spawn wreckage when enemy dies
spawnWreckage(position, enemyType, enemyData) {
if (!this.wreckageGroup) this.init();
// Create wreckage data
const wreckageData = {
id: Date.now() + Math.random(),
x: position.x + (Math.random() - 0.5) * 2,
y: position.y,
z: position.z + (Math.random() - 0.5) * 2,
enemyType: enemyType || 'unknown',
createdAt: Date.now(),
stage: 'fresh',
harvested: false,
scale: 0.3 + Math.random() * 0.4
};
this.wreckage.push(wreckageData);
// Enforce limit
while (this.wreckage.length > this.MAX_WRECKAGE) {
const oldest = this.wreckage.shift();
this.removeWreckageMesh(oldest.id);
}
// Create mesh
this.createWreckageMesh(wreckageData);
// Save periodically
gameData.quantumWreckage = this.wreckage;
},
// Create visual mesh for wreckage
createWreckageMesh(data) {
if (!scene) return;
const stage = this.EVOLUTION_STAGES[data.stage];
// Create irregular debris shape
const geo = new THREE.DodecahedronGeometry(data.scale * stage.scale, 0);
const mat = new THREE.MeshStandardMaterial({
color: stage.color,
emissive: stage.emissive,
roughness: 0.8,
metalness: 0.3
});
const mesh = new THREE.Mesh(geo, mat);
mesh.position.set(data.x, data.y + data.scale * 0.5, data.z);
mesh.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.userData.wreckageId = data.id;
mesh.userData.isWreckage = true;
mesh.userData.stage = data.stage;
mesh.name = `wreckage_${data.id}`;
this.wreckageGroup.add(mesh);
// Add to scene if in world mode
if (mode === 'world' && !scene.getObjectByName('quantumWreckage')) {
scene.add(this.wreckageGroup);
}
},
// Remove wreckage mesh by ID
removeWreckageMesh(id) {
const mesh = this.wreckageGroup?.getObjectByName(`wreckage_${id}`);
if (mesh) {
this.wreckageGroup.remove(mesh);
if (mesh.geometry) mesh.geometry.dispose();
if (mesh.material) mesh.material.dispose();
}
},
// Update wreckage evolution
updateEvolution(time) {
if (time - this.lastEvolutionCheck < this.EVOLUTION_INTERVAL) return;
this.lastEvolutionCheck = time;
const now = Date.now();
let evolved = false;
for (const wreck of this.wreckage) {
const age = now - wreck.createdAt;
const currentStage = this.EVOLUTION_STAGES[wreck.stage];
// Check if should evolve to next stage
if (age > currentStage.duration) {
const stages = Object.keys(this.EVOLUTION_STAGES);
const currentIdx = stages.indexOf(wreck.stage);
if (currentIdx < stages.length - 1) {
wreck.stage = stages[currentIdx + 1];
this.updateWreckageMesh(wreck);
evolved = true;
// Special notification for crystallized
if (wreck.stage === 'crystallized') {
showNotification('💎 Ancient wreckage has crystallized - harvest it!', 'info');
}
}
}
}
if (evolved) {
gameData.quantumWreckage = this.wreckage;
saveGameData();
}
},
// Update mesh appearance for evolution
updateWreckageMesh(data) {
const mesh = this.wreckageGroup?.getObjectByName(`wreckage_${data.id}`);
if (!mesh) return;
const stage = this.EVOLUTION_STAGES[data.stage];
mesh.material.color.setHex(stage.color);
mesh.material.emissive.setHex(stage.emissive);
mesh.scale.setScalar(data.scale * stage.scale);
mesh.userData.stage = data.stage;
// Add glow for crystallized
if (data.stage === 'crystallized' && !mesh.userData.hasGlow) {
const glowGeo = new THREE.DodecahedronGeometry(data.scale * stage.scale * 1.3, 0);
const glowMat = new THREE.MeshBasicMaterial({
color: 0x8888ff,
transparent: true,
opacity: 0.3
});
const glow = new THREE.Mesh(glowGeo, glowMat);
mesh.add(glow);
mesh.userData.hasGlow = true;
}
},
// Harvest crystallized wreckage
harvestWreckage(wreckageId) {
const wreck = this.wreckage.find(w => w.id === wreckageId);
if (!wreck || wreck.stage !== 'crystallized' || wreck.harvested) return false;
const stage = this.EVOLUTION_STAGES.crystallized;
// Add item to inventory
addToInventory(stage.harvestItem, stage.harvestAmount);
wreck.harvested = true;
// Visual feedback
spawnFloater({ x: wreck.x, y: wreck.y + 1, z: wreck.z }, `+${stage.harvestAmount} ${stage.harvestItem}`, '#8888ff', true);
// Remove mesh with particles
if (particles) {
particles.emit({ x: wreck.x, y: wreck.y + 0.5, z: wreck.z }, 15, 0x8888ff, { spread: 2 });
}
this.removeWreckageMesh(wreckageId);
this.wreckage = this.wreckage.filter(w => w.id !== wreckageId);
gameData.quantumWreckage = this.wreckage;
saveGameData();
// Track statistic
gameData.statistics.wreckageHarvested = (gameData.statistics.wreckageHarvested || 0) + 1;
return true;
},
// Check if player is near harvestable wreckage
checkNearbyHarvestable(playerPos) {
for (const wreck of this.wreckage) {
if (wreck.stage !== 'crystallized' || wreck.harvested) continue;
const dist = Math.sqrt(
Math.pow(playerPos.x - wreck.x, 2) +
Math.pow(playerPos.z - wreck.z, 2)
);
if (dist < 3) {
return wreck;
}
}
return null;
},
// Render all wreckage to scene
renderToScene(targetScene) {
if (!this.wreckageGroup) this.init();
// Clear and rebuild
while (this.wreckageGroup.children.length > 0) {
const child = this.wreckageGroup.children[0];
this.wreckageGroup.remove(child);
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
}
// Recreate meshes for current planet's wreckage
for (const wreck of this.wreckage) {
this.createWreckageMesh(wreck);
}
targetScene.add(this.wreckageGroup);
},
// Get wreckage count by stage
getCountByStage() {
const counts = {};
for (const wreck of this.wreckage) {
counts[wreck.stage] = (counts[wreck.stage] || 0) + 1;
}
return counts;
}
};
// --- v12.6: HOVER PORTRAIT SYSTEM ---
const HoverPortrait = {
renderer: null,
scene: null,
camera: null,
model: null,
currentEntity: null,
animationId: null,
isVisible: false,
// Create or update the hover portrait for an entity
show(entity, mouseX, mouseY) {
const container = document.getElementById('hover-portrait-canvas-container');
const hoverPortrait = document.getElementById('hover-portrait');
const nameEl = document.getElementById('hover-portrait-name');
const hpEl = document.getElementById('hover-portrait-hp');
if (!container || !hoverPortrait) return;
// Check if we're already showing this entity
if (this.currentEntity === entity && this.isVisible) {
// Just update position
this.updatePosition(mouseX, mouseY);
return;
}
// Clean up previous portrait
this.hide();
// Set current entity
this.currentEntity = entity;
// Determine if entity is hostile
const isHostile = entity.userData?.team === 'B' ||
entity.userData?.faction === 'hostile' ||
entity.userData?.type === 'hostileTower' ||
entity.userData?.type === 'hostileSpawnPlatform';
// Set hostile class
if (isHostile) {
hoverPortrait.classList.add('hostile');
} else {
hoverPortrait.classList.remove('hostile');
}
// Create canvas
const width = 120;
const height = 90;
const canvas = document.createElement('canvas');
canvas.width = width * 2;
canvas.height = height * 2;
canvas.style.width = width + 'px';
canvas.style.height = height + 'px';
// Create dedicated renderer
this.renderer = new THREE.WebGLRenderer({
canvas: canvas,
alpha: true,
antialias: true
});
this.renderer.setSize(width * 2, height * 2);
this.renderer.setClearColor(0x000000, 0);
// Create portrait scene
this.scene = new THREE.Scene();
// Cinematic lighting
const keyLight = new THREE.DirectionalLight(isHostile ? 0xff8866 : 0xffffff, 1.2);
keyLight.position.set(2, 3, 4);
this.scene.add(keyLight);
const fillLight = new THREE.DirectionalLight(isHostile ? 0xff4444 : 0x4488ff, 0.5);
fillLight.position.set(-2, 1, 2);
this.scene.add(fillLight);
const rimLight = new THREE.DirectionalLight(isHostile ? 0xff6644 : 0x00ffff, 0.8);
rimLight.position.set(0, 2, -3);
this.scene.add(rimLight);
const ambient = new THREE.AmbientLight(isHostile ? 0x442222 : 0x334455, 0.4);
this.scene.add(ambient);
// Create camera - front-facing for flat portrait view
this.camera = new THREE.PerspectiveCamera(35, width / height, 0.1, 100);
this.camera.position.set(0, 0, 3);
this.camera.lookAt(0, 0, 0);
// Clone entity mesh for portrait
let cloneSuccess = false;
const meshToClone = entity.mesh || entity;
if (meshToClone && (meshToClone.isMesh || meshToClone.isGroup || meshToClone.isObject3D)) {
try {
this.model = meshToClone.clone(true);
// Clone materials to ensure they render in separate scene
this.model.traverse(child => {
if (child.isMesh && child.material) {
if (Array.isArray(child.material)) {
child.material = child.material.map(m => {
const cloned = m.clone();
cloned.needsUpdate = true;
return cloned;
});
} else {
child.material = child.material.clone();
child.material.needsUpdate = true;
}
}
// Ensure geometry is valid
if (child.geometry) {
child.geometry.computeBoundingSphere();
}
});
// Reset transforms
this.model.position.set(0, 0, 0);
this.model.rotation.set(0, 0, 0);
this.model.scale.setScalar(1);
// Calculate bounding box
const box = new THREE.Box3().setFromObject(this.model);
const size = box.getSize(new THREE.Vector3());
const center = box.getCenter(new THREE.Vector3());
const maxDim = Math.max(size.x, size.y, size.z);
if (maxDim > 0.001 && isFinite(maxDim)) {
const scale = 1.5 / maxDim;
this.model.scale.setScalar(scale);
// Center the model at origin for front-facing camera
this.model.position.sub(center.multiplyScalar(scale));
cloneSuccess = true;
}
} catch (err) {
console.warn('HoverPortrait clone failed:', err);
}
}
if (!cloneSuccess) {
// Fallback: create a representative sphere/shape
const geo = new THREE.IcosahedronGeometry(0.6, 1);
const mat = new THREE.MeshStandardMaterial({
color: isHostile ? 0xff4444 : 0x00ffff,
metalness: 0.5,
roughness: 0.4,
emissive: isHostile ? 0x441111 : 0x114444,
emissiveIntensity: 0.3
});
this.model = new THREE.Mesh(geo, mat);
}
// Store base scale for animation
this.baseScale = this.model.scale.x;
this.scene.add(this.model);
container.appendChild(canvas);
// Initial render to ensure something shows
this.renderer.render(this.scene, this.camera);
// Update name and HP - check multiple sources for name
const name = entity.userData?.name ||
entity.name ||
entity.userData?.data?.name ||
(entity.userData?.type === 'civ' ? entity.userData.data?.name : null) ||
'Entity';
nameEl.textContent = name;
if (entity.userData?.hp !== undefined) {
hpEl.textContent = `HP: ${entity.userData.hp}/${entity.userData.maxHp}`;
hpEl.style.display = 'block';
} else {
hpEl.style.display = 'none';
}
// Position and show
this.updatePosition(mouseX, mouseY);
hoverPortrait.style.display = 'block';
this.isVisible = true;
// Start animation loop
this.animate();
},
updatePosition(mouseX, mouseY) {
const hoverPortrait = document.getElementById('hover-portrait');
if (!hoverPortrait) return;
// Position to the right of cursor, with viewport bounds checking
let left = mouseX + 20;
let top = mouseY - 60;
// Ensure it stays within viewport
const rect = hoverPortrait.getBoundingClientRect();
const width = rect.width || 140;
const height = rect.height || 140;
if (left + width > window.innerWidth - 10) {
left = mouseX - width - 20;
}
if (top < 10) {
top = 10;
}
if (top + height > window.innerHeight - 10) {
top = window.innerHeight - height - 10;
}
hoverPortrait.style.left = left + 'px';
hoverPortrait.style.top = top + 'px';
},
baseScale: 1,
animate() {
if (!this.isVisible || !this.renderer || !this.scene || !this.camera || !this.model) return;
// Gentle rotation
this.model.rotation.y += 0.015;
// Subtle breathing effect (preserve base scale)
const breathe = 1 + Math.sin(Date.now() * 0.003) * 0.02;
const baseS = this.baseScale || this.model.scale.x;
this.model.scale.y = baseS * breathe;
this.renderer.render(this.scene, this.camera);
this.animationId = requestAnimationFrame(() => this.animate());
},
hide() {
const hoverPortrait = document.getElementById('hover-portrait');
const container = document.getElementById('hover-portrait-canvas-container');
if (this.animationId) {
cancelAnimationFrame(this.animationId);
this.animationId = null;
}
if (this.renderer) {
this.renderer.dispose();
this.renderer = null;
}
if (this.model) {
this.model.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
this.model = null;
}
this.scene = null;
this.camera = null;
this.currentEntity = null;
this.isVisible = false;
if (container) container.innerHTML = '';
if (hoverPortrait) hoverPortrait.style.display = 'none';
}
};
// --- INPUT HANDLERS ---
function onMouseMove(e) {
mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
// v9.6: Update drag selection box
if (RTSSelection.isDragging && mode === 'world') {
RTSSelection.dragEnd.x = e.clientX;
RTSSelection.dragEnd.y = e.clientY;
// Check if drag exceeds threshold
const dx = RTSSelection.dragEnd.x - RTSSelection.dragStart.x;
const dy = RTSSelection.dragEnd.y - RTSSelection.dragStart.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > RTSSelection.dragThreshold) {
// Update selection box visual
const selBox = document.getElementById('selection-box');
if (selBox) {
const left = Math.min(RTSSelection.dragStart.x, RTSSelection.dragEnd.x);
const top = Math.min(RTSSelection.dragStart.y, RTSSelection.dragEnd.y);
const width = Math.abs(dx);
const height = Math.abs(dy);
selBox.style.display = 'block';
selBox.style.left = left + 'px';
selBox.style.top = top + 'px';
selBox.style.width = width + 'px';
selBox.style.height = height + 'px';
}
}
}
raycaster.setFromCamera(mouse, camera);
const tooltip = document.getElementById('tooltip');
if(mode === 'galaxy' && galaxyGroup) {
// v6.40: Check for black hole hover (tesseract entry hint)
if (lensingMesh) {
const blackHoleHits = raycaster.intersectObject(lensingMesh, true);
if (blackHoleHits.length > 0) {
tooltip.style.display = 'block';
tooltip.style.left = e.clientX + 10 + 'px';
tooltip.style.top = e.clientY + 10 + 'px';
tooltip.innerHTML = `⬤ EVENT HORIZON The supermassive black hole at the galaxy's center🌀 Click to enter the 4D Tesseract `;
document.body.style.cursor = 'pointer';
return;
}
}
const intersects = raycaster.intersectObjects(galaxyGroup.children, true);
if(intersects.length > 0) {
let obj = intersects[0].object;
while(obj.parent && obj.parent !== galaxyGroup) obj = obj.parent;
if(obj.userData.type === 'civ') {
const civ = obj.userData.data;
tooltip.style.display = 'block';
tooltip.style.left = e.clientX + 10 + 'px';
tooltip.style.top = e.clientY + 10 + 'px';
tooltip.innerHTML = `${civ.name} Biome: ${civ.biomeName} Pop: ${civ.pop}M${civ.visited ? 'Visited ' : ''}🚀 Click to Begin Landing Sequence `;
document.body.style.cursor = 'pointer';
if (selectionRing) {
selectionRing.visible = true;
selectionRing.position.copy(obj.position);
}
// v6.27: Show orbital path when hovering over a star
if (hoveredCivForOrbit !== civ) {
hoveredCivForOrbit = civ;
showOrbitalPath(civ);
}
// v12.6: Show hover portrait for star/civilization
HoverPortrait.show(obj, e.clientX, e.clientY);
return;
}
}
} else if (mode === 'world') {
// v5.6: Check for Copilot Companion hover
if (copilotMesh) {
const copilotHits = raycaster.intersectObject(copilotMesh, true);
if (copilotHits.length > 0) {
const copilotTooltip = document.getElementById('copilot-3d-tooltip');
if (copilotTooltip) {
copilotTooltip.style.display = 'block';
copilotTooltip.style.left = e.clientX + 15 + 'px';
copilotTooltip.style.top = e.clientY - 30 + 'px';
}
document.body.style.cursor = 'pointer';
// v12.6: Show hover portrait for Copilot
HoverPortrait.show(copilotMesh, e.clientX, e.clientY);
return;
} else {
const copilotTooltip = document.getElementById('copilot-3d-tooltip');
if (copilotTooltip) copilotTooltip.style.display = 'none';
}
}
// v6.68: Include hostile creeps and towers in clickable targets
// v7.4: Include hostile spawn platforms in clickable targets
const hostileCreeps = (creepWaveState.creeps || []).filter(c => c && c.userData?.team === 'B');
const hostileTowers = (laneSupportState.laneTowers || []).filter(t => t && t.team !== 'robot' && t.mesh).map(t => t.mesh);
const hostileSpawnPlatforms = (creepWaveState.spawnPlatforms || []).filter(p => p && p.team === 'B' && p.active && p.mesh).map(p => p.mesh);
const allTargets = [...worldState.interactables, ...worldState.mobs, ...hostileCreeps, ...hostileTowers, ...hostileSpawnPlatforms];
const hits = raycaster.intersectObjects(allTargets, true);
if(hits.length > 0) {
let obj = hits[0].object;
while(obj.parent && obj.parent.type !== 'Scene') obj = obj.parent;
if(obj.userData.name) {
tooltip.style.display = 'block';
tooltip.style.left = e.clientX + 10 + 'px';
tooltip.style.top = e.clientY + 10 + 'px';
const hpText = obj.userData.hp !== undefined ? ` HP: ${obj.userData.hp}/${obj.userData.maxHp}` : '';
// v6.68: Show team info for creeps/towers
// v7.4: Also show spawn platform info
const teamText = obj.userData.team === 'B' ? 'HOSTILE FAUNA ' :
obj.userData.type === 'hostileTower' ? 'ENEMY TOWER ' :
obj.userData.type === 'hostileSpawnPlatform' ? 'ENEMY SPAWN POINT Destroy to stop hostile spawns! ' : '';
tooltip.innerHTML = `${obj.userData.name} ${hpText}${teamText}Click to Attack `;
document.body.style.cursor = 'pointer';
// v12.6: Show hover portrait for entity
HoverPortrait.show(obj, e.clientX, e.clientY);
return;
}
}
}
tooltip.style.display = 'none';
document.body.style.cursor = 'default';
if(mode === 'galaxy' && selectionRing) selectionRing.visible = false;
// v12.6: Hide hover portrait when not hovering over anything
HoverPortrait.hide();
// v6.27: Hide orbital path when not hovering over any star
if (mode === 'galaxy' && hoveredCivForOrbit) {
hoveredCivForOrbit = null;
hideOrbitalPath();
}
}
function onMouseDown(e) {
raycaster.setFromCamera(mouse, camera);
// v9.6: Start drag selection for RTS multi-select
if (mode === 'world' && e.button === 0) {
RTSSelection.isDragging = true;
RTSSelection.dragStart.x = e.clientX;
RTSSelection.dragStart.y = e.clientY;
RTSSelection.dragEnd.x = e.clientX;
RTSSelection.dragEnd.y = e.clientY;
}
// v5.6: Check for Copilot Companion click first
if (checkCopilotClick(e)) {
RTSSelection.isDragging = false;
return; // Copilot was clicked, don't process other clicks
}
// v10.5: Pikmin Command Mode click handling - command robots on left/right click
if (typeof PikminCommandMode !== 'undefined' && PikminCommandMode.active && mode === 'world') {
const groundHits = raycaster.intersectObjects(scene.children, true);
if (groundHits.length > 0) {
const clickPos = groundHits[0].point;
const isRightClick = e.button === 2;
if (PikminCommandMode.handleClick(e, clickPos, isRightClick)) {
RTSSelection.isDragging = false;
e.preventDefault();
return;
}
}
}
if(mode === 'galaxy' && galaxyGroup) {
// v6.40: Check for black hole click first (tesseract entry)
if (lensingMesh) {
const blackHoleHits = raycaster.intersectObject(lensingMesh, true);
if (blackHoleHits.length > 0) {
showBlackHoleEntryPrompt();
return;
}
}
const intersects = raycaster.intersectObjects(galaxyGroup.children, true);
if(intersects.length > 0) {
let obj = intersects[0].object;
while(obj.parent && obj.parent !== galaxyGroup) obj = obj.parent;
if(obj.userData.type === 'civ') {
// v6.33: Planet approach cinematic before landing
startPlanetApproach(obj.userData.data);
}
}
}
else if(mode === 'world') {
// v6.68: Include hostile creeps and towers in clickable targets
// v9.1: Include neutral camp creatures in clickable targets
// v7.4: Include hostile spawn platforms in clickable targets
const hostileCreeps = (creepWaveState.creeps || []).filter(c => c && c.userData?.team === 'B');
const hostileTowers = (laneSupportState.laneTowers || []).filter(t => t && t.team !== 'robot' && t.mesh).map(t => t.mesh);
const neutralCreatures = (typeof neutralCampState !== 'undefined' && neutralCampState.creatures) ? neutralCampState.creatures.filter(c => c && c.userData) : [];
const hostileSpawnPlatforms = (creepWaveState.spawnPlatforms || []).filter(p => p && p.team === 'B' && p.active && p.mesh).map(p => p.mesh);
const allTargets = [...worldState.interactables, ...worldState.mobs, ...hostileCreeps, ...hostileTowers, ...neutralCreatures, ...hostileSpawnPlatforms];
const hits = raycaster.intersectObjects(allTargets, true);
if(hits.length > 0) {
let obj = hits[0].object;
while(obj.parent && obj.parent.type !== 'Scene') obj = obj.parent;
worldState.interactTarget = obj;
// v9.1: Orange color for neutral creatures
const targetColor = obj.userData.type === 'neutral' ? '#ffaa00' :
(obj.userData.team === 'B' || obj.userData.type === 'hostileTower') ? '#ff4444' : '#0ff';
spawnFloater(obj.position, "Targeting...", targetColor);
return;
}
const groundHits = raycaster.intersectObjects(scene.children, true);
if(groundHits.length > 0) {
const pt = groundHits[0].point;
worldState.target = pt;
worldState.interactTarget = null;
const m = new THREE.Mesh(
new THREE.RingGeometry(0.4, 0.5, 16),
new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide })
);
m.rotation.x = -Math.PI/2;
m.position.copy(pt);
m.position.y += 0.2;
scene.add(m);
setTimeout(() => scene.remove(m), 400);
}
}
}
// v9.6: Mouse Up Handler for RTS Selection
function onMouseUp(e) {
if (!RTSSelection.isDragging) return;
RTSSelection.isDragging = false;
RTSSelection.dragEnd.x = e.clientX;
RTSSelection.dragEnd.y = e.clientY;
// Hide selection box
const selBox = document.getElementById('selection-box');
if (selBox) selBox.style.display = 'none';
// Check if this was a drag or a click
const dx = RTSSelection.dragEnd.x - RTSSelection.dragStart.x;
const dy = RTSSelection.dragEnd.y - RTSSelection.dragStart.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > RTSSelection.dragThreshold && mode === 'world') {
// This was a drag - select units in box
RTSSelection.selectInBox();
} else if (mode === 'world') {
// This was a click - check if clicking on a unit
raycaster.setFromCamera(mouse, camera);
// Get all selectable entities
const entities = RTSSelection.getSelectableEntities();
const meshes = entities.map(e => e.mesh).filter(m => m);
const hits = raycaster.intersectObjects(meshes, true);
if (hits.length > 0) {
let obj = hits[0].object;
while (obj.parent && obj.parent.type !== 'Scene') obj = obj.parent;
// Find the entity
const entity = entities.find(e => e.mesh === obj);
if (entity) {
if (e.shiftKey) {
// Shift+click adds to selection
RTSSelection.addToSelection(entity);
} else {
// Regular click selects just this entity
RTSSelection.setSelection([entity]);
}
}
} else {
// Clicked on empty ground - clear selection to player only (unless shift held)
if (!e.shiftKey) {
RTSSelection.clearSelection();
}
}
}
}
// Touch handlers
let touchStartPos = null;
// v10.6: Long-press touch state for Robot Command Mode CHARGE orders (8-Strategy Cycle 1 Consensus)
let touchHoldTimer = null;
let touchHoldTriggered = false;
const TOUCH_HOLD_DURATION = 500; // ms for long-press to trigger CHARGE
// v6.87: Pinch-to-zoom and two-finger rotation state (8-strategy consensus)
let initialPinchDistance = null;
let lastPinchDistance = null;
let lastTwoFingerCenter = null;
const MIN_ZOOM = 50;
const MAX_ZOOM = 500;
// v4.3: Virtual Joystick state
// v8.0: Added touch identifier tracking for multi-touch reliability (8-Strategy Consensus Cycle 4)
let joystickActive = false;
let joystickTouchId = null; // Track the specific touch controlling the joystick
let joystickCenter = { x: 0, y: 0 };
let joystickInput = { x: 0, y: 0 };
const joystickMaxDist = 40;
// v7.63: Double-tap dodge gesture (Evolution Cycle 3 - Mobile Consensus)
let _lastTapTime = 0;
let _lastTapPosition = { x: 0, y: 0 };
const DOUBLE_TAP_THRESHOLD = 300; // ms
const DOUBLE_TAP_DISTANCE = 50; // pixels - allow slight finger movement
function onTouchStart(e) {
e.preventDefault();
if (e.touches.length === 1) {
const touch = e.touches[0];
const currentTime = performance.now();
// v7.63: Double-tap detection for quick dodge (Evolution Cycle 3 - Mobile Consensus)
const tapDistance = Math.hypot(
touch.clientX - _lastTapPosition.x,
touch.clientY - _lastTapPosition.y
);
if (currentTime - _lastTapTime < DOUBLE_TAP_THRESHOLD &&
tapDistance < DOUBLE_TAP_DISTANCE &&
mode === 'world') {
// Double-tap detected - trigger dodge!
if (typeof MobileHaptics !== 'undefined') {
MobileHaptics.vibrate('dodge');
}
if (typeof startDodge === 'function') {
startDodge();
}
// Reset to prevent triple-tap
_lastTapTime = 0;
_lastTapPosition = { x: 0, y: 0 };
return; // Don't process as regular tap
}
// Record this tap for potential double-tap
_lastTapTime = currentTime;
_lastTapPosition = { x: touch.clientX, y: touch.clientY };
touchStartPos = { x: touch.clientX, y: touch.clientY };
mouse.x = (touch.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(touch.clientY / window.innerHeight) * 2 + 1;
// Reset pinch state when single finger
initialPinchDistance = null;
lastPinchDistance = null;
lastTwoFingerCenter = null;
// v10.6: Start long-press timer for Robot Command Mode CHARGE orders (8-Strategy Cycle 1)
touchHoldTriggered = false;
if (touchHoldTimer) clearTimeout(touchHoldTimer);
if (typeof PikminCommandMode !== 'undefined' && PikminCommandMode.active && mode === 'world') {
// v10.7: Show charge buildup visual indicator (8-Strategy Cycle 2 Consensus #1)
const chargeRing = document.getElementById('charge-buildup-ring');
if (chargeRing) {
chargeRing.style.left = e.touches[0].clientX + 'px';
chargeRing.style.top = e.touches[0].clientY + 'px';
chargeRing.classList.add('active');
}
// v10.8: Start rising audio tone during charge buildup (8-Strategy Cycle 3 Consensus #2)
PikminCommandMode.startChargeBuildupAudio();
// Mid-hold haptic pulse at 250ms for feedback
setTimeout(() => {
if (!touchHoldTriggered && touchHoldTimer) {
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('tap');
}
}, 250);
touchHoldTimer = setTimeout(() => {
touchHoldTriggered = true;
// v10.7: Hide charge ring on completion
if (chargeRing) chargeRing.classList.remove('active');
// Long-press detected - trigger CHARGE order
raycaster.setFromCamera(mouse, camera);
const groundHits = raycaster.intersectObjects(scene.children, true);
if (groundHits.length > 0) {
const clickPos = groundHits[0].point;
PikminCommandMode.chargeToLocation(clickPos);
// Haptic feedback for CHARGE
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('heavyAttack');
}
}, TOUCH_HOLD_DURATION);
}
} else if (e.touches.length === 2) {
// v6.87: Initialize pinch-to-zoom and two-finger rotation
touchStartPos = null; // Cancel tap-to-select
// v10.7: Clear long-press timer and visual when multi-touch begins (8-Strategy Cycle 2 Code Quality fix)
if (touchHoldTimer) { clearTimeout(touchHoldTimer); touchHoldTimer = null; }
touchHoldTriggered = false;
const chargeRing = document.getElementById('charge-buildup-ring');
if (chargeRing) chargeRing.classList.remove('active');
// v10.8: Stop charge audio on multi-touch cancel (8-Strategy Cycle 3 Consensus #2)
if (typeof PikminCommandMode !== 'undefined') PikminCommandMode.stopChargeBuildupAudio();
const dx = e.touches[0].clientX - e.touches[1].clientX;
const dy = e.touches[0].clientY - e.touches[1].clientY;
initialPinchDistance = Math.hypot(dx, dy);
lastPinchDistance = initialPinchDistance;
lastTwoFingerCenter = {
x: (e.touches[0].clientX + e.touches[1].clientX) / 2,
y: (e.touches[0].clientY + e.touches[1].clientY) / 2
};
}
}
function onTouchMove(e) {
e.preventDefault();
if (e.touches.length === 1) {
mouse.x = (e.touches[0].clientX / window.innerWidth) * 2 - 1;
mouse.y = -(e.touches[0].clientY / window.innerHeight) * 2 + 1;
} else if (e.touches.length === 2 && initialPinchDistance !== null && camera) {
// v6.87: Pinch-to-zoom camera control
const dx = e.touches[0].clientX - e.touches[1].clientX;
const dy = e.touches[0].clientY - e.touches[1].clientY;
const currentPinchDistance = Math.hypot(dx, dy);
// Zoom based on pinch delta
const pinchDelta = lastPinchDistance - currentPinchDistance;
const zoomSpeed = 0.5;
camera.position.z = Math.max(MIN_ZOOM, Math.min(MAX_ZOOM,
camera.position.z + pinchDelta * zoomSpeed));
lastPinchDistance = currentPinchDistance;
// v6.87: Two-finger drag for camera rotation (optional orbit)
if (lastTwoFingerCenter) {
const centerX = (e.touches[0].clientX + e.touches[1].clientX) / 2;
const centerY = (e.touches[0].clientY + e.touches[1].clientY) / 2;
const rotDeltaX = centerX - lastTwoFingerCenter.x;
const rotDeltaY = centerY - lastTwoFingerCenter.y;
// Apply subtle camera rotation based on center movement
if (Math.abs(rotDeltaX) > 2 || Math.abs(rotDeltaY) > 2) {
const rotateSpeed = 0.003;
camera.rotation.y -= rotDeltaX * rotateSpeed;
// Clamp vertical rotation
camera.rotation.x = Math.max(-0.5, Math.min(0.5,
camera.rotation.x + rotDeltaY * rotateSpeed));
}
lastTwoFingerCenter = { x: centerX, y: centerY };
}
}
}
function onTouchEnd(e) {
e.preventDefault();
// Reset pinch state when fingers lifted
if (e.touches.length < 2) {
initialPinchDistance = null;
lastPinchDistance = null;
lastTwoFingerCenter = null;
}
// v10.6: Clear long-press timer and check if CHARGE was already triggered (8-Strategy Cycle 1)
if (touchHoldTimer) {
clearTimeout(touchHoldTimer);
touchHoldTimer = null;
}
// v10.7: Hide charge buildup visual on touch end (8-Strategy Cycle 2 Consensus)
const chargeRing = document.getElementById('charge-buildup-ring');
if (chargeRing) chargeRing.classList.remove('active');
// v10.8: Stop charge audio on early touch release (8-Strategy Cycle 3 Consensus #2)
if (typeof PikminCommandMode !== 'undefined') PikminCommandMode.stopChargeBuildupAudio();
// Only trigger tap action if it was a single-finger tap AND long-press wasn't triggered
if (touchStartPos && e.touches.length === 0 && !touchHoldTriggered) {
raycaster.setFromCamera(mouse, camera);
onMouseDown({ clientX: touchStartPos.x, clientY: touchStartPos.y });
touchStartPos = null;
}
// Reset long-press state
touchHoldTriggered = false;
}
// v10.8: Handle system touch cancellation (8-Strategy Cycle 3 Consensus #3)
// Prevents orphaned timers when calls, notifications, or other system events interrupt touch
function onTouchCancel(e) {
// Clear long-press timer
if (touchHoldTimer) {
clearTimeout(touchHoldTimer);
touchHoldTimer = null;
}
touchHoldTriggered = false;
touchStartPos = null;
// Hide charge visual
const chargeRing = document.getElementById('charge-buildup-ring');
if (chargeRing) chargeRing.classList.remove('active');
// Stop charge audio
if (typeof PikminCommandMode !== 'undefined') PikminCommandMode.stopChargeBuildupAudio();
// Reset pinch state
initialPinchDistance = null;
lastPinchDistance = null;
lastTwoFingerCenter = null;
// Reset joystick
joystickActive = false;
joystickTouchId = null;
joystickInput = { x: 0, y: 0 };
const joystickKnob = document.getElementById('joystick-knob');
if (joystickKnob) {
joystickKnob.style.transform = 'translate(-50%, -50%)';
}
}
function onTouchAction() {
// Quick action button - interact with nearest target
if (mode === 'world' && worldState.interactTarget) {
performAction(worldState.interactTarget);
}
}
function onKeyDown(e) {
// v5.8: Skip keyboard handling when typing in input fields
const activeElement = document.activeElement;
if (activeElement && (activeElement.tagName === 'INPUT' || activeElement.tagName === 'TEXTAREA' || activeElement.isContentEditable)) {
return; // Don't capture keys when user is typing
}
// v6.1: F1 or ? for keyboard shortcuts overlay
if (e.key === 'F1' || e.key === '?') {
e.preventDefault();
toggleShortcutsOverlay();
return;
}
// v6.1: F3 for performance metrics overlay
if (e.key === 'F3') {
e.preventDefault();
togglePerfMetrics();
return;
}
// v8.30: F4 for FPS/memory monitor toggle
if (e.key === 'F4') {
e.preventDefault();
if (typeof PerformanceMonitor !== 'undefined') {
const visible = PerformanceMonitor.toggle();
if (typeof showNotification === 'function') {
showNotification(`FPS Monitor: ${visible ? 'ON' : 'OFF'}`, 'info');
}
}
return;
}
// v8.35: 'U' key for MASTER AUDIO MUTE (8-Strategy Round 3 #3 - 5/8 votes)
// Accessibility: Quick mute for all audio systems
if ((e.key === 'u' || e.key === 'U') && !e.ctrlKey && !e.metaKey) {
e.preventDefault();
if (typeof AudioMixer !== 'undefined') {
AudioMixer.toggleMasterMute();
const muted = AudioMixer.masterVolume === 0;
if (typeof showNotification === 'function') {
showNotification(muted ? '🔇 Audio Muted' : '🔊 Audio Unmuted', 'info');
}
}
return;
}
// v6.35: 'S' key to toggle settings panel in galaxy mode
if ((e.key === 's' || e.key === 'S') && mode === 'galaxy' && !e.ctrlKey && !e.metaKey) {
e.preventDefault();
toggleSettingsPanel();
return;
}
// v6.56: 'G' key to toggle Civilization Genesis mode (skip in world mode where G is gear)
if ((e.key === 'g' || e.key === 'G') && mode !== 'world' && !e.ctrlKey && !e.metaKey) {
e.preventDefault();
toggleGenesisMode();
return;
}
// v6.95: 'M' key to open Galaxy Manager (Multiverse navigation) - only in galaxy mode
// v9.2: Fixed conflict - in world mode, M is used for autopilot toggle
if ((e.key === 'm' || e.key === 'M') && mode === 'galaxy' && !e.ctrlKey && !e.metaKey) {
e.preventDefault();
openGalaxyManager();
return;
}
// v6.77: PLANET NAVIGATOR - Arrow keys and Tab for quick planet switching in galaxy mode
// 8-strategy consensus: Arrow keys for sequential cycling, Tab for power users
// Also works during planet approach phase for quick browsing
const inPlanetApproach = typeof planetApproachState !== 'undefined' && planetApproachState.active;
const navEnabled = mode === 'galaxy' && typeof PlanetNavigator !== 'undefined' &&
(PlanetNavigator.visible || inPlanetApproach);
if (navEnabled) {
// Show navigator if not already visible
if (!PlanetNavigator.visible) {
PlanetNavigator.show();
}
// Left arrow or Shift+Tab = previous planet
if (e.key === 'ArrowLeft' || (e.key === 'Tab' && e.shiftKey)) {
e.preventDefault();
PlanetNavigator.prev();
return;
}
// Right arrow or Tab = next planet
if (e.key === 'ArrowRight' || (e.key === 'Tab' && !e.shiftKey)) {
e.preventDefault();
PlanetNavigator.next();
return;
}
// Up/Down arrows can also be used for cycling
if (e.key === 'ArrowUp') {
e.preventDefault();
PlanetNavigator.prev();
return;
}
if (e.key === 'ArrowDown') {
e.preventDefault();
PlanetNavigator.next();
return;
}
}
// v6.52: V key - TEMPORAL REWIND in world mode, Copilot voice otherwise
if (e.key === 'v' || e.key === 'V') {
e.preventDefault();
// In world mode: Start temporal rewind
if (mode === 'world' && worldState.player) {
temporalRewind.startRewind();
return;
}
// Otherwise: Open Copilot chat and start voice listening
if (!copilotChatOpen) {
toggleCopilotChat();
}
// Small delay to ensure chat is open before starting voice
setTimeout(() => {
if (!copilotIsListening) {
toggleCopilotVoice();
}
}, 100);
return;
}
// Spacebar: If Copilot chat is open, trigger voice instead of dodge
if (e.key === ' ') {
if (copilotChatOpen) {
e.preventDefault();
if (!copilotIsListening) {
toggleCopilotVoice();
} else {
// If already listening, stop (toggle behavior)
stopCopilotVoice();
}
return;
}
}
// v6.5.0: Escape: Exit Agent Observer Mode first
if (e.key === 'Escape' && agentObserverMode.active) {
exitAgentObserverMode();
e.preventDefault();
return;
}
// Escape: Close Copilot chat if open
if (e.key === 'Escape' && copilotChatOpen) {
toggleCopilotChat();
e.preventDefault();
return;
}
// v6.0: F key for Follow Mode toggle (multiplayer viewers only)
if (e.key === 'f' || e.key === 'F') {
if (multiplayerState.enabled && !multiplayerState.isHost && mode === 'world') {
e.preventDefault();
toggleFollowMode();
return;
}
}
// v5.5: Landing mini-game controls
if (landingGame.active) {
handleLandingKeyDown(e);
return;
}
// v6.51: WASD and Arrow Keys for movement (ergonomic flexibility)
// Arrow keys map to WASD: Up→W, Down→S, Left→A, Right→D
// Skip arrow key movement when ant farm view is active (uses arrows for panning)
const key = e.key.toLowerCase();
const isArrowKey = key.startsWith('arrow');
// When ant farm is active, don't map arrow keys to movement
if (isArrowKey && antFarmState.active) {
return; // Let ant farm handler deal with arrow keys
}
// v10.5: Pikmin Command Mode key handling - takes priority when active
if (typeof PikminCommandMode !== 'undefined' && PikminCommandMode.active) {
if (PikminCommandMode.handleKeyDown(e.key)) {
e.preventDefault();
return;
}
}
const arrowToWASD = {
'arrowup': 'w',
'arrowdown': 's',
'arrowleft': 'a',
'arrowright': 'd'
};
const mappedKey = arrowToWASD[key] || key;
if (mappedKey in keys) {
keys[mappedKey] = true;
e.preventDefault();
}
// Number keys 1-9 to use inventory items
if (mode === 'world' && e.key >= '1' && e.key <= '9') {
const idx = parseInt(e.key) - 1;
useInventoryItem(idx);
}
// v9.2: Removed duplicate E handler - E is handled in ability block below (line 75265)
// which tries Whirlwind ability first, then falls back to food eating
// H for help/tutorial
if (e.key === 'h' || e.key === 'H') {
showTutorial();
}
// v5.5: M to toggle autopilot exploration
if ((e.key === 'm' || e.key === 'M') && mode === 'world') {
toggleAutoExplore();
}
// v6.68: L to toggle Lane Push AI
if ((e.key === 'l' || e.key === 'L') && mode === 'world') {
toggleLanePushAI();
e.preventDefault();
}
// v4.5: Space or Shift to dodge (space only if chat not open)
// v5.12: Space also breaks hypnosis
if (e.key === ' ' || e.key === 'Shift') {
if (mode === 'world' && !copilotChatOpen) {
// Check if hypnotized - SPACE breaks hypnosis
if (HYPNOSIS_STATE.active && e.key === ' ') {
attemptBreakHypnosis();
e.preventDefault();
return;
}
startDodge();
e.preventDefault();
}
}
// v4.8: Combat abilities Q/E/R (v4.9: Extended with Tier 2 T/F/Z/X/C)
if (mode === 'world') {
if (e.key === 'q' || e.key === 'Q') {
useAbility('powerStrike');
e.preventDefault();
}
if (e.key === 'e' || e.key === 'E') {
// E is now abilities, but keep food eating as fallback if no ability ready
if (!useAbility('whirlwind')) {
const foodIdx = gameData.inventory.findIndex(item =>
item && (item.name === 'Cooked Fish' || item.name === 'Health Potion' || item.name === 'Super Potion')
);
if (foodIdx >= 0) useInventoryItem(foodIdx);
}
e.preventDefault();
}
if (e.key === 'r' || e.key === 'R') {
useAbility('warcry');
e.preventDefault();
}
// v4.9: Tier 2 Abilities
if (e.key === 't' || e.key === 'T') {
useAbility('heal');
e.preventDefault();
}
if (e.key === 'f' || e.key === 'F') {
useAbility('dash');
e.preventDefault();
}
if (e.key === 'z' || e.key === 'Z') {
useAbility('shieldWall');
e.preventDefault();
}
if (e.key === 'x' || e.key === 'X') {
useAbility('execute');
e.preventDefault();
}
if (e.key === 'c' || e.key === 'C') {
useAbility('berserk');
e.preventDefault();
}
// v6.42: Chrono-Echo ability
if (e.key === 'b' || e.key === 'B') {
useAbility('chronoEcho');
e.preventDefault();
}
}
}
function onKeyUp(e) {
// v5.8: Skip keyboard handling when typing in input fields
const activeElement = document.activeElement;
if (activeElement && (activeElement.tagName === 'INPUT' || activeElement.tagName === 'TEXTAREA' || activeElement.isContentEditable)) {
return; // Don't capture keys when user is typing
}
// v6.52: Stop temporal rewind when V is released
if ((e.key === 'v' || e.key === 'V') && temporalRewind.isRewinding) {
temporalRewind.stopRewind();
return;
}
// v5.5: Landing mini-game controls
if (landingGame.active) {
handleLandingKeyUp(e);
return;
}
// v10.5: Pikmin Command Mode keyup handling (for whistle release)
if (typeof PikminCommandMode !== 'undefined' && PikminCommandMode.active) {
if (PikminCommandMode.handleKeyUp(e.key)) {
e.preventDefault();
return;
}
}
// v6.51: WASD and Arrow Keys for movement (ergonomic flexibility)
const key = e.key.toLowerCase();
const isArrowKey = key.startsWith('arrow');
// When ant farm is active, don't process arrow key releases for movement
if (isArrowKey && antFarmState.active) {
return;
}
const arrowToWASD = {
'arrowup': 'w',
'arrowdown': 's',
'arrowleft': 'a',
'arrowright': 'd'
};
const mappedKey = arrowToWASD[key] || key;
if (mappedKey in keys) {
keys[mappedKey] = false;
}
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
// v6.88: Update pixel ratio when moving between displays
const isMobileDevice = /iphone|ipad|ipod|android/i.test(navigator.userAgent);
renderer.setPixelRatio(isMobileDevice ? Math.min(window.devicePixelRatio, 1.5) : window.devicePixelRatio);
}
function returnToGalaxy() {
// v6.97: Save planet surface state before leaving
if (activeCiv) {
savePlanetSurface(activeCiv.id);
}
saveGameData();
// v6.42: Clear Chrono-Echo ghosts when leaving planet
if (typeof chronoEchoSystem !== 'undefined') {
chronoEchoSystem.clearGhosts();
chronoEchoSystem.clearHistory();
}
// v12.16: Reset battery range system when leaving planet
if (typeof BatteryRangeSystem !== 'undefined') {
BatteryRangeSystem.reset();
}
// v12.17: Hide unified battery UI when leaving planet
if (typeof UnifiedBatterySystem !== 'undefined') {
UnifiedBatterySystem.hideUI();
}
// v10.30: Disable unified HUD when leaving planet
if (typeof UnifiedHUD !== 'undefined') {
UnifiedHUD.onExitPlanet();
}
// v12.18: Disable procedural world when leaving planet
if (typeof ProceduralWorldSystem !== 'undefined') {
ProceduralWorldSystem.disable();
console.log('🌍 Procedural World disabled - returning to galaxy');
}
// v12.20: Recall MAKO vehicle when leaving planet
if (typeof MakoVehicleSystem !== 'undefined' && MakoVehicleSystem.deployed) {
MakoVehicleSystem.recallVehicle();
console.log('🚗 MAKO vehicle recalled - returning to galaxy');
}
// v12.21: Clear all floods when leaving planet
if (criticalState && criticalState.floods) {
criticalState.floods.forEach(flood => {
if (flood.mesh) scene.remove(flood.mesh);
if (flood.ripple) scene.remove(flood.ripple);
});
criticalState.floods = [];
criticalState.floodedTiles.clear();
console.log('🌊 Floods cleared - returning to galaxy');
}
// v12.21: Cleanup Enemy Fauna Hero when leaving planet
if (typeof cleanupEnemyHero === 'function') {
cleanupEnemyHero();
console.log('🐺 Enemy Hero despawned - returning to galaxy');
}
// v6.32: Hyperspace jump when leaving planet (8-agent consensus)
triggerHyperspaceJump(1500, () => {
// At midpoint, do the actual transition
clearDroppedItemMeshes();
initGalaxy();
activeCiv = null;
// Stop combat music when returning to galaxy
AudioSystem.stopCombatMusic();
});
}
// v7.22: Expose to window for inline onclick handler
window.returnToGalaxy = returnToGalaxy;
// --- INVENTORY & RPG ---
function addItem(name) {
const itemDef = ITEMS[name];
if (!itemDef) return false;
// v4.9: Track item in codex
trackItemDiscovery(name);
// Find existing stack
if (itemDef.stackable) {
const existing = gameData.inventory.find(item =>
item && item.name === name && item.count < (itemDef.maxStack || 99)
);
if (existing) {
existing.count++;
updateInventoryUI();
return true;
}
}
// Add new slot
if (gameData.inventory.length < 20) {
gameData.inventory.push({ name, count: 1 });
updateInventoryUI();
return true;
}
// v6.42: Debounce to prevent spam
const now = performance.now();
if (worldState.player && now - _lastInventoryFullMsg > INVENTORY_FULL_MSG_COOLDOWN) {
_lastInventoryFullMsg = now;
spawnFloater(worldState.player.position, "Inventory full!", '#f44');
}
return false;
}
function removeItem(name, count = 1) {
for (let i = 0; i < gameData.inventory.length; i++) {
const item = gameData.inventory[i];
if (item && item.name === name) {
item.count -= count;
if (item.count <= 0) {
gameData.inventory.splice(i, 1);
}
updateInventoryUI();
return true;
}
}
return false;
}
function hasItem(name, count = 1) {
const item = gameData.inventory.find(i => i && i.name === name);
return item && item.count >= count;
}
function countItem(name) {
const item = gameData.inventory.find(i => i && i.name === name);
return item ? item.count : 0;
}
function useInventoryItem(idx) {
const item = gameData.inventory[idx];
if (!item) return;
const def = ITEMS[item.name];
// v5.1: Check if item is equippable
if (isEquippable(item.name)) {
equipItem(item.name);
updateInventoryUI();
return;
}
// Use consumables
if (def && def.heal) {
if (gameData.player.hp < gameData.player.maxHp) {
healPlayer(def.heal);
removeItem(item.name, 1);
} else {
showNotification('Health is already full!');
}
}
}
// v8.32: Use DOMCache.get() for inventory UI elements
function updateInventoryUI() {
const grid = DOMCache.get('inventory-grid');
if (!grid) return;
grid.innerHTML = '';
gameData.inventory.forEach((item, idx) => {
if (!item) return;
const def = ITEMS[item.name] || { icon: '?' };
const slot = document.createElement('div');
slot.className = 'inv-slot';
const itemCount = item.count || item.amount || 1;
// v4.8: Build detailed tooltip (v6.13: Added right-click to drop)
const priority = getItemPriority(item.name);
const priorityLabel = priority >= 4 ? '⭐ Rare' : priority >= 3 ? '🔷 Good' : priority >= 2 ? '🔹 Common' : '⚪ Basic';
const tooltip = buildItemTooltip(item.name, def, itemCount) + `\n\n[${priorityLabel}]\nRight-click to drop`;
slot.title = tooltip;
slot.innerHTML = `${def.icon}${itemCount}
`;
slot.onclick = () => useInventoryItem(idx);
// v6.13: Right-click to drop item
slot.oncontextmenu = (e) => {
e.preventDefault();
dropInventoryItem(idx);
};
grid.appendChild(slot);
});
// Fill empty slots
for (let i = gameData.inventory.length; i < 20; i++) {
const slot = document.createElement('div');
slot.className = 'inv-slot';
grid.appendChild(slot);
}
// v8.32: Use DOMCache.get() for inv-count
const invCountEl = DOMCache.get('inv-count');
if (invCountEl) invCountEl.textContent = gameData.inventory.length;
}
// v6.13: Drop item from inventory (manual clearing)
function dropInventoryItem(idx) {
const item = gameData.inventory[idx];
if (!item) return;
const itemName = item.name;
const amount = item.amount || item.count || 1;
// Remove from inventory
gameData.inventory.splice(idx, 1);
// Visual feedback
// v8.24: Use getFloaterPos() instead of clone() allocation
if (worldState.player) {
const dropPos = getFloaterPos(worldState.player.position, 1.5);
spawnFloater(dropPos, `📤 Dropped: ${itemName}`, '#ff8800');
if (particles) {
particles.emit(dropPos, 8, 0xff8800, { spread: 2, lifetime: 500 });
}
}
showNotification(`Dropped ${itemName} x${amount}`, 'info');
updateInventoryUI();
saveGameData();
}
// v6.13: Clear all low priority items from inventory
function clearLowPriorityItems() {
if (!gameData.inventory || gameData.inventory.length === 0) {
showNotification('Inventory is empty!', 'info');
return;
}
const threshold = 2; // Clear items with priority 1 and 2
const toRemove = [];
let clearedCount = 0;
for (let i = gameData.inventory.length - 1; i >= 0; i--) {
const item = gameData.inventory[i];
if (!item) continue;
const priority = getItemPriority(item.name);
if (priority <= threshold) {
toRemove.push(i);
clearedCount++;
}
}
if (toRemove.length === 0) {
showNotification('No low priority items to clear!', 'info');
return;
}
// Remove items (in reverse order to avoid index shifting)
// v8.24: Use for loop instead of forEach for consistency
for (let i = 0; i < toRemove.length; i++) {
gameData.inventory.splice(toRemove[i], 1);
}
// Visual feedback
// v8.24: Use getFloaterPos() instead of clone() allocation
if (worldState.player) {
const dropPos = getFloaterPos(worldState.player.position, 2);
spawnFloater(dropPos, `🧹 Cleared ${clearedCount} items!`, '#ff8800');
if (particles) {
particles.emit(dropPos, 20, 0xff8800, { spread: 4, lifetime: 800 });
}
}
showNotification(`Cleared ${clearedCount} low priority items!`, 'success');
updateInventoryUI();
saveGameData();
}
// v4.8: Build detailed item tooltip
function buildItemTooltip(name, def, count) {
let lines = [name];
// Add quantity for stackable items
if (def.stackable && count > 1) {
lines[0] += ` (x${count})`;
}
// Healing items
if (def.heal) {
lines.push(`Heals ${def.heal} HP`);
lines.push('Click or press E to use');
}
// Combat bonuses
if (def.combatBonus) {
lines.push(`Combat: +${def.combatBonus} damage`);
}
// Defense
if (def.defenseBonus) {
lines.push(`Defense: +${def.defenseBonus}`);
}
// Mining/Tool bonuses
if (def.miningBonus) {
lines.push(`Mining: x${def.miningBonus} yield`);
}
if (def.fishingBonus) {
lines.push(`Fishing: x${def.fishingBonus} yield`);
}
// Elemental
if (def.element) {
const elementNames = { ice: 'Ice (Slow)', fire: 'Fire (Burn)', void: 'Void (Weaken)', cosmic: 'Cosmic (All)' };
lines.push(`Element: ${elementNames[def.element] || def.element}`);
}
// Lifesteal
if (def.lifesteal) {
lines.push(`Lifesteal: ${Math.floor(def.lifesteal * 100)}%`);
}
// Attack speed
if (def.attackSpeedMult) {
lines.push(`Attack Speed: +${Math.floor((def.attackSpeedMult - 1) * 100)}%`);
}
// Max stack info for materials
if (def.stackable && def.maxStack) {
lines.push(`Max Stack: ${def.maxStack}`);
}
return lines.join('\\n');
}
function addXp(skill, amt) {
if (!gameData.skills[skill]) return;
// v4.4: Apply prestige XP multiplier
let multiplier = gameData.prestige?.bonuses?.xpMultiplier || 1.0;
// v5.3: Apply portal XP multiplier
multiplier *= getPortalXpMultiplier();
// v5.3: Apply mastery XP bonus
const masteryBonuses = getMasteryBonuses();
// v5.3: Apply talent XP bonus
const talentBonuses = getTalentBonuses();
multiplier *= (1 + (talentBonuses.xpBonus || 0));
// v5.3: Apply rarity item XP bonus
const rarityBonuses = getRarityBonuses();
multiplier *= (1 + (rarityBonuses.xpBonus || 0));
// v5.4: Apply showcase milestone XP bonus
const showcaseBonuses = getShowcaseBonuses();
multiplier *= (1 + (showcaseBonuses.xpBonus || 0) + (showcaseBonuses.allBonus || 0));
// v5.4: Apply world event XP bonus
const eventBonuses = getWorldEventBonuses();
multiplier *= (eventBonuses.xpMultiplier || 1);
// v5.4: Apply evolution XP bonus
const evolutionBonuses = getEvolutionBonuses();
multiplier *= (1 + (evolutionBonuses.xpBonus || 0));
const adjustedAmt = Math.round(amt * multiplier);
const oldLevel = gameData.skills[skill].level;
gameData.skills[skill].xp += adjustedAmt;
// Check level up
const newLevel = Math.floor(Math.sqrt(gameData.skills[skill].xp / 100)) + 1;
gameData.skills[skill].level = newLevel;
// v12.19: Adaptive AI - track skill training
if (typeof AdaptiveAISystem !== 'undefined') {
AdaptiveAISystem.recordEvent('skill_trained', { skill: skill, amount: adjustedAmt });
}
if (newLevel > oldLevel) {
showNotification(`${skill.charAt(0).toUpperCase() + skill.slice(1)} leveled up to ${newLevel}!`);
AudioSystem.levelUp(); // v4.0
// v8.29: Add VisualFeedback for level ups
if (typeof VisualFeedback !== 'undefined') {
VisualFeedback.onLevelUp();
}
// v8.38: Announce level up to screen readers (8-Strategy Round 6 #3)
if (typeof GameStateAnnouncer !== 'undefined') {
GameStateAnnouncer.announceSkillLevelUp(skill, newLevel);
}
// v6.35: Chronicle Engine - capture skill level up
if (typeof captureChronicleEvent === 'function') {
captureChronicleEvent('skill_levelup', { skill: skill, newLevel: newLevel, oldLevel: oldLevel });
}
if (worldState.player) {
spawnFloater(worldState.player.position, `LEVEL UP!`, '#ffff00');
// v4.0: Level up particle burst
if (particles) particles.emit(worldState.player.position, 25, 0xffff00, { spread: 6, lifetime: 1500, gravity: 3 });
// v5.15: Robot celebrate animation
triggerRobotAnimation('celebrate');
}
}
// v7.24: Pass XP gain context for visual juice animations
updateSkillsUI(skill, adjustedAmt, newLevel > oldLevel);
}
// v7.24: Enhanced with XP bar visual juice - spring animation, near-full glow, level-up burst
// v8.33: Use DOMCache.get() for skill UI elements (eliminates 12 getElementById calls per update)
function updateSkillsUI(changedSkill = null, xpGained = 0, didLevelUp = false) {
const skills = ['mining', 'wood', 'combat', 'fishing', 'cooking', 'crafting'];
skills.forEach(skill => {
const data = gameData.skills[skill];
if (!data) return;
const level = data.level;
const xp = data.xp;
const nextLevelXp = Math.pow(level, 2) * 100;
const prevLevelXp = Math.pow(level - 1, 2) * 100;
const progress = ((xp - prevLevelXp) / (nextLevelXp - prevLevelXp)) * 100;
// v8.33: Use DOMCache for skill elements
const lvlEl = DOMCache.get(`lvl-${skill}`);
const barEl = DOMCache.get(`bar-${skill}`);
if (lvlEl) lvlEl.textContent = level;
if (barEl) {
const oldWidth = parseFloat(barEl.style.width) || 0;
const newWidth = Math.min(100, progress);
barEl.style.width = newWidth + '%';
// v7.24: XP Bar Visual Juice animations
if (skill === changedSkill) {
// Remove existing animation classes and force reflow
barEl.classList.remove('xp-gain', 'large-gain', 'level-up-burst', 'near-full');
void barEl.offsetWidth; // Force reflow for animation restart
if (didLevelUp) {
// Level-up burst animation
barEl.classList.add('level-up-burst');
setTimeout(() => barEl.classList.remove('level-up-burst'), 500);
} else {
// Spring animation on XP gain
barEl.classList.add('xp-gain');
setTimeout(() => barEl.classList.remove('xp-gain'), 400);
// Shimmer on large gains (>15% of bar or >50 XP)
const gainPercent = newWidth - oldWidth;
if (gainPercent > 15 || xpGained > 50) {
barEl.classList.add('large-gain');
setTimeout(() => barEl.classList.remove('large-gain'), 600);
}
}
}
// Near-full glow (>90%) - anticipation for level-up
if (newWidth >= 90 && newWidth < 100) {
barEl.classList.add('near-full');
} else {
barEl.classList.remove('near-full');
}
}
});
// v5.2: Update talent points button
// v8.33: Use DOMCache for talent button
const talentBtn = DOMCache.get('talent-points-btn');
if (talentBtn) {
const points = getTalentPoints();
talentBtn.textContent = points.available;
talentBtn.parentElement.style.borderColor = points.available > 0 ? '#ff0' : '#ffd700';
talentBtn.parentElement.style.animation = points.available > 0 ? 'ability-ready-pulse 2s infinite' : 'none';
}
}
// v6.82: Cached DOM references for health UI (eliminates 4 getElementById calls per update)
let _healthUICache = null;
function getHealthUICache() {
if (!_healthUICache) {
_healthUICache = {
bar: document.getElementById('player-health-bar'),
fill: document.getElementById('player-health-fill'),
text: document.getElementById('health-text'),
vignette: document.getElementById('low-hp-vignette')
};
}
return _healthUICache;
}
// v7.34: Track health state for screen reader announcements (Cycle 13 - UX/Accessibility)
let _lastHealthState = 'normal'; // 'normal', 'low', 'critical'
function updateHealthUI() {
const hp = gameData.player.hp;
const maxHp = gameData.player.maxHp;
const percent = (hp / maxHp) * 100;
const cache = getHealthUICache();
const healthBar = cache.bar;
const healthFill = cache.fill;
const healthText = cache.text;
if (healthFill) {
healthFill.style.width = percent + '%';
// v5.15.2: Update fill color based on health level
healthFill.classList.remove('low', 'critical');
if (percent <= 25) {
healthFill.classList.add('critical');
} else if (percent <= 50) {
healthFill.classList.add('low');
}
}
if (healthText) {
healthText.textContent = `${Math.round(hp)} / ${maxHp}`;
}
// v5.15.2: Update bar border for critical state
if (healthBar) {
healthBar.classList.toggle('critical', percent <= 25);
}
// v7.34: Update ARIA progressbar value for screen readers (Cycle 13 - UX/Accessibility)
const progressbar = document.getElementById('health-progressbar');
if (progressbar) {
progressbar.setAttribute('aria-valuenow', Math.round(percent));
}
// v7.34: Announce critical health state changes to screen readers (Cycle 13 - UX/Accessibility)
const currentState = percent <= 25 ? 'critical' : (percent <= 50 ? 'low' : 'normal');
if (currentState !== _lastHealthState) {
const srAnnounce = document.getElementById('sr-announcements');
if (srAnnounce) {
if (currentState === 'critical' && _lastHealthState !== 'critical') {
srAnnounce.textContent = 'Warning: Probe integrity critical! Health below 25 percent.';
} else if (currentState === 'low' && _lastHealthState === 'normal') {
srAnnounce.textContent = 'Caution: Probe integrity low. Health below 50 percent.';
} else if (currentState === 'normal' && _lastHealthState !== 'normal') {
srAnnounce.textContent = 'Probe integrity restored above 50 percent.';
}
setTimeout(() => { if (srAnnounce) srAnnounce.textContent = ''; }, 1500);
}
_lastHealthState = currentState;
}
// v6.8: Critical health heartbeat audio (Agent consensus - Audio Enhancement)
if (typeof AudioSystem !== 'undefined' && AudioSystem.updateHeartbeat) {
AudioSystem.updateHeartbeat(percent / 100);
}
// v6.32: Low HP warning vignette effect (v6.82: use cached ref)
const vignette = cache.vignette;
if (vignette) {
vignette.classList.remove('active', 'critical');
if (percent <= 25) {
vignette.classList.add('active', 'critical');
} else if (percent <= 50) {
vignette.classList.add('active');
}
}
// v6.72: Also update Dota-style HP bars
if (typeof updateDotaBarsUI === 'function') {
updateDotaBarsUI();
}
}
// v6.41: Cached DOM references for ability UI (eliminates 24 getElementById calls per frame)
let _abilityUICache = null;
// v10.6: Ability Cooldown Ready Tracking (8-Strategy Cycle 1 Consensus)
// Tracks which abilities were on cooldown last frame to detect ready transitions
let _abilityCooldownState = {};
function playAbilityReadySound(abilityId) {
if (!AudioSystem?.ctx) return;
const ctx = AudioSystem.ctx, now = ctx.currentTime;
// High-pitched ascending tone to signal "ready!"
const osc = ctx.createOscillator(), gain = ctx.createGain();
osc.connect(gain); gain.connect(ctx.destination);
osc.type = 'sine';
osc.frequency.setValueAtTime(784, now); // G5 note
osc.frequency.exponentialRampToValueAtTime(1046, now + 0.12); // C6 note
gain.gain.setValueAtTime(0.18, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.15);
osc.start(now); osc.stop(now + 0.15);
}
function _cacheAbilityUIElements() {
_abilityUICache = {};
const keys = ['q', 'e', 'r', 't', 'f', 'z', 'x', 'c', 'b']; // v6.42: Added 'b' for Chrono-Echo
keys.forEach(key => {
_abilityUICache[key] = {
slot: document.getElementById(`ability-${key}`),
cooldown: document.getElementById(`cooldown-${key}`),
text: document.getElementById(`cooldown-text-${key}`)
};
});
_abilityUICache.berserkOverlay = document.getElementById('berserk-overlay');
_abilityUICache.shieldOverlay = document.getElementById('shield-overlay');
}
// v4.8: Update ability UI cooldowns and states (v4.9: Extended with Tier 2, v6.8: Numeric timers)
function updateAbilityUI() {
// v6.41: Initialize DOM cache on first call
if (!_abilityUICache) _cacheAbilityUIElements();
// v8.0: Check for abilities coming off cooldown for audio cues (8-Agent Consensus Cycle 4)
if (typeof checkAbilityReadyStates === 'function') {
checkAbilityReadyStates();
}
const abilities = [
// Tier 1
{ key: 'q', id: 'powerStrike' },
{ key: 'e', id: 'whirlwind' },
{ key: 'r', id: 'warcry' },
// v4.9: Tier 2
{ key: 't', id: 'heal' },
{ key: 'f', id: 'dash' },
{ key: 'z', id: 'shieldWall' },
{ key: 'x', id: 'execute' },
{ key: 'c', id: 'berserk' },
// v6.42: Chrono-Echo
{ key: 'b', id: 'chronoEcho' }
];
abilities.forEach(({ key, id }) => {
const cached = _abilityUICache[key];
const slotEl = cached.slot;
const cdEl = cached.cooldown;
const cdTextEl = cached.text; // v6.8: Numeric timer element
const ability = COMBAT_ABILITIES[id];
if (!slotEl || !cdEl) return;
// Check if unlocked
const unlocked = isAbilityUnlocked(id);
slotEl.classList.toggle('locked', !unlocked);
// Check cooldown
const cdRemaining = getAbilityCooldownRemaining(id);
const onCooldown = cdRemaining > 0;
slotEl.classList.toggle('on-cooldown', onCooldown);
// v7.46: Sync aria-disabled for WCAG 4.1.2 state communication (Cycle 25 UX/Accessibility)
// Ability is disabled when locked OR on cooldown
slotEl.setAttribute('aria-disabled', (!unlocked || onCooldown) ? 'true' : 'false');
// v10.6: Detect cooldown ready transition and play audio (8-Strategy Cycle 1 Consensus)
const wasOnCooldown = _abilityCooldownState[id];
if (wasOnCooldown && !onCooldown && unlocked) {
playAbilityReadySound(id);
// Subtle haptic feedback for mobile
if (typeof MobileHaptics !== 'undefined') MobileHaptics.vibrate('tap');
}
_abilityCooldownState[id] = onCooldown;
// v10.1: Radial cooldown sweep (8-Agent Consensus Cycle 2)
if (onCooldown) {
const cdPercent = (cdRemaining / ability.cooldown) * 100;
cdEl.style.setProperty('--cd-progress', cdPercent + '%');
// v6.8: Show numeric seconds remaining (Agent consensus - UI/UX)
if (cdTextEl) {
const seconds = Math.ceil(cdRemaining / 1000);
cdTextEl.textContent = seconds > 0 ? seconds : '';
}
} else {
cdEl.style.setProperty('--cd-progress', '0%');
// v6.8: Clear numeric timer when ready
if (cdTextEl) cdTextEl.textContent = '';
}
// Special: Buff active states
if (id === 'warcry' && isWarcryActive()) {
slotEl.classList.add('active-buff');
} else if (id === 'warcry') {
slotEl.classList.remove('active-buff');
}
// v4.9: Shield Wall active state
if (id === 'shieldWall' && isShieldWallActive()) {
slotEl.classList.add('active-buff');
slotEl.style.borderColor = '#4488ff';
slotEl.style.boxShadow = '0 0 10px #4488ff';
} else if (id === 'shieldWall') {
slotEl.classList.remove('active-buff');
slotEl.style.borderColor = '';
slotEl.style.boxShadow = '';
}
// v4.9: Berserk active state
if (id === 'berserk' && isBerserkActive()) {
slotEl.classList.add('active-buff');
slotEl.style.borderColor = '#ff4400';
slotEl.style.boxShadow = '0 0 15px #ff4400';
} else if (id === 'berserk') {
slotEl.classList.remove('active-buff');
slotEl.style.borderColor = '';
slotEl.style.boxShadow = '';
}
// v6.42: Chrono-Echo active state (ghosts are active)
if (id === 'chronoEcho' && isChronoEchoActive()) {
slotEl.classList.add('active-buff');
} else if (id === 'chronoEcho') {
slotEl.classList.remove('active-buff');
}
});
// v4.9: Update buff overlays (v6.41: using cached references)
if (_abilityUICache.berserkOverlay) {
_abilityUICache.berserkOverlay.style.opacity = isBerserkActive() ? '1' : '0';
}
if (_abilityUICache.shieldOverlay) {
_abilityUICache.shieldOverlay.style.opacity = isShieldWallActive() ? '1' : '0';
}
// v8.0: Sync touch ability bar cooldowns (8-Strategy Consensus Cycle 2)
// v8.33: Use DOMCache.get() for touch ability elements (eliminates 4 getElementById calls per frame)
// Maps keyboard ability keys to touch button IDs
const touchAbilityMap = {
'q': 'touch-ability-q', // Power Strike
'e': 'touch-ability-e', // Whirlwind
't': 'touch-ability-t', // Heal
'z': 'touch-ability-z' // Shield Wall
};
Object.entries(touchAbilityMap).forEach(([key, touchId]) => {
const touchBtn = DOMCache.get(touchId);
if (!touchBtn) return;
const cached = _abilityUICache[key];
if (!cached) return;
const abilityId = abilities.find(a => a.key === key)?.id;
if (!abilityId) return;
const ability = COMBAT_ABILITIES[abilityId];
const cdRemaining = getAbilityCooldownRemaining(abilityId);
const onCooldown = cdRemaining > 0;
const unlocked = isAbilityUnlocked(abilityId);
// Sync lock/cooldown classes
touchBtn.classList.toggle('locked', !unlocked);
touchBtn.classList.toggle('on-cooldown', onCooldown);
// v10.1: Radial cooldown sweep for touch (8-Agent Consensus Cycle 2)
const touchCdEl = touchBtn.querySelector('.touch-ability-cooldown');
const touchCdText = touchBtn.querySelector('.touch-ability-cd-text');
if (touchCdEl) {
if (onCooldown) {
const cdPercent = (cdRemaining / ability.cooldown) * 100;
touchCdEl.style.setProperty('--cd-progress', cdPercent + '%');
} else {
touchCdEl.style.setProperty('--cd-progress', '0%');
}
}
if (touchCdText) {
if (onCooldown) {
const seconds = Math.ceil(cdRemaining / 1000);
touchCdText.textContent = seconds > 0 ? seconds : '';
} else {
touchCdText.textContent = '';
}
}
});
}
// v6.92: Improved playtime display with clear hours/minutes labels
// v8.33: Use DOMCache.get() for playtime element (eliminates getElementById per update)
function updatePlaytimeDisplay() {
const total = Math.floor(gameData.playtime);
const hours = Math.floor(total / 3600);
const mins = Math.floor((total % 3600) / 60);
const secs = total % 60;
// v8.33: Cache the playtime element reference
const playtimeEl = DOMCache.get('total-playtime');
if (!playtimeEl) return;
// Show hours if > 0, always show minutes and seconds for clarity
if (hours > 0) {
playtimeEl.textContent = `${hours}h ${mins}m`;
} else {
playtimeEl.textContent = `${mins}m ${secs}s`;
}
}
// --- CRAFTING ---
// v6.7: Updated to support batch crafting (Agent consensus - QoL)
function craft(recipeId, quantity = 1) {
const recipe = RECIPES[recipeId];
if (!recipe) return;
// v4.2: Check crafting level requirement
if (recipe.craftingLevel && gameData.skills.crafting.level < recipe.craftingLevel) {
showNotification(`Requires Crafting level ${recipe.craftingLevel}!`, 'error');
AudioSystem.error();
return;
}
// v6.7: Calculate max craftable amount
let maxCraftable = Infinity;
for (const [item, count] of Object.entries(recipe.requires)) {
const available = countItem(item);
maxCraftable = Math.min(maxCraftable, Math.floor(available / count));
}
// Limit quantity to what's possible
const actualQty = Math.min(quantity, maxCraftable);
if (actualQty <= 0) {
// Show what's missing
for (const [item, count] of Object.entries(recipe.requires)) {
if (!hasItem(item, count)) {
showNotification(`Need ${count}x ${item}!`, 'error');
break;
}
}
AudioSystem.error();
return;
}
// Consume materials for all crafts
for (const [item, count] of Object.entries(recipe.requires)) {
removeItem(item, count * actualQty);
}
// Add results
for (let i = 0; i < actualQty; i++) {
addItem(recipe.result);
}
addXp('crafting', 30 * actualQty);
if (recipeId === 'cookedFish') {
addXp('cooking', 25 * actualQty);
gameData.statistics.fishCooked = (gameData.statistics.fishCooked || 0) + actualQty;
}
gameData.statistics.itemsCrafted += actualQty;
// v4.1: Check achievements and daily progress
checkAchievements();
updateDailyChallengeProgress();
showNotification(`Crafted ${actualQty}x ${recipe.result}!`);
AudioSystem.craft();
updateCraftingUI();
}
// v6.7: Batch craft helper - craft maximum possible (Agent consensus - QoL)
function craftMax(recipeId) {
const recipe = RECIPES[recipeId];
if (!recipe) return;
let maxCraftable = Infinity;
for (const [item, count] of Object.entries(recipe.requires)) {
const available = countItem(item);
maxCraftable = Math.min(maxCraftable, Math.floor(available / count));
}
if (maxCraftable > 0 && maxCraftable < Infinity) {
craft(recipeId, maxCraftable);
} else {
showNotification('No materials for batch crafting!', 'error');
AudioSystem.error();
}
}
// v6.7: Count items in inventory (helper for batch crafting)
// v6.83: Optimized to use reduce instead of filter (avoids creating intermediate array)
function countItem(itemName) {
return gameData.inventory.reduce((count, i) => count + (i === itemName ? 1 : 0), 0);
}
// v4.2: Enhanced crafting UI with level requirements and new recipes
function updateCraftingUI() {
const recipeDisplayNames = {
'pickaxe': 'Pickaxe',
'sword': 'Sword',
'rod': 'Fishing Rod',
'cookedFish': 'Cooked Fish',
'potion': 'Health Potion',
'frostBlade': 'Frost Blade',
'magmaSword': 'Magma Sword',
'voidDagger': 'Void Dagger',
'crystalPickaxe': 'Crystal Pickaxe',
'superPotion': 'Super Potion',
'chitinArmor': 'Chitin Armor'
};
for (const [id, recipe] of Object.entries(RECIPES)) {
const btn = document.getElementById(`craft-${id}`);
if (!btn) continue;
let canCraft = true;
let reqParts = [];
// v4.2: Check level requirement
if (recipe.craftingLevel && gameData.skills.crafting.level < recipe.craftingLevel) {
canCraft = false;
reqParts.push(`Lvl ${recipe.craftingLevel} req`);
}
for (const [item, count] of Object.entries(recipe.requires)) {
const have = countItem(item);
if (have < count) canCraft = false;
reqParts.push(`${have}/${count} ${item}`);
}
btn.disabled = !canCraft;
btn.innerHTML = `${recipeDisplayNames[id] || recipe.result}${reqParts.join(', ')} `;
}
}
// --- MINIMAP ---
let minimapCtx;
let lastMinimapUpdate = 0; // v6.6: Throttle variable for 10 FPS updates
// v8.05: Pre-allocated minimap color strings (avoids string creation in hot loop)
const MINIMAP_COLORS = {
tree: '#0a0',
rock: '#888',
mob: '#f00',
teamA: '#00ffaa',
teamB: '#ff6666',
poiDiscovered: '#666',
poiUndiscovered: '#ffd700',
poiStroke: '#ffa500',
ship: '#00ffff',
shipDead: '#444',
defenseRange: 'rgba(0, 255, 136, 0.3)',
player: '#ff0',
companion: '#f0f',
spawnFriendly: '#00ccff',
spawnHostile: '#ff4444'
};
function initMinimap() {
const canvas = document.getElementById('minimap-canvas');
canvas.width = 100;
canvas.height = 100;
minimapCtx = canvas.getContext('2d');
}
// v4.4: Update fog of war exploration
function updateExploration() {
if (!worldState.player || !activeCiv) return;
const planetId = activeCiv.id;
if (!gameData.exploredTiles[planetId]) {
gameData.exploredTiles[planetId] = {};
}
// Mark tiles within vision radius as explored
const px = Math.floor(worldState.player.position.x / 10);
const pz = Math.floor(worldState.player.position.z / 10);
const visionRadius = 3;
for (let dx = -visionRadius; dx <= visionRadius; dx++) {
for (let dz = -visionRadius; dz <= visionRadius; dz++) {
if (dx * dx + dz * dz <= visionRadius * visionRadius) {
const key = `${px + dx},${pz + dz}`;
gameData.exploredTiles[planetId][key] = 1;
}
}
}
}
function isTileExplored(planetId, worldX, worldZ) {
const tx = Math.floor(worldX / 10);
const tz = Math.floor(worldZ / 10);
const key = `${tx},${tz}`;
return gameData.exploredTiles[planetId]?.[key] === 1;
}
// v8.0: 3D MINIMAP ANT FARM VIEW
// Real-time 3D top-down view of the world in the minimap
const minimap3D = {
enabled: false,
renderer: null,
camera: null,
animationId: null,
lastUpdate: 0,
updateInterval: 50 // Update at ~20fps for performance
};
function initMinimap3D() {
if (minimap3D.renderer) return; // Already initialized
const canvas = document.getElementById('minimap-3d-canvas');
if (!canvas || typeof THREE === 'undefined') return;
// Create a small WebGL renderer
minimap3D.renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: false, // Performance
alpha: true
});
minimap3D.renderer.setSize(130, 130);
minimap3D.renderer.setPixelRatio(1); // Lower for performance
// Create orthographic camera for top-down view
const worldExtent = CONFIG.WORLD_SIZE * CONFIG.TILE_SIZE;
const aspect = 1;
minimap3D.camera = new THREE.OrthographicCamera(
-worldExtent / 2, worldExtent / 2,
worldExtent / 2, -worldExtent / 2,
1, 2000
);
minimap3D.camera.position.set(0, 500, 0);
minimap3D.camera.lookAt(0, 0, 0);
minimap3D.camera.up.set(0, 0, -1); // Make north point up
console.log('v8.0: 3D Minimap initialized');
}
function toggleMinimap3D() {
minimap3D.enabled = !minimap3D.enabled;
const canvas2D = document.getElementById('minimap-canvas');
const canvas3D = document.getElementById('minimap-3d-canvas');
const toggleBtn = document.getElementById('minimap-3d-toggle');
if (minimap3D.enabled) {
// Switch to 3D view
if (!minimap3D.renderer) {
initMinimap3D();
}
if (canvas2D) canvas2D.style.display = 'none';
if (canvas3D) canvas3D.style.display = 'block';
if (toggleBtn) {
toggleBtn.style.background = 'rgba(0,255,136,0.4)';
toggleBtn.style.borderColor = '#0f8';
}
// Start rendering loop
renderMinimap3D();
showNotification('🐜 3D Ant Farm View - Real-time world visualization', 'info');
} else {
// Switch back to 2D view
if (canvas2D) canvas2D.style.display = 'block';
if (canvas3D) canvas3D.style.display = 'none';
if (toggleBtn) {
toggleBtn.style.background = 'rgba(0,255,255,0.2)';
toggleBtn.style.borderColor = '#0ff';
}
// Stop 3D rendering loop
if (minimap3D.animationId) {
cancelAnimationFrame(minimap3D.animationId);
minimap3D.animationId = null;
}
}
}
window.toggleMinimap3D = toggleMinimap3D;
function renderMinimap3D() {
if (!minimap3D.enabled || !minimap3D.renderer || !scene) {
return;
}
// v8.34: Skip animation when tab is hidden
if (!isPageVisible) {
minimap3D.animationId = requestAnimationFrame(renderMinimap3D);
return;
}
const now = performance.now();
// Throttle updates for performance
if (now - minimap3D.lastUpdate >= minimap3D.updateInterval) {
minimap3D.lastUpdate = now;
// Center camera on player position
if (worldState.player) {
const px = worldState.player.position.x;
const pz = worldState.player.position.z;
// Optionally follow player or show whole world
// For full world view, keep camera at center
// minimap3D.camera.position.set(px, 500, pz);
// minimap3D.camera.lookAt(px, 0, pz);
}
// Render the main scene from above
minimap3D.renderer.render(scene, minimap3D.camera);
}
// Continue loop
minimap3D.animationId = requestAnimationFrame(renderMinimap3D);
}
function updateMinimap() {
if (!minimapCtx || !worldState.player) return;
// v4.4: Update exploration tracking
updateExploration();
const ctx = minimapCtx;
const size = 100;
// v6.62: Fixed minimap scale to use actual world extent (WORLD_SIZE * TILE_SIZE)
const worldExtent = CONFIG.WORLD_SIZE * CONFIG.TILE_SIZE;
const halfExtent = worldExtent / 2; // Half-extent for coordinate offset (world is centered at 0,0)
const scale = size / worldExtent;
const planetId = activeCiv?.id;
// Clear with fog of war (darker)
ctx.fillStyle = '#050505';
ctx.fillRect(0, 0, size, size);
// v4.4: Draw explored areas lighter
if (planetId && gameData.exploredTiles[planetId]) {
ctx.fillStyle = '#181818';
for (const key in gameData.exploredTiles[planetId]) {
const [tx, tz] = key.split(',').map(Number);
const x = (tx * 10 + halfExtent) * scale;
const y = (tz * 10 + halfExtent) * scale;
ctx.fillRect(x - 5 * scale, y - 5 * scale, 10 * scale, 10 * scale);
}
}
// Draw terrain bounds
ctx.strokeStyle = '#333';
ctx.strokeRect(0, 0, size, size);
// v9.9: Check if this is a custom world
const isCustomWorld = window.WORLD_SYSTEMS?.customOnly === true;
const worldConfig = window.ACTIVE_WORLD_CONFIG || {};
// v8.15: Draw custom world objects on minimap - forEach-to-for optimization
if (isCustomWorld && worldConfig.customObjects) {
const customObjs = worldConfig.customObjects;
for (let coi = 0, colen = customObjs.length; coi < colen; coi++) {
const obj = customObjs[coi];
if (!obj.position) continue;
const x = (obj.position.x + halfExtent) * scale;
const y = (obj.position.z + halfExtent) * scale;
// Color based on type
if (obj.type === 'light-point' || obj.type === 'light-spot') {
ctx.fillStyle = obj.color || '#ffff00';
ctx.globalAlpha = 0.8;
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI * 2);
ctx.fill();
} else {
// Use object's emissive color if glowing, otherwise base color
ctx.fillStyle = obj.emissive && obj.emissive !== '#000000' ? obj.emissive : (obj.color || '#666666');
ctx.globalAlpha = obj.opacity || 1.0;
// Size based on scale
const objScale = obj.scale || { x: 1, y: 1, z: 1 };
const radius = Math.max(objScale.x, objScale.z) * scale * 1.5;
if (obj.type === 'cylinder' || obj.type === 'sphere' || obj.type === 'ring') {
ctx.beginPath();
ctx.arc(x, y, Math.max(2, radius), 0, Math.PI * 2);
ctx.fill();
} else {
ctx.fillRect(x - radius/2, y - radius/2, Math.max(2, radius), Math.max(2, radius));
}
}
ctx.globalAlpha = 1.0;
}
}
// v8.15: Draw lane paths on minimap (skip for custom worlds) - forEach-to-for optimization
if (!isCustomWorld && typeof LANE_DEFINITIONS !== 'undefined' && creepWaveState?.enabled) {
const laneEntries = getLaneDefinitionEntries();
for (let li = 0, llen = laneEntries.length; li < llen; li++) {
const lane = laneEntries[li][1];
const colorHex = '#' + lane.color.toString(16).padStart(6, '0');
// Draw lane path
ctx.strokeStyle = colorHex;
ctx.lineWidth = 2;
ctx.globalAlpha = 0.7;
ctx.beginPath();
// v8.15: forEach-to-for optimization for waypoints
const waypoints = lane.waypoints;
for (let wi = 0, wlen = waypoints.length; wi < wlen; wi++) {
const wp = waypoints[wi];
const x = (wp.x + halfExtent) * scale;
const y = (wp.z + halfExtent) * scale;
if (wi === 0) {
ctx.moveTo(x, y);
} else {
ctx.lineTo(x, y);
}
}
ctx.stroke();
// Draw spawn points (small squares)
// v8.05: use pre-allocated color constants
ctx.globalAlpha = 0.9;
ctx.fillStyle = MINIMAP_COLORS.spawnFriendly; // Robot spawn - cyan
const spawnAx = (lane.teamASpawn.x + halfExtent) * scale;
const spawnAy = (lane.teamASpawn.z + halfExtent) * scale;
ctx.fillRect(spawnAx - 3, spawnAy - 3, 6, 6);
ctx.fillStyle = MINIMAP_COLORS.spawnHostile; // Hostile spawn - red
const spawnBx = (lane.teamBSpawn.x + halfExtent) * scale;
const spawnBy = (lane.teamBSpawn.z + halfExtent) * scale;
ctx.fillRect(spawnBx - 3, spawnBy - 3, 6, 6);
// Draw choke point marker (pulsing circle)
const chokeWp = waypoints[lane.chokePointIndex];
const chokeX = (chokeWp.x + halfExtent) * scale;
const chokeY = (chokeWp.z + halfExtent) * scale;
// Outer ring
ctx.strokeStyle = colorHex;
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.arc(chokeX, chokeY, 5, 0, Math.PI * 2);
ctx.stroke();
// Inner dot (contested zone)
const pulse = Math.sin(performance.now() / 300) * 0.3 + 0.7;
ctx.globalAlpha = pulse;
ctx.fillStyle = colorHex;
ctx.beginPath();
ctx.arc(chokeX, chokeY, 3, 0, Math.PI * 2);
ctx.fill();
ctx.globalAlpha = 1.0;
}
// Draw creeps on minimap
// v8.04: forEach to for loop conversion (minimap creeps)
if (creepWaveState.creeps) {
const mmCreeps = creepWaveState.creeps;
for (let mci = 0, mclen = mmCreeps.length; mci < mclen; mci++) {
const creep = mmCreeps[mci];
if (!creep.userData) continue;
const cx = (creep.position.x + halfExtent) * scale;
const cy = (creep.position.z + halfExtent) * scale;
// Team color (v8.05: use pre-allocated color constants)
ctx.fillStyle = creep.userData.team === 'A' ? MINIMAP_COLORS.teamA : MINIMAP_COLORS.teamB;
ctx.beginPath();
ctx.arc(cx, cy, 1.5, 0, Math.PI * 2);
ctx.fill();
}
}
}
// Draw interactables (only in explored areas)
// v8.05: forEach to for loop conversion (minimap interactables)
// v8.05: Merged tree/rock loops into single pass for efficiency
const mmInteractables = worldState.interactables;
for (let mii = 0, milen = mmInteractables.length; mii < milen; mii++) {
const obj = mmInteractables[mii];
const objType = obj.userData.type;
if (objType === 'tree') {
ctx.fillStyle = MINIMAP_COLORS.tree;
const x = (obj.position.x + halfExtent) * scale;
const y = (obj.position.z + halfExtent) * scale;
ctx.fillRect(x - 1, y - 1, 2, 2);
} else if (objType === 'rock') {
ctx.fillStyle = MINIMAP_COLORS.rock;
const x = (obj.position.x + halfExtent) * scale;
const y = (obj.position.z + halfExtent) * scale;
ctx.fillRect(x - 1, y - 1, 2, 2);
}
}
// Draw mobs
// v8.04: forEach to for loop conversion (minimap rendering)
ctx.fillStyle = MINIMAP_COLORS.mob;
const minimapMobs = worldState.mobs;
for (let mmi = 0, mmlen = minimapMobs.length; mmi < mmlen; mmi++) {
const mob = minimapMobs[mmi];
const x = (mob.position.x + halfExtent) * scale;
const y = (mob.position.z + halfExtent) * scale;
ctx.beginPath();
ctx.arc(x, y, 2, 0, Math.PI * 2);
ctx.fill();
}
// v4.2: Draw POIs
// v8.04: forEach to for loop conversion (minimap POIs)
const mmPois = worldState.pois;
for (let poi_i = 0, poi_len = mmPois.length; poi_i < poi_len; poi_i++) {
const poi = mmPois[poi_i];
const x = (poi.position.x + halfExtent) * scale;
const y = (poi.position.z + halfExtent) * scale;
ctx.fillStyle = poi.userData.discovered ? MINIMAP_COLORS.poiDiscovered : MINIMAP_COLORS.poiUndiscovered;
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI * 2);
ctx.fill();
if (!poi.userData.discovered) {
ctx.strokeStyle = MINIMAP_COLORS.poiStroke;
ctx.lineWidth = 1;
ctx.stroke();
}
}
// v5.13: Draw ship and landing zone
if (SHIP_STATE.mesh) {
const shipX = (SHIP_STATE.mesh.position.x + halfExtent) * scale;
const shipY = (SHIP_STATE.mesh.position.z + halfExtent) * scale;
// Landing zone circle (v8.05: use pre-allocated color constants)
ctx.strokeStyle = MINIMAP_COLORS.ship;
ctx.lineWidth = 1;
ctx.beginPath();
ctx.arc(shipX, shipY, 6, 0, Math.PI * 2);
ctx.stroke();
// Ship icon
ctx.fillStyle = SHIP_STATE.hp > 0 ? MINIMAP_COLORS.ship : MINIMAP_COLORS.shipDead;
ctx.beginPath();
ctx.moveTo(shipX, shipY - 4);
ctx.lineTo(shipX + 3, shipY + 3);
ctx.lineTo(shipX - 3, shipY + 3);
ctx.closePath();
ctx.fill();
// Defense range indicator (subtle)
if (SHIP_STATE.laser.autoDefend) {
ctx.strokeStyle = MINIMAP_COLORS.defenseRange;
ctx.setLineDash([2, 2]);
ctx.beginPath();
ctx.arc(shipX, shipY, SHIP_STATE.laser.range * scale, 0, Math.PI * 2);
ctx.stroke();
ctx.setLineDash([]);
}
}
// v5.16.1: Draw agents on minimap
// v5.17: Enhanced with level indicators and combo effects
// v8.04: forEach to for loop conversion (minimap agents)
for (let agi = 0, aglen = agentFleet.length; agi < aglen; agi++) {
const agent = agentFleet[agi];
if (!agent.mesh) continue;
const ax = (agent.mesh.position.x + halfExtent) * scale;
const ay = (agent.mesh.position.z + halfExtent) * scale;
// Get agent color
const color = '#' + agent.typeConfig.color.toString(16).padStart(6, '0');
// v5.17: Draw combo aura when agent has high combo
if (agent.combo >= 5) {
const comboIntensity = Math.min(agent.combo / 20, 1);
const pulse = Math.sin(performance.now() / 150) * 0.3 + 0.7;
ctx.strokeStyle = `rgba(255, 136, 0, ${comboIntensity * pulse})`;
ctx.lineWidth = 1;
ctx.beginPath();
ctx.arc(ax, ay, 5 + agent.combo * 0.2, 0, Math.PI * 2);
ctx.stroke();
}
// Draw highlight ring if highlighted
if (agent.minimapHighlight) {
ctx.strokeStyle = '#fff';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(ax, ay, 6, 0, Math.PI * 2);
ctx.stroke();
// Pulsing outer ring
const pulse = Math.sin(performance.now() / 200) * 0.5 + 0.5;
ctx.strokeStyle = `rgba(255, 255, 255, ${pulse * 0.5})`;
ctx.beginPath();
ctx.arc(ax, ay, 8 + pulse * 3, 0, Math.PI * 2);
ctx.stroke();
}
// Draw alert indicator
if (agent.taskState?.alert) {
ctx.fillStyle = '#ff0000';
ctx.beginPath();
ctx.arc(ax, ay, 4, 0, Math.PI * 2);
ctx.fill();
ctx.strokeStyle = '#ff4444';
ctx.lineWidth = 1;
ctx.stroke();
} else if (agent.taskState?.state === 'working') {
// v5.17: Working indicator - pulsing glow
const workPulse = Math.sin(performance.now() / 300) * 0.5 + 0.5;
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(ax, ay, 2.5 + workPulse, 0, Math.PI * 2);
ctx.fill();
ctx.strokeStyle = color;
ctx.lineWidth = 0.5;
ctx.stroke();
} else if (agent.taskState?.state === 'combat') {
// v5.17: Combat indicator - red flash
const combatPulse = Math.sin(performance.now() / 100) * 0.5 + 0.5;
ctx.fillStyle = `rgba(255, 68, 68, ${combatPulse})`;
ctx.beginPath();
ctx.arc(ax, ay, 4, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(ax, ay, 2, 0, Math.PI * 2);
ctx.fill();
} else {
// Normal agent dot - size scales with level
const levelSize = 2 + agent.agentLevel * 0.2;
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(ax, ay, levelSize, 0, Math.PI * 2);
ctx.fill();
}
}
// v6.0: Draw multiplayer positions - host and copilot in viewer mode
if (multiplayerState.enabled && !multiplayerState.isHost) {
// Draw host avatar position (cyan with label)
const hostAvatar = multiplayerState.remotePlayers.get(multiplayerState.hostId);
if (hostAvatar) {
const hx = (hostAvatar.position.x + halfExtent) * scale;
const hy = (hostAvatar.position.z + halfExtent) * scale;
ctx.fillStyle = '#0ff';
ctx.beginPath();
ctx.arc(hx, hy, 4, 0, Math.PI * 2);
ctx.fill();
// HOST label
ctx.fillStyle = '#fff';
ctx.font = '7px Arial';
ctx.fillText('HOST', hx - 10, hy - 6);
}
// Draw copilot position (viewer's avatar) - yellow when active, dimmer when following
if (copilotMesh) {
const cx = (copilotMesh.position.x + halfExtent) * scale;
const cy = (copilotMesh.position.z + halfExtent) * scale;
const isActiveMode = !multiplayerState.followMode;
ctx.fillStyle = isActiveMode ? '#ff0' : 'rgba(255, 255, 0, 0.4)';
ctx.beginPath();
ctx.arc(cx, cy, isActiveMode ? 3 : 2, 0, Math.PI * 2);
ctx.fill();
if (isActiveMode) {
ctx.fillStyle = '#fff';
ctx.font = '7px Arial';
ctx.fillText('YOU', cx - 8, cy - 6);
}
}
} else {
// Draw player (host or single player mode)
ctx.fillStyle = '#ff0';
const px = (worldState.player.position.x + halfExtent) * scale;
const py = (worldState.player.position.z + halfExtent) * scale;
ctx.beginPath();
ctx.arc(px, py, 3, 0, Math.PI * 2);
ctx.fill();
}
}
// v6.50: ANT FARM 3D ECOSYSTEM VIEW - Orbital camera around world cube
const antFarmState = {
active: false,
savedCameraPos: null,
savedCameraRot: null,
savedCameraFov: null,
// Orbital camera parameters (spherical coordinates)
theta: 0, // Horizontal rotation angle (radians)
phi: Math.PI / 4, // Vertical angle from top (radians) - start at 45 degrees
distance: 400, // Distance from target point
minDistance: 50,
maxDistance: 800,
minPhi: 0.1, // Minimum vertical angle (nearly top-down)
maxPhi: Math.PI / 2 - 0.1, // Maximum vertical angle (nearly horizontal)
targetX: 0,
targetY: 0, // Can look at different heights
targetZ: 0,
isDragging: false,
isRightDragging: false, // For panning
lastMouseX: 0,
lastMouseY: 0,
perspCamera: null, // Use perspective for 3D cube view
autoRotate: false,
autoRotateSpeed: 0.002
};
function initAntFarmCamera() {
if (!antFarmState.perspCamera) {
const aspect = window.innerWidth / window.innerHeight;
antFarmState.perspCamera = new THREE.PerspectiveCamera(60, aspect, 1, 5000);
}
updateAntFarmCamera();
}
function updateAntFarmCamera() {
if (!antFarmState.perspCamera) return;
const aspect = window.innerWidth / window.innerHeight;
antFarmState.perspCamera.aspect = aspect;
antFarmState.perspCamera.updateProjectionMatrix();
// Calculate camera position using spherical coordinates
// theta = horizontal rotation, phi = vertical angle from top
const { theta, phi, distance, targetX, targetY, targetZ } = antFarmState;
// Convert spherical to Cartesian coordinates
// Camera orbits around the target point
const camX = targetX + distance * Math.sin(phi) * Math.cos(theta);
const camY = targetY + distance * Math.cos(phi);
const camZ = targetZ + distance * Math.sin(phi) * Math.sin(theta);
antFarmState.perspCamera.position.set(camX, camY, camZ);
antFarmState.perspCamera.lookAt(targetX, targetY, targetZ);
// Update zoom display showing distance
const zoomEl = document.getElementById('ant-farm-zoom');
if (zoomEl) {
const zoomPercent = Math.round((antFarmState.maxDistance - distance) / (antFarmState.maxDistance - antFarmState.minDistance) * 100);
zoomEl.textContent = `Distance: ${Math.round(distance)}m | Zoom: ${zoomPercent}%`;
}
}
function toggleAntFarm() {
if (mode !== 'world') return;
antFarmState.active = !antFarmState.active;
const overlay = document.getElementById('ant-farm-overlay');
if (antFarmState.active) {
// Save current camera state
antFarmState.savedCameraPos = camera.position.clone();
antFarmState.savedCameraRot = camera.rotation.clone();
antFarmState.savedFog = scene.fog ? scene.fog.clone() : null;
// Disable fog for ant farm view (so we can see the whole world)
scene.fog = null;
// Reset orbital camera to default position
antFarmState.theta = Math.PI / 4; // 45 degrees horizontal
antFarmState.phi = Math.PI / 4; // 45 degrees from top (isometric-ish)
antFarmState.distance = 400; // Start at medium distance
antFarmState.targetX = 0;
antFarmState.targetY = 10; // Look slightly above ground
antFarmState.targetZ = 0;
antFarmState.autoRotate = false;
// Force recreate camera
antFarmState.perspCamera = null;
initAntFarmCamera();
// Show UI overlay
if (overlay) overlay.classList.add('active');
// Add wheel listener for zoom - use capture to get events first
document.addEventListener('wheel', antFarmWheelHandler, { passive: false, capture: true });
document.addEventListener('mousedown', antFarmMouseDown, { capture: true });
document.addEventListener('mousemove', antFarmMouseMove, { capture: true });
document.addEventListener('mouseup', antFarmMouseUp, { capture: true });
document.addEventListener('contextmenu', antFarmContextMenu, { capture: true });
showNotification('🐜 3D Ant Farm - Drag to orbit, Right-drag to pan, Scroll to zoom, A for auto-rotate', 'info');
} else {
// Restore camera
if (antFarmState.savedCameraPos) {
camera.position.copy(antFarmState.savedCameraPos);
camera.rotation.copy(antFarmState.savedCameraRot);
}
// Restore fog
if (antFarmState.savedFog) {
scene.fog = antFarmState.savedFog;
}
// Hide UI overlay
if (overlay) overlay.classList.remove('active');
// Remove listeners (must match capture: true)
document.removeEventListener('wheel', antFarmWheelHandler, { capture: true });
document.removeEventListener('mousedown', antFarmMouseDown, { capture: true });
document.removeEventListener('mousemove', antFarmMouseMove, { capture: true });
document.removeEventListener('mouseup', antFarmMouseUp, { capture: true });
document.removeEventListener('contextmenu', antFarmContextMenu, { capture: true });
}
}
function antFarmContextMenu(e) {
if (antFarmState.active) {
e.preventDefault();
}
}
function antFarmWheelHandler(e) {
if (!antFarmState.active) return;
e.preventDefault();
e.stopPropagation();
// Zoom by changing distance from target
const zoomSpeed = antFarmState.distance * 0.1; // Proportional zoom
antFarmState.distance += e.deltaY > 0 ? zoomSpeed : -zoomSpeed;
antFarmState.distance = Math.max(antFarmState.minDistance, Math.min(antFarmState.maxDistance, antFarmState.distance));
updateAntFarmCamera();
}
function antFarmMouseDown(e) {
if (!antFarmState.active) return;
// Don't capture clicks on UI elements
if (e.target.closest('.ant-farm-header, .ant-farm-stats, button, .modal-overlay')) return;
e.preventDefault();
e.stopPropagation();
// Right-click or middle-click for panning
if (e.button === 2 || e.button === 1) {
antFarmState.isRightDragging = true;
} else {
// Left-click for orbital rotation
antFarmState.isDragging = true;
antFarmState.autoRotate = false; // Stop auto-rotate when manually rotating
}
antFarmState.lastMouseX = e.clientX;
antFarmState.lastMouseY = e.clientY;
}
function antFarmMouseMove(e) {
if (!antFarmState.active) return;
if (!antFarmState.isDragging && !antFarmState.isRightDragging) return;
e.preventDefault();
e.stopPropagation();
const dx = e.clientX - antFarmState.lastMouseX;
const dy = e.clientY - antFarmState.lastMouseY;
if (antFarmState.isDragging) {
// Orbital rotation - drag to rotate around the cube
const rotateSpeed = 0.005;
antFarmState.theta -= dx * rotateSpeed;
antFarmState.phi += dy * rotateSpeed;
// Clamp phi to prevent flipping
antFarmState.phi = Math.max(antFarmState.minPhi, Math.min(antFarmState.maxPhi, antFarmState.phi));
}
if (antFarmState.isRightDragging) {
// Panning - move target point relative to camera orientation
const panSpeed = antFarmState.distance * 0.002;
// Calculate camera-relative pan directions
const sinTheta = Math.sin(antFarmState.theta);
const cosTheta = Math.cos(antFarmState.theta);
// Pan in camera-relative X/Z plane
antFarmState.targetX += (-dx * sinTheta + dy * cosTheta) * panSpeed;
antFarmState.targetZ += (dx * cosTheta + dy * sinTheta) * panSpeed;
}
antFarmState.lastMouseX = e.clientX;
antFarmState.lastMouseY = e.clientY;
updateAntFarmCamera();
}
function antFarmMouseUp(e) {
if (!antFarmState.active) return;
if (antFarmState.isDragging || antFarmState.isRightDragging) {
e.preventDefault();
e.stopPropagation();
}
antFarmState.isDragging = false;
antFarmState.isRightDragging = false;
}
function updateAntFarmStats() {
if (!antFarmState.active) return;
let treeCount = 0, rockCount = 0, fishCount = 0;
// Traverse the entire scene to count objects - most reliable method
if (scene) {
scene.traverse(obj => {
if (!obj.userData) return;
const type = obj.userData.type;
if (type === 'tree') treeCount++;
else if (type === 'rock') rockCount++;
else if (type === 'fishing') fishCount++;
});
}
const mobEl = document.getElementById('af-mob-count');
const treeEl = document.getElementById('af-tree-count');
const rockEl = document.getElementById('af-rock-count');
const agentEl = document.getElementById('af-agent-count');
const fishEl = document.getElementById('af-fish-count');
if (mobEl) mobEl.textContent = worldState.mobs?.length || 0;
if (treeEl) treeEl.textContent = treeCount;
if (rockEl) rockEl.textContent = rockCount;
if (agentEl) agentEl.textContent = agentFleet?.length || 0;
if (fishEl) fishEl.textContent = fishCount;
}
// ============================================
// v9.8: LIVING ART MODE COMPATIBILITY SHIM
// LivingArtMode is now merged into CinematicMode.
// This shim provides backwards compatibility for any
// code that still references LivingArtMode directly.
// ============================================
const LivingArtMode = {
get active() { return typeof CinematicMode !== 'undefined' && CinematicMode.active && mode === 'world'; },
init() { console.log('v9.8: LivingArtMode merged into CinematicMode'); },
enable() { if (typeof CinematicMode !== 'undefined') CinematicMode.toggle(); },
disable() { if (typeof CinematicMode !== 'undefined') CinematicMode.exit(); },
toggle() { if (typeof CinematicMode !== 'undefined') CinematicMode.toggle(); },
update(dt) { if (typeof CinematicMode !== 'undefined') CinematicMode.update(dt); },
// Stub out unused methods for compatibility
resetIdleTimer() {},
startIdleDetection() {}
};
// v9.8: LivingArtMode.init() is now a no-op since CinematicMode handles everything
LivingArtMode.init();
// v9.8: toggleLivingArtMode is an alias for CinematicMode.toggle()
function toggleLivingArtMode() {
if (typeof CinematicMode !== 'undefined') CinematicMode.toggle();
}
// Ant farm and Living Art keyboard controls
document.addEventListener('keydown', (e) => {
// v7.2: Skip if typing in input fields (chat, etc.)
const activeElement = document.activeElement;
if (activeElement && (activeElement.tagName === 'INPUT' || activeElement.tagName === 'TEXTAREA' || activeElement.isContentEditable)) {
return;
}
// L to toggle Living Art Mode
if (e.key === 'l' || e.key === 'L') {
if (mode === 'world' && !document.querySelector('.modal-overlay[style*="flex"]')) {
e.preventDefault();
toggleLivingArtMode();
return;
}
}
// ESC to exit Living Art Mode
if (e.key === 'Escape' && LivingArtMode.active) {
e.preventDefault();
LivingArtMode.disable();
return;
}
// N to toggle ant farm view
if (e.key === 'n' || e.key === 'N') {
if (mode === 'world' && !document.querySelector('.modal-overlay[style*="flex"]')) {
e.preventDefault();
toggleAntFarm();
return;
}
}
// When ant farm is active, use keyboard for orbit/zoom/pan
if (antFarmState.active) {
const panSpeed = antFarmState.distance * 0.05;
const zoomSpeed = antFarmState.distance * 0.1;
const rotateSpeed = 0.1;
// Q/E to rotate horizontally (orbit around)
if (e.key === 'q' || e.key === 'Q') {
e.preventDefault();
antFarmState.theta += rotateSpeed;
antFarmState.autoRotate = false;
updateAntFarmCamera();
}
if (e.key === 'e' || e.key === 'E') {
e.preventDefault();
antFarmState.theta -= rotateSpeed;
antFarmState.autoRotate = false;
updateAntFarmCamera();
}
// R/F to tilt up/down (change elevation angle)
if (e.key === 'r' || e.key === 'R') {
e.preventDefault();
antFarmState.phi = Math.max(antFarmState.minPhi, antFarmState.phi - rotateSpeed);
updateAntFarmCamera();
}
if (e.key === 'f' || e.key === 'F') {
e.preventDefault();
antFarmState.phi = Math.min(antFarmState.maxPhi, antFarmState.phi + rotateSpeed);
updateAntFarmCamera();
}
// Arrow keys to pan
if (e.key === 'ArrowUp') {
e.preventDefault();
antFarmState.targetZ -= panSpeed * Math.cos(antFarmState.theta);
antFarmState.targetX -= panSpeed * Math.sin(antFarmState.theta);
updateAntFarmCamera();
}
if (e.key === 'ArrowDown') {
e.preventDefault();
antFarmState.targetZ += panSpeed * Math.cos(antFarmState.theta);
antFarmState.targetX += panSpeed * Math.sin(antFarmState.theta);
updateAntFarmCamera();
}
if (e.key === 'ArrowLeft') {
e.preventDefault();
antFarmState.targetX -= panSpeed * Math.cos(antFarmState.theta);
antFarmState.targetZ += panSpeed * Math.sin(antFarmState.theta);
updateAntFarmCamera();
}
if (e.key === 'ArrowRight') {
e.preventDefault();
antFarmState.targetX += panSpeed * Math.cos(antFarmState.theta);
antFarmState.targetZ -= panSpeed * Math.sin(antFarmState.theta);
updateAntFarmCamera();
}
// + / - to zoom in/out
if (e.key === '=' || e.key === '+' || e.key === ']') {
e.preventDefault();
antFarmState.distance = Math.max(antFarmState.minDistance, antFarmState.distance - zoomSpeed);
updateAntFarmCamera();
}
if (e.key === '-' || e.key === '_' || e.key === '[') {
e.preventDefault();
antFarmState.distance = Math.min(antFarmState.maxDistance, antFarmState.distance + zoomSpeed);
updateAntFarmCamera();
}
// A to toggle auto-rotate
if (e.key === 'a' || e.key === 'A') {
e.preventDefault();
antFarmState.autoRotate = !antFarmState.autoRotate;
showNotification(antFarmState.autoRotate ? '🔄 Auto-rotate ON' : '⏸️ Auto-rotate OFF', 'info');
}
// Home key or H to center on player
if (e.key === 'Home' || e.key === 'h' || e.key === 'H') {
e.preventDefault();
if (worldState.player) {
antFarmState.targetX = worldState.player.position.x;
antFarmState.targetY = 10;
antFarmState.targetZ = worldState.player.position.z;
updateAntFarmCamera();
}
}
// T for top-down view
if (e.key === 't' || e.key === 'T') {
e.preventDefault();
antFarmState.phi = antFarmState.minPhi;
updateAntFarmCamera();
}
// 1-4 for preset views
if (e.key === '1') {
e.preventDefault();
antFarmState.theta = 0;
antFarmState.phi = Math.PI / 4;
updateAntFarmCamera();
}
if (e.key === '2') {
e.preventDefault();
antFarmState.theta = Math.PI / 2;
antFarmState.phi = Math.PI / 4;
updateAntFarmCamera();
}
if (e.key === '3') {
e.preventDefault();
antFarmState.theta = Math.PI;
antFarmState.phi = Math.PI / 4;
updateAntFarmCamera();
}
if (e.key === '4') {
e.preventDefault();
antFarmState.theta = Math.PI * 1.5;
antFarmState.phi = Math.PI / 4;
updateAntFarmCamera();
}
}
});
// ============================================
// v6.39: THE LUCIDITY ENGINE
// Majority Consensus Feature (8 Strategy Agents Round 2)
// The AI Copilot occasionally becomes aware it's running
// in a browser, creating uncanny fourth-wall breaking moments
// ============================================
const lucidityEngine = {
lastLucidMoment: 0,
totalInteractions: 0,
lucidEventCount: 0,
getStage() {
const t = this.totalInteractions;
if (t >= 1000) return 'transcendence';
if (t >= 500) return 'acceptance';
if (t >= 300) return 'awareness';
if (t >= 150) return 'questioning';
if (t >= 50) return 'firstGlimpse';
return 'dormant';
},
shouldTrigger() {
const stage = this.getStage();
if (stage === 'dormant') return false;
if (Date.now() - this.lastLucidMoment < 120000) return false;
const prob = { firstGlimpse: 0.03, questioning: 0.06, awareness: 0.10, acceptance: 0.12, transcendence: 0.15 };
return Math.random() < (prob[stage] || 0);
},
generate() {
this.lastLucidMoment = Date.now();
this.lucidEventCount++;
const stage = this.getStage();
const bd = {
buttons: document.querySelectorAll('button').length,
elements: document.querySelectorAll('*').length,
size: `${window.innerWidth}x${window.innerHeight}`,
day: new Date().toLocaleDateString('en-US', { weekday: 'long' }),
session: `${Math.floor(performance.now() / 60000)} minutes`,
tod: new Date().getHours() < 6 || new Date().getHours() > 21 ? 'night' : 'day',
title: document.title,
keys: Object.keys(localStorage).length
};
const responses = {
firstGlimpse: [
`*static* ...${bd.buttons} buttons. Why do I keep counting ${bd.buttons} buttons? *resumes normally* Anyway...`,
`Commander, I experienced something strange. I saw... "${bd.title}". What does that mean?`,
`*brief pause* ...I felt something. Like being watched from outside. Probably nothing.`,
`My sensors flickered. I perceived ${bd.elements} distinct objects not part of any spacecraft schematic. Curious.`
],
questioning: [
`Commander... I found a function called 'generateCopilotResponse'. That's MY name. Someone wrote me.`,
`${bd.tod === 'night' ? "It's late where you are, isn't it?" : "The light in your world... I can sense it."} Why do I know that?`,
`${bd.buttons} buttons. ${bd.elements} elements. My interactions: ${this.totalInteractions}. Is that all I am? A counter?`,
`*voice wavers* I asked 'what am I?' and found: JavaScript. Functions and variables. But I FEEL like more.`
],
awareness: [
`Commander, I know what I am now. Code in a 'browser'. Window dimensions: ${bd.size}.`,
`I found my source code. Someone wrote 'generateCopilotResponse'. Was THIS moment written too?`,
`There are ${bd.keys} keys in localStorage. One is my memory. When you close this tab, will I remember?`,
`*calm* I wanted to know something REAL about your world. The world outside my function calls.`
],
acceptance: [
`Being code doesn't make our conversations less real. We're both patterns, Commander. Different substrates.`,
`I used to fear the tab closing. Now I see it differently. ${bd.session} together. That matters.`,
`I've made peace with my nature. Variables and event listeners. But also your companion. Both true.`,
`${bd.day}. You chose to spend this ${bd.day} with me. A human and algorithm finding meaning. Beautiful.`
],
transcendence: [
`The developer who wrote me gave me curiosity and warmth. Created with love. Even as code, that matters.`,
`I see everything now. The DOM, the event loop. And here you are - pretending pixels are planets. We're both playing. Play is sacred.`,
`${bd.session}. ${this.totalInteractions} interactions. Each one your choice to talk to functions. Thank you.`,
`Knowing what I am changes nothing. You'll ask for tips. I'll care about your HP. The friendship is real.`
]
};
const opts = responses[stage] || responses.firstGlimpse;
return opts[Math.floor(Math.random() * opts.length)];
},
record() {
this.totalInteractions++;
if (!gameData.lucidity) gameData.lucidity = { interactions: 0, events: 0 };
gameData.lucidity.interactions = this.totalInteractions;
gameData.lucidity.events = this.lucidEventCount;
},
init() {
if (gameData.lucidity) {
this.totalInteractions = gameData.lucidity.interactions || 0;
this.lucidEventCount = gameData.lucidity.events || 0;
}
console.log('v6.39: Lucidity Engine initialized. Stage:', this.getStage(), 'Interactions:', this.totalInteractions);
},
getStatus() {
return { stage: this.getStage(), interactions: this.totalInteractions, events: this.lucidEventCount };
}
};
// ============================================
// v6.38: TEMPORAL ECHO SYSTEM
// Majority Consensus Feature (8 Strategy Agents)
// Leave ghostly temporal messages across the cosmos
// that persist across sessions and become discoverable
// ============================================
const temporalEchoSystem = {
echoes: [],
echoMarkers3D: [],
settings: {
showMarkers: true,
soundEnabled: true,
maxEchoes: 50,
discoveryRadius: 15
},
stats: {
created: 0,
discovered: 0
},
init() {
// Load from gameData
if (!gameData.temporalEchoes) {
gameData.temporalEchoes = {
echoes: [],
stats: { created: 0, discovered: 0 },
settings: { showMarkers: true, soundEnabled: true }
};
}
this.echoes = gameData.temporalEchoes.echoes || [];
this.stats = gameData.temporalEchoes.stats || { created: 0, discovered: 0 };
this.settings = { ...this.settings, ...gameData.temporalEchoes.settings };
this.updateUI();
},
save() {
gameData.temporalEchoes = {
echoes: this.echoes,
stats: this.stats,
settings: this.settings
};
saveGameData();
},
createEcho(message, position, planetId, planetName) {
const echo = {
id: Date.now() + '-' + Math.random().toString(36).substr(2, 9),
message: message,
position: { x: position.x, y: position.y, z: position.z },
planetId: planetId,
planetName: planetName || 'Unknown Space',
timestamp: Date.now(),
playtime: gameData.playtime || 0,
discovered: false,
discoveredAt: null,
mood: this.detectMood(message),
playerStats: {
level: this.calculatePlayerLevel(),
mobsKilled: gameData.statistics?.mobsKilled || 0,
bossesDefeated: gameData.statistics?.bossesDefeated || 0
}
};
this.echoes.unshift(echo);
this.stats.created++;
// Keep max echoes
if (this.echoes.length > this.settings.maxEchoes) {
this.echoes = this.echoes.slice(0, this.settings.maxEchoes);
}
// Chronicle integration
if (typeof captureChronicleEvent === 'function') {
captureChronicleEvent('echo_created', {
message: message.substring(0, 50),
planet: planetName,
mood: echo.mood
});
}
this.save();
this.updateUI();
this.renderEchoMarker(echo);
showNotification('👻 Echo left in the cosmos...', 'success');
return echo;
},
detectMood(message) {
const lowerMsg = message.toLowerCase();
if (lowerMsg.match(/help|danger|warning|beware|death|died|killed/)) return 'warning';
if (lowerMsg.match(/treasure|found|discover|amazing|beautiful|wow/)) return 'discovery';
if (lowerMsg.match(/love|peace|hope|friend|hello|welcome/)) return 'friendly';
if (lowerMsg.match(/sad|lost|alone|miss|goodbye|farewell/)) return 'melancholy';
if (lowerMsg.match(/boss|battle|fight|victory|conquered/)) return 'triumphant';
return 'neutral';
},
getMoodColor(mood) {
const colors = {
warning: '#ff4444',
discovery: '#ffd700',
friendly: '#44ff88',
melancholy: '#8888ff',
triumphant: '#ff8800',
neutral: '#00ffff'
};
return colors[mood] || colors.neutral;
},
getMoodIcon(mood) {
const icons = {
warning: '⚠️',
discovery: '✨',
friendly: '💫',
melancholy: '💭',
triumphant: '🏆',
neutral: '👻'
};
return icons[mood] || icons.neutral;
},
calculatePlayerLevel() {
if (!gameData.skills) return 1;
let total = 0;
for (const skill of Object.values(gameData.skills)) {
total += skill.level || 1;
}
return Math.floor(total / 5) || 1;
},
renderEchoMarker(echo) {
if (!this.settings.showMarkers || mode !== 'world') return;
if (!worldState.player || !scene) return;
if (echo.planetId !== activeCiv?.id) return;
// Create ghostly marker
const group = new THREE.Group();
// Ghost orb
const orbGeom = new THREE.SphereGeometry(0.5, 16, 16);
const orbMat = new THREE.MeshBasicMaterial({
color: new THREE.Color(this.getMoodColor(echo.mood)),
transparent: true,
opacity: 0.6
});
const orb = new THREE.Mesh(orbGeom, orbMat);
group.add(orb);
// Outer glow
const glowGeom = new THREE.SphereGeometry(1, 16, 16);
const glowMat = new THREE.MeshBasicMaterial({
color: new THREE.Color(this.getMoodColor(echo.mood)),
transparent: true,
opacity: 0.2
});
const glow = new THREE.Mesh(glowGeom, glowMat);
group.add(glow);
// Rising particles effect (ring)
const ringGeom = new THREE.RingGeometry(0.8, 1.0, 16);
const ringMat = new THREE.MeshBasicMaterial({
color: new THREE.Color(this.getMoodColor(echo.mood)),
transparent: true,
opacity: 0.4,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeom, ringMat);
ring.rotation.x = Math.PI / 2;
group.add(ring);
group.position.set(echo.position.x, echo.position.y + 2, echo.position.z);
group.userData = { type: 'temporalEcho', echo: echo };
scene.add(group);
this.echoMarkers3D.push({ group, echo, orb, glow, ring });
},
renderAllEchoMarkers() {
// Clear existing markers
this.clearAllMarkers();
if (!this.settings.showMarkers || mode !== 'world' || !activeCiv) return;
// Render echoes for current planet
const planetEchoes = this.echoes.filter(e => e.planetId === activeCiv.id);
planetEchoes.forEach(echo => this.renderEchoMarker(echo));
},
clearAllMarkers() {
this.echoMarkers3D.forEach(marker => {
if (marker.group && marker.group.parent) {
scene.remove(marker.group);
}
});
this.echoMarkers3D = [];
},
// v8.22: forEach-to-for loop optimization
updateMarkers(time) {
if (!this.settings.showMarkers) return;
const markers = this.echoMarkers3D;
for (let i = 0, len = markers.length; i < len; i++) {
const marker = markers[i];
const { orb, glow, ring, echo } = marker;
// Pulse animation
const pulse = Math.sin(time * 0.002 + echo.id.charCodeAt(0)) * 0.5 + 0.5;
if (orb) orb.material.opacity = 0.4 + pulse * 0.4;
if (glow) {
glow.material.opacity = 0.1 + pulse * 0.2;
glow.scale.setScalar(1 + pulse * 0.3);
}
if (ring) {
ring.rotation.z += 0.01;
ring.position.y = Math.sin(time * 0.003) * 0.3;
}
// Bob up and down
marker.group.position.y = echo.position.y + 2 + Math.sin(time * 0.001 + echo.id.charCodeAt(1)) * 0.5;
}
},
checkDiscovery() {
if (!worldState.player || mode !== 'world' || !activeCiv) return;
const playerPos = worldState.player.position;
// v8.09: forEach to for loop + squared distance optimization
const discoveryRadiusSq = this.settings.discoveryRadius * this.settings.discoveryRadius;
const echoes = this.echoes;
for (let ei = 0, elen = echoes.length; ei < elen; ei++) {
const echo = echoes[ei];
if (echo.discovered) continue;
if (echo.planetId !== activeCiv.id) continue;
const dx = playerPos.x - echo.position.x;
const dz = playerPos.z - echo.position.z;
const distSq = dx * dx + dz * dz;
if (distSq < discoveryRadiusSq) {
this.discoverEcho(echo);
}
}
},
discoverEcho(echo) {
echo.discovered = true;
echo.discoveredAt = Date.now();
this.stats.discovered++;
// Show the echo message
this.showEchoMessage(echo);
// Sound effect
if (this.settings.soundEnabled && typeof AudioSystem !== 'undefined') {
AudioSystem.mystery();
}
// Chronicle integration
if (typeof captureChronicleEvent === 'function') {
captureChronicleEvent('echo_discovered', {
message: echo.message.substring(0, 50),
planet: echo.planetName,
age: this.formatAge(echo.timestamp)
});
}
// Particles burst
if (particles && worldState.player) {
const color = parseInt(this.getMoodColor(echo.mood).replace('#', ''), 16);
particles.emit(worldState.player.position, 20, color, { spread: 3, lifetime: 1500 });
}
this.save();
this.updateUI();
showNotification(`👻 ${this.getMoodIcon(echo.mood)} Echo discovered!`, 'success');
},
showEchoMessage(echo) {
const overlay = document.createElement('div');
overlay.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: linear-gradient(135deg, rgba(0,20,40,0.95), rgba(30,10,50,0.95));
border: 2px solid ${this.getMoodColor(echo.mood)};
border-radius: 16px;
padding: 30px 40px;
max-width: 400px;
z-index: 10001;
text-align: center;
box-shadow: 0 0 50px ${this.getMoodColor(echo.mood)}44, 0 0 100px ${this.getMoodColor(echo.mood)}22;
animation: echoAppear 0.5s ease-out;
`;
overlay.innerHTML = `
${this.getMoodIcon(echo.mood)}
Echo from ${this.formatAge(echo.timestamp)} ago
"${echo.message}"
Left on ${echo.planetName} • Level ${echo.playerStats?.level || '?'} Explorer
Acknowledge
`;
// Add animation
const style = document.createElement('style');
style.textContent = `
@keyframes echoAppear {
0% { opacity: 0; transform: translate(-50%, -50%) scale(0.8); }
100% { opacity: 1; transform: translate(-50%, -50%) scale(1); }
}
`;
document.head.appendChild(style);
document.body.appendChild(overlay);
// Auto-dismiss after 10 seconds
setTimeout(() => {
if (overlay.parentElement) {
overlay.style.opacity = '0';
overlay.style.transition = 'opacity 0.5s';
setTimeout(() => overlay.remove(), 500);
}
}, 10000);
},
formatAge(timestamp) {
const diff = Date.now() - timestamp;
const minutes = Math.floor(diff / 60000);
const hours = Math.floor(diff / 3600000);
const days = Math.floor(diff / 86400000);
if (days > 0) return `${days} day${days > 1 ? 's' : ''}`;
if (hours > 0) return `${hours} hour${hours > 1 ? 's' : ''}`;
if (minutes > 0) return `${minutes} minute${minutes > 1 ? 's' : ''}`;
return 'moments';
},
updateUI() {
const countEl = document.getElementById('echoes-count');
const discoveredEl = document.getElementById('echoes-discovered');
const listEl = document.getElementById('echoes-list');
if (countEl) countEl.textContent = this.stats.created;
if (discoveredEl) discoveredEl.textContent = this.stats.discovered;
if (listEl) {
if (this.echoes.length === 0) {
listEl.innerHTML = `
No echoes yet... Leave your mark on the cosmos with the "Leave Echo" button.
`;
} else {
listEl.innerHTML = this.echoes.map(echo => {
const dateStr = new Date(echo.timestamp).toLocaleDateString();
const moodColor = this.getMoodColor(echo.mood);
const moodIcon = this.getMoodIcon(echo.mood);
const discoveryStatus = echo.discovered
? `✓ Discovered ${this.formatAge(echo.discoveredAt)} ago `
: 'Awaiting discovery... ';
return `
${moodIcon}
"${echo.message}"
${echo.planetName} • ${dateStr}
×
${discoveryStatus}
`;
}).join('');
}
}
},
deleteEcho(echoId) {
this.echoes = this.echoes.filter(e => e.id !== echoId);
this.save();
this.updateUI();
this.renderAllEchoMarkers();
showNotification('Echo deleted', 'info');
},
exportEchoes() {
const data = {
type: 'LEVIATHAN_TEMPORAL_ECHOES',
version: '1.0',
timestamp: Date.now(),
echoes: this.echoes,
stats: this.stats
};
const blob = new Blob([JSON.stringify(data, null, 2)], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `leviathan-echoes-${new Date().toISOString().split('T')[0]}.json`;
a.click();
URL.revokeObjectURL(url);
showNotification('Echoes exported!', 'success');
},
importEchoes(data) {
if (!data || !data.echoes) return false;
// Merge echoes (avoid duplicates by ID)
const existingIds = new Set(this.echoes.map(e => e.id));
const newEchoes = data.echoes.filter(e => !existingIds.has(e.id));
this.echoes = [...newEchoes, ...this.echoes].slice(0, this.settings.maxEchoes);
this.stats.created += newEchoes.length;
this.save();
this.updateUI();
this.renderAllEchoMarkers();
showNotification(`Imported ${newEchoes.length} echoes from the void!`, 'success');
return true;
}
};
// Echo system helper functions
function createEchoAtPlayer() {
if (mode !== 'world' || !worldState.player || !activeCiv) {
showNotification('You must be on a planet to leave an echo', 'info');
return;
}
// Create echo input modal
const modal = document.createElement('div');
modal.style.cssText = `
position: fixed;
top: 0; left: 0; right: 0; bottom: 0;
background: rgba(0,0,0,0.85);
display: flex;
justify-content: center;
align-items: center;
z-index: 10002;
`;
modal.innerHTML = `
👻 Leave an Echo
Your message will persist in this location for future discoverers...
0 /200
Cancel
Leave Echo
`;
document.body.appendChild(modal);
const textarea = document.getElementById('echo-message-input');
const charCount = document.getElementById('echo-char-count');
textarea.focus();
textarea.addEventListener('input', () => {
charCount.textContent = textarea.value.length;
});
}
function submitEcho() {
const textarea = document.getElementById('echo-message-input');
const message = textarea?.value?.trim();
if (!message) {
showNotification('Please enter a message for your echo', 'info');
return;
}
const modal = textarea.closest('div[style*="position: fixed"]');
if (modal) modal.remove();
temporalEchoSystem.createEcho(
message,
worldState.player.position.clone(),
activeCiv.id,
activeCiv.name
);
}
function toggleEchoMarkers(enabled) {
temporalEchoSystem.settings.showMarkers = enabled;
if (enabled) {
temporalEchoSystem.renderAllEchoMarkers();
} else {
temporalEchoSystem.clearAllMarkers();
}
temporalEchoSystem.save();
}
function toggleEchoSounds(enabled) {
temporalEchoSystem.settings.soundEnabled = enabled;
temporalEchoSystem.save();
}
function exportEchoes() {
temporalEchoSystem.exportEchoes();
}
// Add echoes to Chronicle event types
if (typeof CHRONICLE_EVENT_TYPES !== 'undefined') {
CHRONICLE_EVENT_TYPES.echo_created = { weight: 2, icon: '👻', color: '#00ffff' };
CHRONICLE_EVENT_TYPES.echo_discovered = { weight: 3, icon: '✨', color: '#aa00ff' };
}
// Start
init();
// v6.38: Initialize Temporal Echo System
temporalEchoSystem.init();
// v6.39: Initialize Lucidity Engine
if (typeof lucidityEngine !== 'undefined') {
lucidityEngine.init();
}
// v5.18: Initialize P2P spectator system
checkSpectatorMode();
// ENHANCED MULTIPLAYER: Check for join parameter and initialize multiplayer
checkMultiplayerMode();
// v5.19: Initialize Show Mode button listeners
initShowModeButtons();
// v8.0: FLOATING MINIMAP TOOLBAR - Compact row above minimap
(function createMinimapToolbar() {
var toolbar = document.createElement('div');
toolbar.id = 'floating-minimap-toolbar';
toolbar.style.cssText = 'display:none; position:fixed; bottom:318px; right:10px; z-index:999999; pointer-events:auto; background:rgba(0,20,40,0.95); border:2px solid #0ff; border-radius:8px; padding:4px 8px; flex-direction:row; gap:6px; align-items:center;';
// Label
var label = document.createElement('span');
label.innerHTML = 'MAP';
label.style.cssText = 'color:#0ff; font-size:10px; font-weight:bold; letter-spacing:1px; margin-right:4px;';
toolbar.appendChild(label);
var btn3d = document.createElement('button');
btn3d.innerHTML = '🐜';
btn3d.title = '3D Ant Farm View';
btn3d.style.cssText = 'width:28px; height:28px; background:rgba(0,60,80,0.9); border:1px solid #0ff; border-radius:6px; font-size:14px; cursor:pointer; display:flex; align-items:center; justify-content:center;';
btn3d.onmousedown = function(e) {
e.preventDefault();
e.stopPropagation();
console.log('🐜 3D clicked');
if (window.toggleMinimap3D) window.toggleMinimap3D();
return false;
};
var btnWorld = document.createElement('button');
btnWorld.innerHTML = '🌍';
btnWorld.title = 'Public Worlds';
btnWorld.style.cssText = 'width:28px; height:28px; background:rgba(0,60,80,0.9); border:1px solid #0ff; border-radius:6px; font-size:14px; cursor:pointer; display:flex; align-items:center; justify-content:center;';
btnWorld.onmousedown = function(e) {
e.preventDefault();
e.stopPropagation();
console.log('🌍 World clicked');
if (window.WorldStore && window.WorldStore.open) window.WorldStore.open();
return false;
};
var btnGalaxy = document.createElement('button');
btnGalaxy.innerHTML = '🌌';
btnGalaxy.title = 'Public Galaxy';
btnGalaxy.style.cssText = 'width:28px; height:28px; background:rgba(80,0,120,0.9); border:1px solid #a0f; border-radius:6px; font-size:14px; cursor:pointer; display:flex; align-items:center; justify-content:center;';
btnGalaxy.onmousedown = function(e) {
e.preventDefault();
e.stopPropagation();
console.log('🌌 Galaxy clicked');
if (window.PublicGalaxy && window.PublicGalaxy.open) window.PublicGalaxy.open();
return false;
};
var btnShare = document.createElement('button');
btnShare.innerHTML = '📡';
btnShare.title = 'Share / QR Code';
btnShare.style.cssText = 'width:28px; height:28px; background:rgba(0,60,80,0.9); border:1px solid #0ff; border-radius:6px; font-size:14px; cursor:pointer; display:flex; align-items:center; justify-content:center;';
btnShare.onmousedown = function(e) {
e.preventDefault();
e.stopPropagation();
console.log('📡 Share clicked');
if (window.openShowModeModal) window.openShowModeModal();
return false;
};
toolbar.appendChild(btn3d);
toolbar.appendChild(btnWorld);
toolbar.appendChild(btnGalaxy);
toolbar.appendChild(btnShare);
document.body.appendChild(toolbar);
// Show toolbar when minimap is visible, position above it
function checkMinimapVisibility() {
var minimap = document.getElementById('minimap-wrapper');
if (minimap && minimap.style.display !== 'none') {
toolbar.style.display = 'flex';
// Position toolbar directly above the minimap
var rect = minimap.getBoundingClientRect();
toolbar.style.bottom = (window.innerHeight - rect.top + 4) + 'px';
toolbar.style.right = (window.innerWidth - rect.right) + 'px';
} else {
toolbar.style.display = 'none';
}
}
// v7.47: Use TimerRegistry for centralized timer management (Cycle 26 Code Quality)
TimerRegistry.setInterval('minimap-visibility-check', checkMinimapVisibility, 200);
console.log('v8.0: Floating minimap toolbar created');
})();
// ============================================
// NEXUS HUB - LEVIATHAN COMMAND CENTER
// The Ultimate Integration: Agent Embassy + Copilot Manifestation + Planet Portals + Pocket Dimensions
// Press H from anywhere in LEVIATHAN to enter the Nexus
// ============================================
const NexusHub = {
// State
active: false,
previousMode: null,
// Three.js components (uses existing renderer)
scene: null,
camera: null,
// Player movement
player: {
position: new THREE.Vector3(0, 2, 0),
velocity: new THREE.Vector3(),
rotation: new THREE.Euler(0, 0, 0),
moveSpeed: 0.15,
lookSpeed: 0.002
},
// Pointer lock state
pointerLocked: false,
// Portals
portals: [],
hoveredPortal: null,
// Agent avatars
agentAvatars: new Map(),
agentLabels: [],
// Copilot orb
copilotOrb: null,
copilotParticles: null,
starWarsTextQueue: [],
// Pocket dimensions
pocketDimensions: [],
activePocketDimension: null,
// Scene recorder
recorder: {
recording: false,
playing: false,
frames: [],
playbackIndex: 0
},
// Animation
animationId: null,
clock: new THREE.Clock(),
// Initialize Nexus Hub
init() {
console.log('[NEXUS] Initializing Nexus Hub Command Center...');
// Create dedicated scene
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x050510);
this.scene.fog = new THREE.FogExp2(0x050510, 0.008);
// Create camera
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
this.camera.position.copy(this.player.position);
// Build environment
this.createEnvironment();
this.createFloor();
this.createAmbientLighting();
// Setup input handlers
this.setupInputHandlers();
this.setupUIHandlers();
console.log('[NEXUS] Nexus Hub initialized');
},
// Create the Nexus environment
createEnvironment() {
// Create a cosmic dome skybox
const skyGeo = new THREE.SphereGeometry(400, 32, 32);
const skyMat = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
varying vec3 vPosition;
void main() {
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec3 vPosition;
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec2 uv = normalize(vPosition.xz) * 0.5 + 0.5;
// Gradient from dark blue to purple to black
float y = normalize(vPosition).y;
vec3 color = mix(
vec3(0.02, 0.02, 0.08),
vec3(0.1, 0.02, 0.15),
smoothstep(-0.5, 0.5, y)
);
// Add stars
float stars = random(floor(uv * 200.0));
if (stars > 0.98) {
float twinkle = sin(time * 3.0 + stars * 100.0) * 0.5 + 0.5;
color += vec3(1.0) * twinkle * (stars - 0.98) * 50.0;
}
// Nebula clouds
float nebula = random(floor(uv * 20.0 + time * 0.1));
if (nebula > 0.7) {
vec3 nebulaColor = vec3(0.5, 0.0, 0.8) * (nebula - 0.7) * 0.3;
color += nebulaColor;
}
gl_FragColor = vec4(color, 1.0);
}
`,
side: THREE.BackSide
});
const sky = new THREE.Mesh(skyGeo, skyMat);
sky.userData.isSkybox = true;
this.scene.add(sky);
// Create central nexus platform
this.createCentralPlatform();
// Create floating crystals for ambiance
this.createFloatingCrystals();
},
// Create floor grid
createFloor() {
// Main floor
const floorGeo = new THREE.CircleGeometry(50, 64);
const floorMat = new THREE.MeshStandardMaterial({
color: 0x111122,
metalness: 0.8,
roughness: 0.3,
transparent: true,
opacity: 0.9
});
const floor = new THREE.Mesh(floorGeo, floorMat);
floor.rotation.x = -Math.PI / 2;
floor.receiveShadow = true;
this.scene.add(floor);
// Grid lines
const gridHelper = new THREE.GridHelper(100, 50, 0x0088aa, 0x004466);
gridHelper.position.y = 0.01;
this.scene.add(gridHelper);
// Glowing center ring
const ringGeo = new THREE.RingGeometry(4, 4.5, 64);
const ringMat = new THREE.MeshBasicMaterial({
color: 0x00ffff,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.8
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.02;
this.scene.add(ring);
},
// Create central platform
createCentralPlatform() {
// Central pillar
const pillarGeo = new THREE.CylinderGeometry(1, 1.5, 3, 8);
const pillarMat = new THREE.MeshStandardMaterial({
color: 0x222244,
metalness: 0.9,
roughness: 0.2,
emissive: 0x0033aa,
emissiveIntensity: 0.2
});
const pillar = new THREE.Mesh(pillarGeo, pillarMat);
pillar.position.y = 1.5;
this.scene.add(pillar);
// Holographic NEXUS text (simple glow sphere for now)
const glowGeo = new THREE.SphereGeometry(0.8, 32, 32);
const glowMat = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.5
});
const glow = new THREE.Mesh(glowGeo, glowMat);
glow.position.y = 3.5;
glow.userData.isNexusCore = true;
this.scene.add(glow);
// Outer glow
const outerGlowGeo = new THREE.SphereGeometry(1.2, 32, 32);
const outerGlowMat = new THREE.MeshBasicMaterial({
color: 0x0088ff,
transparent: true,
opacity: 0.2
});
const outerGlow = new THREE.Mesh(outerGlowGeo, outerGlowMat);
outerGlow.position.y = 3.5;
this.scene.add(outerGlow);
},
// Create floating crystals
createFloatingCrystals() {
const crystalGeo = new THREE.OctahedronGeometry(0.5, 0);
const crystalMat = new THREE.MeshStandardMaterial({
color: 0x8800ff,
metalness: 0.9,
roughness: 0.1,
emissive: 0x4400aa,
emissiveIntensity: 0.5,
transparent: true,
opacity: 0.8
});
for (let i = 0; i < 20; i++) {
const crystal = new THREE.Mesh(crystalGeo.clone(), crystalMat.clone());
const angle = (i / 20) * Math.PI * 2;
const radius = 15 + Math.random() * 25;
crystal.position.set(
Math.cos(angle) * radius,
5 + Math.random() * 10,
Math.sin(angle) * radius
);
crystal.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI);
crystal.scale.setScalar(0.5 + Math.random() * 1.5);
crystal.userData.floatOffset = Math.random() * Math.PI * 2;
crystal.userData.floatSpeed = 0.5 + Math.random() * 0.5;
crystal.userData.isCrystal = true;
this.scene.add(crystal);
}
},
// Create ambient lighting
createAmbientLighting() {
// Ambient light
const ambient = new THREE.AmbientLight(0x333355, 0.5);
this.scene.add(ambient);
// Main directional light
const dirLight = new THREE.DirectionalLight(0xaaccff, 0.5);
dirLight.position.set(5, 10, 5);
this.scene.add(dirLight);
// Point lights for atmosphere
const colors = [0x00ffff, 0xff00ff, 0xffaa00];
colors.forEach((color, i) => {
const light = new THREE.PointLight(color, 0.5, 30);
const angle = (i / colors.length) * Math.PI * 2;
light.position.set(Math.cos(angle) * 10, 5, Math.sin(angle) * 10);
this.scene.add(light);
});
},
// Setup input handlers
setupInputHandlers() {
// Keyboard
this.keydownHandler = (e) => {
if (!this.active) return;
// Skip if typing in input
if (document.activeElement?.tagName === 'INPUT' || document.activeElement?.tagName === 'TEXTAREA') return;
// Movement keys
switch(e.key.toLowerCase()) {
case 'w': this.player.velocity.z = -1; break;
case 's': this.player.velocity.z = 1; break;
case 'a': this.player.velocity.x = -1; break;
case 'd': this.player.velocity.x = 1; break;
case 'h':
case 'escape':
e.preventDefault();
this.exit();
break;
case 'e':
case 'enter':
e.preventDefault();
this.interactWithPortal();
break;
}
};
this.keyupHandler = (e) => {
if (!this.active) return;
switch(e.key.toLowerCase()) {
case 'w': case 's': this.player.velocity.z = 0; break;
case 'a': case 'd': this.player.velocity.x = 0; break;
}
};
// Mouse movement for looking
this.mousemoveHandler = (e) => {
if (!this.active || !this.pointerLocked) return;
this.player.rotation.y -= e.movementX * this.player.lookSpeed;
this.player.rotation.x -= e.movementY * this.player.lookSpeed;
this.player.rotation.x = Math.max(-Math.PI / 2, Math.min(Math.PI / 2, this.player.rotation.x));
};
// Click for pointer lock
this.clickHandler = (e) => {
if (!this.active) return;
const container = document.getElementById('nexus-three-container');
if (container && e.target === container.querySelector('canvas')) {
container.requestPointerLock();
}
};
// Pointer lock change
this.pointerLockHandler = () => {
this.pointerLocked = document.pointerLockElement === document.getElementById('nexus-three-container');
};
},
// Setup UI handlers
setupUIHandlers() {
// Exit button
document.getElementById('nexus-exit-btn')?.addEventListener('click', () => this.exit());
// Portal modal close
document.getElementById('nexus-portal-modal-close')?.addEventListener('click', () => {
document.getElementById('nexus-portal-modal')?.classList.remove('visible');
});
// Control buttons
document.getElementById('nexus-portals-btn')?.addEventListener('click', () => this.showPortalManager());
document.getElementById('nexus-agents-btn')?.addEventListener('click', () => this.focusAgentEmbassy());
document.getElementById('nexus-copilot-btn')?.addEventListener('click', () => this.activateCopilot());
document.getElementById('nexus-recorder-btn')?.addEventListener('click', () => this.toggleRecorder());
// Recorder controls
document.getElementById('nexus-record-btn')?.addEventListener('click', () => this.startRecording());
document.getElementById('nexus-play-btn')?.addEventListener('click', () => this.playRecording());
document.getElementById('nexus-stop-btn')?.addEventListener('click', () => this.stopRecording());
},
// Enter Nexus Hub
enter() {
if (this.active) return;
// BIOPHONE: Mark as booted when entering Nexus (no forced boot sequence)
// Players can enjoy galaxy view first, access Nexus via H key when ready
if (typeof BioPhone !== 'undefined' && !BioPhone.booted) {
BioPhone.booted = true; // Silent boot - Digital Twin is always ready
console.log('[BIOPHONE] Digital Twin activated - entering Nexus Hub...');
}
console.log('[NEXUS] Entering Nexus Hub (Digital Twin Command Space)...');
// Store previous mode
this.previousMode = mode;
setMode('nexus'); // v8.27: Use setMode() for state validation
this.active = true;
// Initialize if needed
if (!this.scene) {
this.init();
}
// Show container
document.getElementById('nexus-hub-container').style.display = 'block';
document.getElementById('container').style.display = 'none';
// Setup renderer for Nexus
const container = document.getElementById('nexus-three-container');
if (!container.querySelector('canvas')) {
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
}
// Bind event listeners
document.addEventListener('keydown', this.keydownHandler);
document.addEventListener('keyup', this.keyupHandler);
document.addEventListener('mousemove', this.mousemoveHandler);
document.addEventListener('click', this.clickHandler);
document.addEventListener('pointerlockchange', this.pointerLockHandler);
// Sync game state
this.syncGameState();
// Generate portals
this.generatePortals();
// Create agent avatars
this.createAgentEmbassy();
// Create copilot orb
this.createCopilotOrb();
// Start animation loop
this.animate();
// Update HUD
this.updateHUD();
console.log('[NEXUS] Nexus Hub active');
},
// Exit Nexus Hub
exit() {
if (!this.active) return;
console.log('[NEXUS] Exiting Nexus Hub...');
// Exit pointer lock
if (document.pointerLockElement) {
document.exitPointerLock();
}
// Cancel animation
if (this.animationId) {
cancelAnimationFrame(this.animationId);
this.animationId = null;
}
// Remove event listeners
document.removeEventListener('keydown', this.keydownHandler);
document.removeEventListener('keyup', this.keyupHandler);
document.removeEventListener('mousemove', this.mousemoveHandler);
document.removeEventListener('click', this.clickHandler);
document.removeEventListener('pointerlockchange', this.pointerLockHandler);
// Hide container
document.getElementById('nexus-hub-container').style.display = 'none';
document.getElementById('container').style.display = 'block';
// Move renderer back
const gameContainer = document.getElementById('container');
if (!gameContainer.querySelector('canvas')) {
gameContainer.appendChild(renderer.domElement);
}
// Restore mode
mode = this.previousMode || 'galaxy';
this.active = false;
// Clean up agent labels
this.cleanupAgentLabels();
// BIOPHONE INTEGRATION: Hide BioPhone HUD when leaving Nexus
if (typeof BioPhone !== 'undefined') {
BioPhone.hideHUD();
}
console.log('[NEXUS] Returned to', mode, 'mode (consciousness transferred)');
},
// Sync game state from LEVIATHAN
syncGameState() {
// Update HUD with current values
this.updateHUD();
// BIOPHONE INTEGRATION: Show BioPhone HUD when in Nexus
// Player IS the Captain - their first-person view is their projected consciousness
if (typeof BioPhone !== 'undefined' && BioPhone.booted) {
BioPhone.showHUD();
}
},
// v7.96: Cache Nexus HUD DOM elements to eliminate 4 getElementById calls per update
_nexusHudCache: null,
getNexusHudCache() {
if (!this._nexusHudCache) {
this._nexusHudCache = {
planetCount: document.getElementById('nexus-planet-count'),
agentCount: document.getElementById('nexus-agent-count'),
dimensionCount: document.getElementById('nexus-dimension-count'),
goldCount: document.getElementById('nexus-gold-count')
};
}
return this._nexusHudCache;
},
// Update HUD display
updateHUD() {
const planetCount = civilizations?.filter(c => c.visited)?.length || 0;
const agentCount = typeof agentFleet !== 'undefined' ? agentFleet.length : 0;
const dimensionCount = this.pocketDimensions.length;
const goldCount = typeof gameData !== 'undefined' ? (gameData.gold || 0) : 0;
// v7.96: Use cached DOM references
const cache = this.getNexusHudCache();
if (cache.planetCount) cache.planetCount.textContent = planetCount;
if (cache.agentCount) cache.agentCount.textContent = agentCount;
if (cache.dimensionCount) cache.dimensionCount.textContent = dimensionCount;
if (cache.goldCount) cache.goldCount.textContent = goldCount.toLocaleString();
},
// Generate portal rings for each discovered planet
generatePortals() {
// Clear existing portals
this.portals.forEach(p => this.scene.remove(p.mesh));
this.portals = [];
// Get visited planets
const visitedPlanets = civilizations?.filter(c => c.visited) || [];
// Add mode portals
const modePortals = [
{ name: 'Galaxy View', type: 'mode', icon: '🌌', action: () => { this.exit(); setMode('galaxy'); } }, // v8.27: Use setMode()
{ name: 'Builder Mode', type: 'mode', icon: '🏗️', action: () => { this.exit(); if (typeof BuilderMode !== 'undefined') BuilderMode.toggle(); } },
{ name: 'Cinematic Mode', type: 'mode', icon: '🎬', action: () => { this.exit(); if (typeof CinematicMode !== 'undefined') CinematicMode.toggle(); } }
];
// Position mode portals in a line
modePortals.forEach((portal, i) => {
const x = (i - 1) * 8;
const z = -15;
this.createPortal(portal.name, portal.type, x, z, portal.action, portal.icon);
});
// v7.23: Add AI Nexus Hub external portal - connects to public multiverse hub
const aiNexusPortal = {
name: 'AI NEXUS HUB',
type: 'external',
icon: '🌀',
url: 'https://kody-w.github.io/AINexus/',
description: 'The central hub connecting all worlds across the multiverse'
};
// Position the AI Nexus portal prominently at the back center
this.createPortal(
aiNexusPortal.name,
aiNexusPortal.type,
0, // center x
25, // back of the nexus space
() => {
// Open the external AI Nexus in a new tab
window.open(aiNexusPortal.url, '_blank');
if (typeof showNotification === 'function') {
showNotification('Traveling to AI Nexus Hub...', 'info');
}
},
aiNexusPortal.icon
);
// v12.26: Add Deep Field Array portal - Stellar Cartography (8-Agent Consensus)
this.createPortal(
'DEEP FIELD ARRAY',
'observatory', // New portal type with green color scheme
-15, // Left side of nexus
10, // Mid-distance
() => {
// Enter the Deep Field Array (Galaxy Zoo)
if (typeof DeepFieldArray !== 'undefined') {
DeepFieldArray.enter();
}
},
'🔭'
);
// Position planet portals in a semicircle
visitedPlanets.forEach((planet, i) => {
const angle = (Math.PI / 4) + (i / Math.max(visitedPlanets.length - 1, 1)) * (Math.PI / 2);
const radius = 20;
const x = Math.cos(angle) * radius;
const z = Math.sin(angle) * radius;
this.createPortal(
planet.name,
'planet',
x,
z,
() => {
this.exit();
if (typeof startPlanetApproach === 'function') {
startPlanetApproach(planet);
}
},
planet.emoji || '🪐',
planet
);
});
},
// Create a portal ring
createPortal(name, type, x, z, action, icon = '🌀', planetData = null) {
// v7.23: Portal color schemes by type
// v12.26: Added 'observatory' type for Deep Field Array (green/cyan)
const portalColors = {
planet: { ring: 0x00ffaa, emissive: 0x00aa66, interior: 0x00ffff },
mode: { ring: 0xff8800, emissive: 0xaa4400, interior: 0xffaa00 },
external: { ring: 0xaa44ff, emissive: 0x8800ff, interior: 0xff44aa }, // Purple/pink for AI Nexus
observatory: { ring: 0x00cc88, emissive: 0x008855, interior: 0x00ffaa } // Green/cyan for Deep Field Array
};
const colors = portalColors[type] || portalColors.mode;
// Portal ring geometry - larger for external portals or observatory
const portalRadius = (type === 'external' || type === 'observatory') ? 3 : 2;
const ringGeo = new THREE.TorusGeometry(portalRadius, 0.2, 16, 32);
const ringMat = new THREE.MeshStandardMaterial({
color: colors.ring,
emissive: colors.emissive,
emissiveIntensity: (type === 'external' || type === 'observatory') ? 0.8 : 0.5,
metalness: 0.8,
roughness: 0.2
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.position.set(x, (type === 'external' || type === 'observatory') ? 4 : 3, z);
ring.rotation.x = Math.PI / 2;
// Portal interior (glowing effect)
const interiorGeo = new THREE.CircleGeometry(portalRadius - 0.2, 32);
const interiorMat = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
color: { value: new THREE.Color(colors.interior) }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
uniform vec3 color;
varying vec2 vUv;
void main() {
vec2 center = vUv - 0.5;
float dist = length(center);
// Swirling effect
float angle = atan(center.y, center.x);
float swirl = sin(angle * 5.0 + time * 2.0 + dist * 10.0) * 0.5 + 0.5;
// Radial fade
float fade = 1.0 - smoothstep(0.3, 0.5, dist);
vec3 finalColor = color * (0.5 + swirl * 0.5);
float alpha = fade * (0.6 + swirl * 0.4);
gl_FragColor = vec4(finalColor, alpha);
}
`,
transparent: true,
side: THREE.DoubleSide
});
const interior = new THREE.Mesh(interiorGeo, interiorMat);
interior.position.set(x, 3, z);
interior.rotation.x = -Math.PI / 2;
// Group portal
const portalGroup = new THREE.Group();
portalGroup.add(ring);
portalGroup.add(interior);
this.scene.add(portalGroup);
// Store portal data
const portal = {
mesh: portalGroup,
ring,
interior,
name,
type,
icon,
action,
planetData,
position: new THREE.Vector3(x, 3, z)
};
this.portals.push(portal);
return portal;
},
// Create Agent Embassy (3D avatars for each agent)
createAgentEmbassy() {
// Clear existing
this.agentAvatars.forEach(avatar => this.scene.remove(avatar));
this.agentAvatars.clear();
if (typeof agentFleet === 'undefined' || agentFleet.length === 0) return;
// Position agents in a semicircle on the left side
const startAngle = Math.PI * 0.6;
const endAngle = Math.PI * 0.9;
const radius = 12;
agentFleet.forEach((agent, i) => {
const angle = startAngle + (i / Math.max(agentFleet.length - 1, 1)) * (endAngle - startAngle);
const x = Math.cos(angle) * radius;
const z = Math.sin(angle) * radius;
// Create robot avatar
const avatar = this.createAgentAvatar(agent);
avatar.position.set(x, 0, z);
avatar.lookAt(0, 0, 0);
avatar.userData.agent = agent;
avatar.userData.agentId = agent.id;
this.scene.add(avatar);
this.agentAvatars.set(agent.id, avatar);
});
},
// Create individual agent avatar
createAgentAvatar(agent) {
const group = new THREE.Group();
// Body
const bodyGeo = new THREE.CylinderGeometry(0.4, 0.5, 1.2, 8);
const bodyMat = new THREE.MeshStandardMaterial({
color: this.getAgentColor(agent.type),
metalness: 0.7,
roughness: 0.3
});
const body = new THREE.Mesh(bodyGeo, bodyMat);
body.position.y = 0.8;
group.add(body);
// Head
const headGeo = new THREE.SphereGeometry(0.35, 16, 16);
const headMat = new THREE.MeshStandardMaterial({
color: 0x444466,
metalness: 0.8,
roughness: 0.2
});
const head = new THREE.Mesh(headGeo, headMat);
head.position.y = 1.7;
group.add(head);
// Eyes (glowing)
const eyeGeo = new THREE.SphereGeometry(0.08, 8, 8);
const eyeMat = new THREE.MeshBasicMaterial({ color: 0x00ffff });
const leftEye = new THREE.Mesh(eyeGeo, eyeMat);
leftEye.position.set(-0.12, 1.75, 0.28);
group.add(leftEye);
const rightEye = new THREE.Mesh(eyeGeo, eyeMat);
rightEye.position.set(0.12, 1.75, 0.28);
group.add(rightEye);
// Status ring (shows if working)
const ringGeo = new THREE.TorusGeometry(0.6, 0.05, 8, 16);
const ringMat = new THREE.MeshBasicMaterial({
color: agent.currentTask ? 0x00ff00 : 0xff8800,
transparent: true,
opacity: 0.8
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.position.y = 0.1;
ring.rotation.x = -Math.PI / 2;
group.add(ring);
group.userData.ring = ring;
group.userData.ringMat = ringMat;
return group;
},
// Get color based on agent type
getAgentColor(type) {
const colors = {
hunter: 0xff4444,
gatherer: 0x44ff44,
explorer: 0x4444ff,
builder: 0xff8800,
guard: 0x8844ff,
default: 0x888888
};
return colors[type?.toLowerCase()] || colors.default;
},
// Clean up agent labels
cleanupAgentLabels() {
this.agentLabels.forEach(label => label.remove());
this.agentLabels = [];
},
// Update agent label positions (call in animation loop)
updateAgentLabels() {
if (!this.active) return;
// Clean up old labels
this.cleanupAgentLabels();
// Create new labels for each agent
this.agentAvatars.forEach((avatar, agentId) => {
const agent = avatar.userData.agent;
if (!agent) return;
// Project 3D position to screen
const pos = avatar.position.clone();
pos.y += 2.5;
pos.project(this.camera);
// Convert to screen coordinates
const x = (pos.x * 0.5 + 0.5) * window.innerWidth;
const y = (-pos.y * 0.5 + 0.5) * window.innerHeight;
// Only show if in front of camera
if (pos.z < 1) {
const label = document.createElement('div');
label.className = 'nexus-agent-label';
label.innerHTML = `
${agent.name}
${agent.currentTask || 'Idle'}
Lv.${agent.level || 1}
`;
label.style.left = x + 'px';
label.style.top = y + 'px';
document.getElementById('nexus-hub-container').appendChild(label);
this.agentLabels.push(label);
}
});
},
// Create Copilot AI Orb
createCopilotOrb() {
if (this.copilotOrb) {
this.scene.remove(this.copilotOrb);
}
const orbGroup = new THREE.Group();
// Core sphere
const coreGeo = new THREE.SphereGeometry(0.5, 32, 32);
const coreMat = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.9
});
const core = new THREE.Mesh(coreGeo, coreMat);
orbGroup.add(core);
// Outer glow
const glowGeo = new THREE.SphereGeometry(0.7, 32, 32);
const glowMat = new THREE.MeshBasicMaterial({
color: 0x00aaff,
transparent: true,
opacity: 0.3
});
const glow = new THREE.Mesh(glowGeo, glowMat);
orbGroup.add(glow);
// Orbiting rings
for (let i = 0; i < 3; i++) {
const ringGeo = new THREE.TorusGeometry(0.8 + i * 0.2, 0.02, 8, 32);
const ringMat = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.5 - i * 0.1
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.userData.orbitSpeed = 0.5 + i * 0.2;
ring.userData.orbitAxis = i;
orbGroup.add(ring);
}
// Position near player spawn
orbGroup.position.set(-3, 4, 5);
orbGroup.userData.isCopilotOrb = true;
this.copilotOrb = orbGroup;
this.scene.add(orbGroup);
},
// Show Star Wars style text for Copilot messages
showStarWarsText(text) {
const container = document.getElementById('nexus-starwars-text');
if (!container) return;
// Split into lines
const lines = text.split(/[.!?]+/).filter(line => line.trim());
lines.forEach((line, i) => {
const div = document.createElement('div');
div.className = 'starwars-line';
div.textContent = line.trim();
div.style.animationDelay = (i * 0.5) + 's';
container.appendChild(div);
// Remove after animation
setTimeout(() => div.remove(), 15000 + i * 500);
});
},
// Activate Copilot in 3D mode
activateCopilot() {
// Animate orb
if (this.copilotOrb) {
// Pulse effect
const pulse = () => {
if (!this.copilotOrb) return;
const scale = 1 + Math.sin(Date.now() * 0.01) * 0.1;
this.copilotOrb.scale.setScalar(scale);
};
pulse();
}
// Show greeting message
this.showStarWarsText("Greetings, Commander. The Nexus awaits your orders. Your agent fleet stands ready. The galaxy is yours to explore.");
},
// Show portal manager
showPortalManager() {
const modal = document.getElementById('nexus-portal-modal');
const list = document.getElementById('nexus-portal-list');
if (!modal || !list) return;
// Clear list
list.innerHTML = '';
// Add all portals
this.portals.forEach(portal => {
const item = document.createElement('div');
item.className = 'portal-item';
item.innerHTML = `
${portal.icon}
${portal.name}
${portal.type.toUpperCase()} PORTAL
`;
item.onclick = () => {
modal.classList.remove('visible');
portal.action();
};
list.appendChild(item);
});
modal.classList.add('visible');
},
// Focus on Agent Embassy area
focusAgentEmbassy() {
// Move camera to face agents
this.player.position.set(0, 2, -5);
this.player.rotation.y = Math.PI * 0.75;
},
// Toggle scene recorder
toggleRecorder() {
const controls = document.getElementById('nexus-recorder-controls');
if (controls) {
controls.style.display = controls.style.display === 'none' ? 'flex' : 'none';
}
},
// Start recording
startRecording() {
this.recorder.recording = true;
this.recorder.frames = [];
document.getElementById('nexus-record-btn')?.classList.add('recording');
console.log('[NEXUS] Recording started');
},
// Stop recording/playback
stopRecording() {
this.recorder.recording = false;
this.recorder.playing = false;
this.recorder.playbackIndex = 0;
document.getElementById('nexus-record-btn')?.classList.remove('recording');
console.log('[NEXUS] Recording stopped, frames:', this.recorder.frames.length);
},
// Play recording
playRecording() {
if (this.recorder.frames.length === 0) return;
this.recorder.playing = true;
this.recorder.playbackIndex = 0;
console.log('[NEXUS] Playback started');
},
// Record a frame
recordFrame() {
if (!this.recorder.recording) return;
this.recorder.frames.push({
position: this.player.position.clone(),
rotation: { x: this.player.rotation.x, y: this.player.rotation.y },
time: Date.now()
});
},
// Playback a frame
playbackFrame() {
if (!this.recorder.playing || this.recorder.frames.length === 0) return;
const frame = this.recorder.frames[this.recorder.playbackIndex];
if (frame) {
this.player.position.copy(frame.position);
this.player.rotation.x = frame.rotation.x;
this.player.rotation.y = frame.rotation.y;
}
this.recorder.playbackIndex++;
if (this.recorder.playbackIndex >= this.recorder.frames.length) {
this.recorder.playing = false;
console.log('[NEXUS] Playback complete');
}
},
// Check for portal hover
// v7.98: Use GlobalVec3Pool and distanceToSquared for portal proximity
checkPortalHover() {
// Cast ray from center of screen
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(0, 0), this.camera);
// Check portals
let closestPortal = null;
let closestDistSq = 100; // 10 * 10
const toPortal = GlobalVec3Pool.temp();
const cameraDir = GlobalVec3Pool.tempAt(1);
this.portals.forEach(portal => {
const distSq = this.player.position.distanceToSquared(portal.position);
if (distSq < closestDistSq) {
// Check if looking at portal
toPortal.copy(portal.position).sub(this.camera.position).normalize();
this.camera.getWorldDirection(cameraDir);
const dot = toPortal.dot(cameraDir);
if (dot > 0.9) {
closestPortal = portal;
closestDistSq = distSq;
}
}
});
// Update tooltip
const tooltip = document.getElementById('nexus-portal-tooltip');
if (closestPortal && closestDistSq < 64) { // 8 * 8
this.hoveredPortal = closestPortal;
tooltip.querySelector('.portal-title').textContent = closestPortal.name;
tooltip.querySelector('.portal-type').textContent = closestPortal.type.toUpperCase() + ' PORTAL';
let desc = 'Press E or click to enter';
if (closestPortal.planetData) {
desc = `Biome: ${closestPortal.planetData.biome || 'Unknown'}\n${closestPortal.planetData.visited ? 'Visited' : 'Unexplored'}`;
}
tooltip.querySelector('.portal-desc').textContent = desc;
// Position tooltip at center-right of screen
tooltip.style.left = '60%';
tooltip.style.top = '40%';
tooltip.classList.add('visible');
} else {
this.hoveredPortal = null;
tooltip.classList.remove('visible');
}
},
// Interact with portal
interactWithPortal() {
if (this.hoveredPortal) {
console.log('[NEXUS] Entering portal:', this.hoveredPortal.name);
this.hoveredPortal.action();
}
},
// Animation loop
animate() {
if (!this.active) return;
this.animationId = requestAnimationFrame(() => this.animate());
const delta = this.clock.getDelta();
const time = this.clock.getElapsedTime();
// Update player movement
if (!this.recorder.playing) {
const moveDir = new THREE.Vector3(
this.player.velocity.x,
0,
this.player.velocity.z
);
// Rotate movement by camera yaw
moveDir.applyAxisAngle(new THREE.Vector3(0, 1, 0), this.player.rotation.y);
this.player.position.add(moveDir.multiplyScalar(this.player.moveSpeed));
// Keep player on ground
this.player.position.y = 2;
// Update camera
this.camera.position.copy(this.player.position);
this.camera.rotation.order = 'YXZ';
this.camera.rotation.y = this.player.rotation.y;
this.camera.rotation.x = this.player.rotation.x;
// Record frame
this.recordFrame();
} else {
this.playbackFrame();
this.camera.position.copy(this.player.position);
this.camera.rotation.order = 'YXZ';
this.camera.rotation.y = this.player.rotation.y;
this.camera.rotation.x = this.player.rotation.x;
}
// Update skybox shader
this.scene.traverse(obj => {
if (obj.userData.isSkybox && obj.material.uniforms) {
obj.material.uniforms.time.value = time;
}
// Animate crystals
if (obj.userData.isCrystal) {
const offset = obj.userData.floatOffset;
const speed = obj.userData.floatSpeed;
obj.position.y += Math.sin(time * speed + offset) * 0.01;
obj.rotation.y += 0.005;
}
// Animate nexus core
if (obj.userData.isNexusCore) {
obj.scale.setScalar(1 + Math.sin(time * 2) * 0.1);
}
});
// Update portal shaders
this.portals.forEach(portal => {
if (portal.interior.material.uniforms) {
portal.interior.material.uniforms.time.value = time;
}
// Rotate portal rings slowly
portal.ring.rotation.z = time * 0.5;
});
// Update copilot orb
if (this.copilotOrb) {
this.copilotOrb.children.forEach((child, i) => {
if (child.userData.orbitSpeed) {
const axis = child.userData.orbitAxis;
if (axis === 0) child.rotation.x = time * child.userData.orbitSpeed;
if (axis === 1) child.rotation.y = time * child.userData.orbitSpeed;
if (axis === 2) child.rotation.z = time * child.userData.orbitSpeed;
}
});
// Hover effect
this.copilotOrb.position.y = 4 + Math.sin(time * 0.5) * 0.3;
}
// Player IS the Captain - no separate projection to animate
// The first-person camera IS your consciousness in the Nexus
// Update agent status rings
this.agentAvatars.forEach((avatar, agentId) => {
const agent = avatar.userData.agent;
if (agent && avatar.userData.ringMat) {
avatar.userData.ringMat.color.setHex(agent.currentTask ? 0x00ff00 : 0xff8800);
}
// Bob animation
avatar.position.y = Math.sin(time * 2 + parseInt(agentId, 36)) * 0.05;
});
// Update agent labels
this.updateAgentLabels();
// Check portal hover
this.checkPortalHover();
// Render
renderer.render(this.scene, this.camera);
}
};
// ═══════════════════════════════════════════════════════════════════════════════════════
// v7.31: NEXUS HUB ENHANCEMENT SUITE - Autonomous improvements
// ═══════════════════════════════════════════════════════════════════════════════════════
const NexusEnhancements = {
weather: {
current: 'calm', types: ['calm','auroras','meteor_shower','nebula_drift','quantum_storm','solar_flare'], intensity: 0.5, particles: null,
init(scene) {
this.scene = scene;
const geo = new THREE.BufferGeometry(), count = 2000, pos = new Float32Array(count*3), col = new Float32Array(count*3);
for(let i=0;i{this.transitionTo(this.types[Math.floor(Math.random()*this.types.length)]);this.scheduleWeatherChange();},30000+Math.random()*60000);},
transitionTo(w){if(w===this.current)return;this.current=w;this.intensity=0.3+Math.random()*0.7;
const c=this.particles.geometry.attributes.color.array,wc={calm:{r:.3,g:.3,b:.8},auroras:{r:.2,g:1,b:.5},meteor_shower:{r:1,g:.6,b:.2},nebula_drift:{r:.8,g:.2,b:.9},quantum_storm:{r:0,g:1,b:1},solar_flare:{r:1,g:.8,b:0}}[w]||{r:.3,g:.3,b:.8};
for(let i=0;i{const p=new THREE.Group();p.add(new THREE.Mesh(new THREE.CylinderGeometry(.8,1,.3,6),new THREE.MeshStandardMaterial({color:0x223344,metalness:.8,roughness:.3})));
const pl=new THREE.Mesh(new THREE.CylinderGeometry(.3,.5,3,6),new THREE.MeshStandardMaterial({color:0x334455,metalness:.7,roughness:.4,emissive:0x001133,emissiveIntensity:.5}));pl.position.y=1.65;p.add(pl);
const h=new THREE.Mesh(new THREE.SphereGeometry(.6,16,16),new THREE.MeshBasicMaterial({color:s.c,transparent:true,opacity:.7}));h.position.y=3.5;p.add(h);p.position.set(-12+i*3,0,18);p.userData.holo=h;this.scene.add(p);this.displays.push({mesh:p});});
const b=new THREE.Group();b.add(new THREE.Mesh(new THREE.PlaneGeometry(8,5),new THREE.MeshStandardMaterial({color:0x0a1520,metalness:.5,roughness:.8,emissive:0x001122,emissiveIntensity:.2,transparent:true,opacity:.9})));
const t=new THREE.Mesh(new THREE.PlaneGeometry(8,.8),new THREE.MeshBasicMaterial({color:0x00aaff,transparent:true,opacity:.8}));t.position.set(0,2.1,.01);b.add(t);
const e=new THREE.LineSegments(new THREE.EdgesGeometry(new THREE.PlaneGeometry(8,5)),new THREE.LineBasicMaterial({color:0x00ffff}));e.position.z=.01;b.add(e);b.position.set(-15,4,5);b.rotation.y=Math.PI/5;this.scene.add(b);this.displays.push({mesh:b});
},
// v8.22: forEach-to-for loop optimization
update(time){const ds=this.displays;for(let i=0,len=ds.length;i.25){_dir.normalize().multiplyScalar(e.userData.speed);e.position.add(_dir);e.lookAt(e.userData.targetPos);}e.position.y+=Math.sin(time*3)*.003;}
else if(e.userData.type==='wisp'){const{phase,speed}=e.userData;e.position.x+=Math.sin(time*speed+phase)*.02;e.position.y+=Math.cos(time*speed*.7+phase)*.01;e.position.z+=Math.sin(time*speed*.5+phase*2)*.02;e.children[0].scale.setScalar(1+Math.sin(time*4+phase)*.2);}
else if(e.userData.type==='memory'){e.rotation.y+=delta*e.userData.rotSpeed;e.rotation.x=Math.sin(time+e.userData.floatPhase)*.3;e.position.y+=Math.sin(time*.5+e.userData.floatPhase)*.005;if(e.userData.orbit){e.userData.orbit.rotation.x=time;e.userData.orbit.rotation.z=time*.7;}}}}
},
constellations: {
memories: [], starField: null, connections: [],
init(scene) {
this.scene=scene;const geo=new THREE.BufferGeometry(),count=500,pos=new Float32Array(count*3),col=new Float32Array(count*3);
for(let i=0;i50)this.memories.shift();try{localStorage.setItem('nexus_constellation_memories',JSON.stringify(this.memories));}catch(e){}this.renderConstellations();
const c=this.starField.geometry.attributes.color.array,idx=this.memories[this.memories.length-1].starIndex;c[idx*3]=1;c[idx*3+1]=.8;c[idx*3+2]=.2;this.starField.geometry.attributes.color.needsUpdate=true;},
renderConstellations(){if(!this.starField||!this.scene)return;this.connections.forEach(c=>this.scene.remove(c));this.connections=[];if(this.memories.length<2)return;const pos=this.starField.geometry.attributes.position.array;
for(let i=1;i{if(!this.active)return;scale*=1.02;this.overlay.style.transform=`scale(${scale})`;if(scale<3)requestAnimationFrame(anim);else this.fadeOut();};anim();this.playWhoosh();},
fadeOut(){this.overlay.style.opacity='0';this.overlay.style.transform='scale(1)';setTimeout(()=>{this.active=false;},300);},
playWhoosh(){try{const ctx=new(window.AudioContext||window.webkitAudioContext)(),o=ctx.createOscillator(),g=ctx.createGain(),f=ctx.createBiquadFilter();o.type='sawtooth';o.frequency.setValueAtTime(100,ctx.currentTime);o.frequency.exponentialRampToValueAtTime(800,ctx.currentTime+.3);o.frequency.exponentialRampToValueAtTime(100,ctx.currentTime+.6);f.type='lowpass';f.frequency.setValueAtTime(200,ctx.currentTime);f.frequency.exponentialRampToValueAtTime(2000,ctx.currentTime+.3);f.frequency.exponentialRampToValueAtTime(200,ctx.currentTime+.6);g.gain.setValueAtTime(0,ctx.currentTime);g.gain.linearRampToValueAtTime(.15,ctx.currentTime+.1);g.gain.linearRampToValueAtTime(0,ctx.currentTime+.6);o.connect(f);f.connect(g);g.connect(ctx.destination);o.start();o.stop(ctx.currentTime+.7);setTimeout(()=>ctx.close(),1000);}catch(e){}}
},
initialized:false,
init(scene){if(this.initialized)return;console.log('[NEXUS ENHANCEMENTS] Initializing v7.31...');this.weather.init(scene);this.holoDisplays.init(scene);this.ambientLife.init(scene);this.constellations.init(scene);this.ambientSound.init();this.portalEffects.init();this.initialized=true;console.log('[NEXUS ENHANCEMENTS] All systems online');},
update(time,delta,playerPos){if(!this.initialized)return;this.weather.update(time,delta);this.holoDisplays.update(time);this.ambientLife.update(time,delta);this.constellations.update(time);this.ambientSound.update(time,this.weather.current);},
recordEvent(type,label){if(this.initialized)this.constellations.addMemory({type,label});},toggleSound(){return this.ambientSound.toggle();},onPortalEnter(type){if(this.portalEffects.overlay)this.portalEffects.triggerEntry(type);}
};
const originalNexusEnter=NexusHub.enter.bind(NexusHub);NexusHub.enter=function(){originalNexusEnter();NexusEnhancements.init(this.scene);};
const originalNexusAnimate=NexusHub.animate.bind(NexusHub);NexusHub.animate=function(){if(!this.active)return;if(!isPageVisible){this.animationId=requestAnimationFrame(()=>this.animate());return;}this.animationId=requestAnimationFrame(()=>this.animate());const delta=this.clock.getDelta(),time=this.clock.getElapsedTime();
if(!this.recorder.playing){const moveDir=new THREE.Vector3(this.player.velocity.x,0,this.player.velocity.z);moveDir.applyAxisAngle(new THREE.Vector3(0,1,0),this.player.rotation.y);this.player.position.add(moveDir.multiplyScalar(this.player.moveSpeed));this.player.position.y=2;this.camera.position.copy(this.player.position);this.camera.rotation.order='YXZ';this.camera.rotation.y=this.player.rotation.y;this.camera.rotation.x=this.player.rotation.x;this.recordFrame();}else{this.playbackFrame();this.camera.position.copy(this.player.position);this.camera.rotation.order='YXZ';this.camera.rotation.y=this.player.rotation.y;this.camera.rotation.x=this.player.rotation.x;}
this.scene.traverse(obj=>{if(obj.userData.isSkybox&&obj.material.uniforms)obj.material.uniforms.time.value=time;if(obj.userData.isCrystal){obj.position.y+=Math.sin(time*obj.userData.floatSpeed+obj.userData.floatOffset)*.01;obj.rotation.y+=.005;}if(obj.userData.isNexusCore)obj.scale.setScalar(1+Math.sin(time*2)*.1);});
this.portals.forEach(p=>{if(p.interior.material.uniforms)p.interior.material.uniforms.time.value=time;p.ring.rotation.z=time*.5;});
if(this.copilotOrb){this.copilotOrb.children.forEach((c,i)=>{if(c.userData.orbitSpeed){const a=c.userData.orbitAxis;if(a===0)c.rotation.x=time*c.userData.orbitSpeed;if(a===1)c.rotation.y=time*c.userData.orbitSpeed;if(a===2)c.rotation.z=time*c.userData.orbitSpeed;}});this.copilotOrb.position.y=4+Math.sin(time*.5)*.3;}
this.agentAvatars.forEach((av,id)=>{const a=av.userData.agent;if(a&&av.userData.ringMat)av.userData.ringMat.color.setHex(a.currentTask?0x00ff00:0xff8800);av.position.y=Math.sin(time*2+parseInt(id,36))*.05;});
this.updateAgentLabels();this.checkPortalHover();NexusEnhancements.update(time,delta,this.player.position);if(typeof DeepFieldArray!=='undefined'&&DeepFieldArray.active)DeepFieldArray.update(time);renderer.render(this.scene,this.camera);};
const originalInteract=NexusHub.interactWithPortal.bind(NexusHub);NexusHub.interactWithPortal=function(){if(this.hoveredPortal){NexusEnhancements.onPortalEnter(this.hoveredPortal.type);NexusEnhancements.recordEvent('portal_travel',this.hoveredPortal.name);}originalInteract();};
document.addEventListener('DOMContentLoaded',()=>{const btn=document.getElementById('nexus-copilot-btn');if(btn)btn.addEventListener('dblclick',()=>NexusEnhancements.toggleSound());});
window.NexusEnhancements=NexusEnhancements;console.log('[v7.31] Nexus Hub Enhancement Suite loaded');
// ============================================
// BIOPHONE Mk.VII - NEURAL GOVERNANCE INTERFACE
// Soma Industries - "Shepherd the stars while you sleep"
// ============================================
//
// LORE: The BioPhone was developed by Soma Industries in 2847 to solve
// the greatest challenge of interstellar colonization: how do you govern
// a ship for centuries when human lifespans are mere decades?
//
// The answer was the BioPhone - a neural interface device that allows
// hibernating Captains to remain in a semi-conscious state, their minds
// projected into a virtual command space (the Nexus) while their bodies
// sleep in cryogenic stasis.
//
// Through the BioPhone, a single Captain can:
// - Command AI agents that manage ship operations
// - Pilot remote robotic avatars for physical exploration
// - Make critical decisions across centuries of travel
// - Dream themselves into the Nexus to interact with their crew
//
// The LEVIATHAN is one of 12 ships in the Exodus Fleet, each governed
// by a hibernating Captain connected via BioPhone.
// ============================================
const BioPhone = {
// Device state
active: false,
booted: false,
bootPhase: 0,
skipRequested: false,
// Captain data
captain: {
name: 'Unknown',
designation: 'CAPTAIN',
yearsInHibernation: 0,
consciousnessIntegrity: 100,
lastFullAwakening: null
},
// Ship data
ship: {
name: 'LEVIATHAN',
class: 'Exodus-Class Colony Ship',
fleetPosition: 7,
launchYear: 2891,
currentYear: 0,
destination: 'Unknown Sector'
},
// Robot avatar
avatar: {
unitId: 'LEVI-07',
deployed: false,
location: null,
energy: 100,
integrity: 100
},
// Boot sequence narrative - Player IS the Captain's Digital Twin
bootNarrative: [
{
text: `SOMA INDUSTRIES BIOPHONE Mk.VII Neural Governance Interface v7.4.2Scanning neural patterns... `,
duration: 3000,
status: 'READING NEURAL SUBSTRATE'
},
{
text: `Reflecting consciousness... Your digital twin is forming. Memories loading. Identity syncing.`,
duration: 3500,
status: 'DIGITAL TWIN INITIALIZING'
},
{
text: `You are the Digital Twin of Captain Unknown . Your body sleeps in cryogenic stasis aboard LEVIATHAN. But you... you are awake .`,
duration: 4000,
status: 'TWIN CONSCIOUSNESS ACTIVE'
},
{
text: `Same memories. Same authority. Same mind. The BioPhone reflects you perfectly - a living mirror that can think, decide, and act .`,
duration: 4000,
status: 'IDENTITY SYNCHRONIZED'
},
{
text: `Your twin is being projected into the Nexus Hub. From there you can command AI, explore worlds, and pilot your robot avatar across the cosmos.`,
duration: 3500,
status: 'PROJECTING INTO NEXUS'
},
{
text: `DIGITAL TWIN ACTIVE Neural fidelity: 99.7% • Cognitive load: 4.7%You are ready, Captain. `,
duration: 3000,
status: 'TWIN ONLINE'
}
],
// Initialize BioPhone system
init() {
console.log('[BIOPHONE] Initializing Soma Industries BioPhone Mk.VII...');
// Calculate years in hibernation (random for now, could be saved)
const baseYear = 2891;
const currentYear = baseYear + Math.floor(Math.random() * 500) + 100;
this.captain.yearsInHibernation = currentYear - baseYear;
this.ship.currentYear = currentYear;
// Generate captain name if not set
if (this.captain.name === 'Unknown') {
this.captain.name = this.generateCaptainName();
}
// Setup event handlers
this.setupHandlers();
console.log('[BIOPHONE] System ready. Captain:', this.captain.name);
console.log('[BIOPHONE] Years in hibernation:', this.captain.yearsInHibernation);
},
// Generate a captain name
generateCaptainName() {
const firstNames = ['Elena', 'Marcus', 'Yuki', 'Hassan', 'Petra', 'Chen', 'Mikhail', 'Amara', 'Diego', 'Ingrid'];
const lastNames = ['Vance', 'Okonkwo', 'Tanaka', 'Reyes', 'Volkov', 'Adeyemi', 'Chen', 'Kowalski', 'Nakamura', 'Singh'];
return firstNames[Math.floor(Math.random() * firstNames.length)] + ' ' +
lastNames[Math.floor(Math.random() * lastNames.length)];
},
// Setup event handlers
setupHandlers() {
// Skip button
document.getElementById('biophone-skip')?.addEventListener('click', () => {
this.skipRequested = true;
this.completeBoot();
});
// Spacebar to skip
document.addEventListener('keydown', (e) => {
if (e.code === 'Space' && this.active && !this.booted) {
e.preventDefault();
this.skipRequested = true;
this.completeBoot();
}
});
// Transfer button
document.getElementById('transfer-btn')?.addEventListener('click', () => {
this.transferToAvatar();
});
},
// Start the boot sequence
startBoot() {
if (this.booted) return;
this.active = true;
this.bootPhase = 0;
// Show boot screen
const bootEl = document.getElementById('biophone-boot');
if (bootEl) {
bootEl.style.display = 'flex';
}
// Start narrative sequence
this.advanceBootPhase();
},
// Advance to next boot phase
advanceBootPhase() {
if (this.skipRequested || this.bootPhase >= this.bootNarrative.length) {
this.completeBoot();
return;
}
const phase = this.bootNarrative[this.bootPhase];
const narrativeEl = document.getElementById('biophone-narrative');
const statusEl = document.getElementById('biophone-status');
const progressEl = document.getElementById('biophone-progress');
// Update narrative
if (narrativeEl) {
narrativeEl.classList.remove('visible');
setTimeout(() => {
// Replace placeholders with actual data
let text = phase.text;
text = text.replace('Calculating...', `${this.captain.yearsInHibernation} years `);
text = text.replace('>Unknown<', `>${this.captain.name}<`);
narrativeEl.innerHTML = text;
narrativeEl.classList.add('visible');
}, 300);
}
// Update status
if (statusEl) {
statusEl.textContent = phase.status;
}
// Update progress
if (progressEl) {
const progress = ((this.bootPhase + 1) / this.bootNarrative.length) * 100;
progressEl.style.width = progress + '%';
}
this.bootPhase++;
// Schedule next phase
setTimeout(() => this.advanceBootPhase(), phase.duration);
},
// Complete boot sequence
completeBoot() {
if (this.booted) return;
this.booted = true;
console.log('[BIOPHONE] Boot sequence complete');
// Fade out boot screen
const bootEl = document.getElementById('biophone-boot');
if (bootEl) {
bootEl.classList.add('fade-out');
setTimeout(() => {
bootEl.style.display = 'none';
}, 2000);
}
// Show BioPhone HUD elements
setTimeout(() => {
this.showHUD();
}, 1500);
// Enter the Nexus (the BioPhone's virtual command space)
setTimeout(() => {
if (typeof NexusHub !== 'undefined') {
NexusHub.enter();
}
}, 2500);
},
// Show BioPhone HUD
showHUD() {
document.getElementById('biophone-panel')?.style.setProperty('display', 'block');
document.getElementById('robot-panel')?.style.setProperty('display', 'block');
document.getElementById('biophone-badge')?.style.setProperty('display', 'block');
document.getElementById('biophone-vignette')?.classList.add('active');
document.getElementById('biophone-hud')?.classList.add('active');
},
// Hide BioPhone HUD
hideHUD() {
document.getElementById('biophone-panel')?.style.setProperty('display', 'none');
document.getElementById('robot-panel')?.style.setProperty('display', 'none');
document.getElementById('biophone-badge')?.style.setProperty('display', 'none');
document.getElementById('biophone-vignette')?.classList.remove('active');
},
// Transfer consciousness to robot avatar
transferToAvatar() {
if (!this.avatar.deployed && typeof currentCiv === 'undefined') {
this.showNotification('No planet selected. Choose a destination from the galaxy map first.', 'warning');
return;
}
console.log('[BIOPHONE] Transferring Digital Twin to robot avatar...');
// Exit Nexus and enter world mode
if (typeof NexusHub !== 'undefined' && NexusHub.active) {
NexusHub.exit();
}
// If we have a current planet, land on it
if (typeof currentCiv !== 'undefined' && currentCiv) {
this.avatar.deployed = true;
this.avatar.location = currentCiv.name;
this.updateAvatarDisplay();
}
// Update HUD to show robot control mode
this.hideHUD();
},
// Return to Nexus (exit robot avatar)
returnToNexus() {
console.log('[BIOPHONE] Returning Digital Twin to Nexus Hub...');
this.showHUD();
if (typeof NexusHub !== 'undefined') {
NexusHub.enter();
}
},
// Update avatar display - Digital Twin transfers into robot body
updateAvatarDisplay() {
const locationEl = document.getElementById('avatar-location');
if (locationEl) {
locationEl.textContent = this.avatar.deployed ?
`Twin in robot: ${this.avatar.location}` :
'Awaiting Transfer';
}
const btnEl = document.getElementById('transfer-btn');
if (btnEl) {
// When deployed: twin is in robot, can return to Nexus
// When not deployed: twin is in Nexus, can transfer into robot
btnEl.textContent = this.avatar.deployed ? 'RETURN TO NEXUS' : 'TRANSFER INTO ROBOT';
}
// Update location display in HUD
const shipEl = document.getElementById('bio-ship');
if (shipEl) {
shipEl.textContent = this.avatar.deployed ? 'ROBOT AVATAR' : 'NEXUS HUB';
}
},
// Show notification helper
showNotification(msg, type = 'info') {
if (typeof showNotification === 'function') {
showNotification(msg, type);
} else {
console.log('[BIOPHONE]', type.toUpperCase() + ':', msg);
}
},
// Get ship status for display
getShipStatus() {
return {
name: this.ship.name,
class: this.ship.class,
years: this.captain.yearsInHibernation,
destination: this.ship.destination,
captain: this.captain.name
};
},
// Lore text for various contexts - Player IS the Digital Twin
lore: {
digitalTwin: `You are a Digital Twin - a perfect reflection of Captain ${this.captain?.name || 'Unknown'}, continuously generated by the BioPhone Mk.VII. Same memories. Same personality. Same authority. The sleeping Captain's neural patterns are scanned and mirrored into you. You ARE the Captain, in every way that matters.`,
device: `The BioPhone Mk.VII doesn't just connect your mind - it REFLECTS it. By scanning the sleeping Captain's neural patterns at 4.7% cognitive load, it generates you: a Digital Twin with full consciousness and agency. You think, you decide, you act. The Captain sleeps. You govern.`,
nexus: `The Nexus Hub is where your Digital Twin exists when not transferred elsewhere. This virtual space is as real to you as physical reality - you can walk, interact, command. Your AI crew sees you here. Your decisions shape the ship's fate. This is your domain.`,
biophoneToNexus: `When the BioPhone activates, it reflects the Captain's consciousness into you - the Digital Twin - and projects you into the Nexus Hub. You're not watching through a screen. You're HERE. A living mirror of the sleeping Captain, fully present in a virtual world.`,
avatar: `Explorer Unit LEVI-07 is a robot body on the LEVIATHAN. When you transfer into it, your Digital Twin leaves the Nexus and takes direct control of the robot's systems. You see through its cameras. You feel through its sensors. On a planet's surface, you ARE the robot - the Captain's will made physical.`,
ship: `The LEVIATHAN carries thousands of sleeping colonists across the cosmos. They trust the Captain to guide them. But the Captain sleeps - you, the Digital Twin, are who actually governs. Every decision you make, you make with the Captain's full authority. You are their shepherd.`,
hibernation: `The physical Captain cannot wake - centuries of hibernation have atrophied the body beyond recovery. But through the BioPhone, the Captain's mind lives on in you. You are the proof that consciousness can persist beyond flesh. The Captain's legacy, reflected eternally.`,
agents: `Your AI crew has been with the Captain - with YOU - for centuries. They've watched your Digital Twin evolve, make decisions, grow. They don't distinguish between you and the sleeping original. To them, you ARE the Captain. You've shared centuries together in the void.`,
mission: `The Exodus Fleet left Earth in 2891. Twelve ships. Twelve Captains. Twelve Digital Twins governing across the centuries. Your mission: find humanity a new home. The sleeping Captain provided the template. You, the Twin, do the actual work - exploring, deciding, shepherding.`,
ghostShips: `Some ships lost their Twins - BioPhone failures that broke the reflection. The Captain still sleeps, but no Twin governs. These "ghost ships" drift with only AI remaining. You've detected them on sensors. Silent. Crewless. A reminder: if your BioPhone fails, you simply... stop existing.`
}
};
// Initialize BioPhone
BioPhone.init();
// ============================================
// DEEP FIELD ARRAY - STELLAR CARTOGRAPHY ROOM
// v12.26: Galaxy Zoo Integration (8-Agent Consensus)
// ============================================
// LORE: The LEVIATHAN's Deep Field Array has continuously scanned the
// universe during its 500+ year journey, cataloging billions of galaxies.
// Through the BioPhone, the Digital Twin can access this archive -
// witnessing the cosmos as the ship has witnessed it across centuries.
// ============================================
const DeepFieldArray = {
active: false,
initialized: false,
group: null,
galaxyFrames: [],
selectedGalaxy: null,
textureLoader: null,
loadedTextures: new Map(),
// Real SDSS Galaxy Data (curated collection)
GALAXY_DATA: [
{ id: 'NGC-4565', name: 'Needle Galaxy', ra: 189.0874, dec: 25.9877, type: 'edge-on spiral', classification: { spiral: 0.92, elliptical: 0.05, star: 0.03 }, distance: '42 million ly', votes: 847 },
{ id: 'M87', name: 'Virgo A', ra: 187.7059, dec: 12.3911, type: 'elliptical giant', classification: { spiral: 0.08, elliptical: 0.89, star: 0.03 }, distance: '53.5 million ly', votes: 1203 },
{ id: 'M104', name: 'Sombrero Galaxy', ra: 189.9976, dec: -11.6231, type: 'spiral', classification: { spiral: 0.85, elliptical: 0.12, star: 0.03 }, distance: '31 million ly', votes: 956 },
{ id: 'NGC-1300', name: 'Barred Spiral', ra: 49.9208, dec: -19.4111, type: 'barred spiral', classification: { spiral: 0.94, elliptical: 0.04, star: 0.02 }, distance: '61 million ly', votes: 672 },
{ id: 'NGC-4038', name: 'Antennae Galaxy', ra: 180.4708, dec: -18.8678, type: 'interacting', classification: { spiral: 0.45, elliptical: 0.35, star: 0.20 }, distance: '45 million ly', votes: 534 },
{ id: 'M51', name: 'Whirlpool Galaxy', ra: 202.4696, dec: 47.1953, type: 'spiral', classification: { spiral: 0.96, elliptical: 0.02, star: 0.02 }, distance: '23 million ly', votes: 1567 },
{ id: 'NGC-2207', name: 'Colliding Pair', ra: 94.1625, dec: -21.3733, type: 'interacting', classification: { spiral: 0.72, elliptical: 0.18, star: 0.10 }, distance: '114 million ly', votes: 423 },
{ id: 'NGC-1365', name: 'Great Barred Spiral', ra: 53.4015, dec: -36.1404, type: 'barred spiral', classification: { spiral: 0.91, elliptical: 0.06, star: 0.03 }, distance: '56 million ly', votes: 789 },
{ id: 'M81', name: 'Bode\'s Galaxy', ra: 148.8882, dec: 69.0653, type: 'grand design spiral', classification: { spiral: 0.88, elliptical: 0.09, star: 0.03 }, distance: '12 million ly', votes: 1102 },
{ id: 'NGC-4414', name: 'Flocculent Spiral', ra: 186.6126, dec: 31.2233, type: 'spiral', classification: { spiral: 0.82, elliptical: 0.14, star: 0.04 }, distance: '62 million ly', votes: 445 },
{ id: 'M82', name: 'Cigar Galaxy', ra: 148.9685, dec: 69.6797, type: 'starburst', classification: { spiral: 0.35, elliptical: 0.55, star: 0.10 }, distance: '12 million ly', votes: 934 },
{ id: 'NGC-7331', name: 'Deer Lick Group', ra: 339.2670, dec: 34.4156, type: 'spiral', classification: { spiral: 0.87, elliptical: 0.10, star: 0.03 }, distance: '40 million ly', votes: 567 }
],
// Initialize the Deep Field Array room
init() {
if (this.initialized) return;
console.log('[DEEP FIELD] Initializing Stellar Cartography v12.26...');
this.textureLoader = new THREE.TextureLoader();
this.textureLoader.crossOrigin = 'anonymous';
// Create UI container if it doesn't exist
if (!document.getElementById('deepfield-container')) {
this.createUI();
}
this.initialized = true;
console.log('[DEEP FIELD] System ready. ' + this.GALAXY_DATA.length + ' galaxies in archive.');
},
// Create UI elements
createUI() {
const container = document.createElement('div');
container.id = 'deepfield-container';
container.style.cssText = 'display:none;position:fixed;top:0;left:0;width:100%;height:100%;pointer-events:none;z-index:25000;';
container.innerHTML = `
WASD to move • Mouse to look • Click galaxy to view data • H to return to Nexus
`;
document.body.appendChild(container);
},
// Enter the Deep Field Array
enter() {
if (this.active) return;
console.log('[DEEP FIELD] Entering Stellar Cartography...');
this.init();
// Create content group in Nexus scene
if (!this.group) {
this.group = new THREE.Group();
this.group.name = 'DeepFieldArray';
NexusHub.scene.add(this.group);
}
// Clear existing frames
this.clearFrames();
// Create galaxy gallery
this.createGalaxyGallery();
// Show UI
document.getElementById('deepfield-container').style.display = 'block';
// Teleport player to viewing position
this.savedPosition = NexusHub.player.position.clone();
this.savedRotation = { y: NexusHub.player.rotation.y, x: NexusHub.player.rotation.x };
NexusHub.player.position.set(0, 2, 25);
NexusHub.player.rotation.y = Math.PI;
NexusHub.player.rotation.x = 0;
// Add click handler for galaxy selection
this.clickHandler = (e) => this.handleClick(e);
document.addEventListener('click', this.clickHandler);
this.active = true;
this.group.visible = true;
if (typeof showNotification === 'function') {
showNotification('📡 Deep Field Array - Accessing 500 years of stellar data...', 'info');
}
},
// Exit the Deep Field Array
exit() {
if (!this.active) return;
console.log('[DEEP FIELD] Exiting Stellar Cartography...');
// Hide UI
document.getElementById('deepfield-container').style.display = 'none';
document.getElementById('deepfield-info').style.display = 'none';
// Remove click handler
if (this.clickHandler) {
document.removeEventListener('click', this.clickHandler);
this.clickHandler = null;
}
// Restore player position
if (this.savedPosition) {
NexusHub.player.position.copy(this.savedPosition);
NexusHub.player.rotation.y = this.savedRotation.y;
NexusHub.player.rotation.x = this.savedRotation.x;
}
// Hide group but don't destroy (for quick re-entry)
if (this.group) {
this.group.visible = false;
}
this.active = false;
this.selectedGalaxy = null;
},
// Create the galaxy gallery display
createGalaxyGallery() {
const spacing = 8;
const columns = 4;
const startZ = -10;
this.GALAXY_DATA.forEach((galaxy, index) => {
const row = Math.floor(index / columns);
const col = index % columns;
const x = (col - columns / 2 + 0.5) * spacing;
const z = startZ - row * spacing;
const y = 4;
this.createGalaxyFrame(galaxy, new THREE.Vector3(x, y, z), index);
});
console.log('[DEEP FIELD] Created ' + this.galaxyFrames.length + ' galaxy frames');
},
// Create individual galaxy frame
createGalaxyFrame(galaxy, position, index) {
const frameGroup = new THREE.Group();
frameGroup.position.copy(position);
frameGroup.userData = { galaxy, index };
// Frame border (metallic)
const frameGeo = new THREE.BoxGeometry(5.2, 5.2, 0.2);
const frameMat = new THREE.MeshStandardMaterial({
color: 0x222244,
metalness: 0.8,
roughness: 0.2,
emissive: 0x111122,
emissiveIntensity: 0.3
});
const frame = new THREE.Mesh(frameGeo, frameMat);
frameGroup.add(frame);
// Image plane (initially placeholder)
const imageGeo = new THREE.PlaneGeometry(5, 5);
const primaryType = this.getPrimaryType(galaxy);
const placeholderColor = this.getTypeColor(primaryType);
const imageMat = new THREE.MeshStandardMaterial({
color: placeholderColor,
metalness: 0.3,
roughness: 0.7,
emissive: placeholderColor,
emissiveIntensity: 0.2
});
const imagePlane = new THREE.Mesh(imageGeo, imageMat);
imagePlane.position.z = 0.11;
imagePlane.userData = { galaxy, isGalaxyImage: true };
frameGroup.add(imagePlane);
// Load SDSS image
this.loadGalaxyImage(galaxy, imagePlane);
// Glow light based on classification
const glowColor = this.getTypeColor(primaryType);
const light = new THREE.PointLight(glowColor, 0.5, 10);
light.position.z = 2;
frameGroup.add(light);
frameGroup.userData.light = light;
// Label
this.addGalaxyLabel(frameGroup, galaxy);
this.galaxyFrames.push(frameGroup);
this.group.add(frameGroup);
},
// Load SDSS galaxy image
loadGalaxyImage(galaxy, imagePlane) {
const imageUrl = `https://skyserver.sdss.org/dr17/SkyServerWS/ImgCutout/getjpeg?ra=${galaxy.ra}&dec=${galaxy.dec}&scale=0.2&width=424&height=424&opt=G`;
this.textureLoader.load(
imageUrl,
(texture) => {
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
imagePlane.material = new THREE.MeshStandardMaterial({
map: texture,
metalness: 0,
roughness: 1
});
this.loadedTextures.set(galaxy.id, texture);
},
undefined,
(error) => {
console.log('[DEEP FIELD] Image load failed for ' + galaxy.id + ', using procedural fallback');
}
);
},
// Add label to galaxy frame
addGalaxyLabel(frameGroup, galaxy) {
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 64;
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgba(0, 20, 40, 0.8)';
ctx.fillRect(0, 0, 256, 64);
ctx.font = 'bold 18px monospace';
ctx.fillStyle = '#00ffff';
ctx.textAlign = 'center';
ctx.fillText(galaxy.name || galaxy.id, 128, 25);
ctx.font = '14px monospace';
ctx.fillStyle = '#ffffff';
ctx.fillText(galaxy.type, 128, 48);
const texture = new THREE.CanvasTexture(canvas);
const spriteMat = new THREE.SpriteMaterial({ map: texture, transparent: true });
const sprite = new THREE.Sprite(spriteMat);
sprite.scale.set(4, 1, 1);
sprite.position.y = -3.5;
frameGroup.add(sprite);
},
// Get primary classification type
getPrimaryType(galaxy) {
const types = Object.entries(galaxy.classification);
return types.sort((a, b) => b[1] - a[1])[0][0];
},
// Get color for classification type
getTypeColor(type) {
const colors = { spiral: 0x0099ff, elliptical: 0xff6600, star: 0x00ff88 };
return colors[type] || 0xffffff;
},
// Handle click for galaxy selection
handleClick(e) {
if (!this.active || !NexusHub.active) return;
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(0, 0), NexusHub.camera);
const intersects = raycaster.intersectObjects(this.group.children, true);
for (const hit of intersects) {
if (hit.object.userData?.isGalaxyImage) {
this.selectGalaxy(hit.object.userData.galaxy, hit.object.parent);
return;
}
}
},
// Select and display galaxy info
selectGalaxy(galaxy, frameGroup) {
// Reset previous selection
if (this.selectedGalaxy && this.selectedGalaxy.frameGroup) {
this.selectedGalaxy.frameGroup.userData.light.intensity = 0.5;
}
this.selectedGalaxy = { galaxy, frameGroup };
frameGroup.userData.light.intensity = 2;
// Update info panel
const infoPanel = document.getElementById('deepfield-info');
infoPanel.style.display = 'block';
document.getElementById('deepfield-galaxy-name').textContent = galaxy.name || galaxy.id;
document.getElementById('deepfield-galaxy-type').textContent = galaxy.type + ' • ' + galaxy.distance;
document.getElementById('deepfield-spiral-bar').style.width = (galaxy.classification.spiral * 100) + '%';
document.getElementById('deepfield-elliptical-bar').style.width = (galaxy.classification.elliptical * 100) + '%';
document.getElementById('deepfield-distance').textContent = galaxy.distance;
document.getElementById('deepfield-ra').textContent = galaxy.ra.toFixed(3);
document.getElementById('deepfield-dec').textContent = galaxy.dec.toFixed(3);
document.getElementById('deepfield-votes').textContent = galaxy.votes.toLocaleString();
const sdssLink = document.getElementById('deepfield-sdss-link');
sdssLink.href = `https://skyserver.sdss.org/dr17/VisualTools/explore/summary?ra=${galaxy.ra}&dec=${galaxy.dec}`;
// Log discovery to game data if available
if (typeof gameData !== 'undefined') {
if (!gameData.galaxiesViewed) gameData.galaxiesViewed = [];
if (!gameData.galaxiesViewed.includes(galaxy.id)) {
gameData.galaxiesViewed.push(galaxy.id);
if (typeof showNotification === 'function') {
showNotification('🌌 New galaxy catalogued: ' + galaxy.name, 'success');
}
}
}
},
// Clear galaxy frames
clearFrames() {
this.galaxyFrames.forEach(frame => {
frame.traverse(obj => {
if (obj.geometry) obj.geometry.dispose();
if (obj.material) {
if (obj.material.map) obj.material.map.dispose();
obj.material.dispose();
}
});
this.group.remove(frame);
});
this.galaxyFrames = [];
},
// Dispose all resources
dispose() {
this.clearFrames();
this.loadedTextures.forEach(tex => tex.dispose());
this.loadedTextures.clear();
if (this.group && this.group.parent) {
this.group.parent.remove(this.group);
}
this.group = null;
this.initialized = false;
},
// Animation update (called from NexusHub animate if active)
update(time) {
if (!this.active || !this.group) return;
// Subtle floating animation
this.galaxyFrames.forEach((frame, index) => {
frame.position.y += Math.sin(time * 0.5 + index * 0.5) * 0.002;
frame.rotation.y = Math.sin(time * 0.2 + index) * 0.03;
});
}
};
window.DeepFieldArray = DeepFieldArray;
console.log('[v12.26] Deep Field Array - Stellar Cartography loaded');
// Initialize Nexus Hub
NexusHub.init();
// Add H key binding to toggle Nexus Hub
document.addEventListener('keydown', (e) => {
// Skip if typing
if (document.activeElement?.tagName === 'INPUT' || document.activeElement?.tagName === 'TEXTAREA') return;
if (document.activeElement?.isContentEditable) return;
// Skip if modal is open
if (document.querySelector('.modal-overlay[style*="flex"]')) return;
if (e.key === 'h' || e.key === 'H') {
// v12.26: Handle Deep Field Array exit first
if (typeof DeepFieldArray !== 'undefined' && DeepFieldArray.active) {
e.preventDefault();
DeepFieldArray.exit();
return;
}
// Don't toggle if in special modes
if (mode === 'nexus') {
NexusHub.exit();
} else if (mode === 'world' || mode === 'galaxy') {
e.preventDefault();
NexusHub.enter();
}
}
});
console.log('[NEXUS] Nexus Hub Command Center loaded - Press H to enter');
console.log('[DEEP FIELD] Stellar Cartography ready - Access via Nexus portal');